History Characters / FalloutNewVegasOtherFactions

15th Aug '17 7:34:05 PM ForgottenJedi
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-->'''[=McNamara=]: People called me a hero after what happened at HELIOS, but I left that battle scarred by fear, and have allowed that weakness to govern my actions.

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-->'''[=McNamara=]: -->'''[=McNamara=]:''' People called me a hero after what happened at HELIOS, but I left that battle scarred by fear, and have allowed that weakness to govern my actions.
15th Aug '17 7:24:44 PM ForgottenJedi
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* AffablyEvil: Motor-Runner. Rather hilarious when you realize that the ''leader'' of the most evil faction in the game is the only member who isn't automatically hostile to you, probably because he's the only one not on a massive amount of drugs. Conversation indicates that he genuinely cares for the well-being of his people, which was why he led the Fiends to Vault 3.
* AxeCrazy:
** Some of them, Violet included, aren't either mentally well at all or worse than the others.
** If you kill Cook Cook's brahmin, he will utterly [[UnstoppableRage flip out and go after everyone]].
* TheBeastMaster: Violet has a whole pack of dogs at her beck and call.
* BenevolentBoss: Motor-Runner genuinely cares for the Fiends and wants to protect them.
* BerserkButton: If anything so much as happens to Queenie, Cook-Cook's favorite Brahmin, he will ''completely'' lose his shit. And his mind's already on the edge as it is.
** In the DummiedOut dialog, Violet gets especially angry if the players does anything with her dogs.
* BestialityIsDepraved: It's implied that Cook-Cook ''really'' loves his Brahmin. As if being a [[ImAHumanitarian cannibalistic]] {{Pyromaniac}} with a penchant for rape isn't enough to tell you how depraved he is.
* ChainsawGood: Motor-Runner's favorite weapon.

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* AffablyEvil: Motor-Runner. Rather hilarious when you realize that the ''leader'' of the AxeCrazy: Drugs have driven most evil faction in Fiends out of their minds to the game is point where the only member who isn't automatically hostile to you, probably because he's the only one not on a massive amount of drugs. Conversation indicates that he genuinely cares for the well-being of his people, which was why he led the Fiends to Vault 3.
* AxeCrazy:
** Some of them, Violet included, aren't either mentally well at all or worse than the others.
** If you kill Cook Cook's brahmin, he will utterly [[UnstoppableRage flip out and go after everyone]].
* TheBeastMaster: Violet has a whole pack of dogs at her beck and call.
* BenevolentBoss: Motor-Runner genuinely cares for the Fiends and wants to protect them.
* BerserkButton: If anything so much as happens to Queenie, Cook-Cook's favorite Brahmin, he will ''completely'' lose his shit. And his mind's already on the edge as it is.
** In the DummiedOut dialog, Violet gets especially angry if the players does anything with her dogs.
* BestialityIsDepraved: It's implied that Cook-Cook ''really'' loves his Brahmin. As if being a [[ImAHumanitarian cannibalistic]] {{Pyromaniac}} with a penchant for rape isn't enough to tell you how depraved he is.
* ChainsawGood: Motor-Runner's favorite weapon.
thing they understand is violence.



* DepravedBisexual: Cook-Cook. When he purchased a family from slavers, he didn't even wait until the slavers turned around before he began raping them, beginning with their son.



* TheDreaded: While Motor-Runner is the gang's leader, Cook-Cook is the one that everyone fears, to the point that even his own fellow Fiends don't want to get too involved with him.
-->'''Little Buster''': The rapist with the flamethrower? Yeah, that's a combination I stay the fuck away from.



* FaceHeelTurn: It's implied that Nephi was a former New Canaanite.
* FatBastard: Some of Betsy's dialogue indicates Cook-Cook was supposed to be one, if not for the engine's limited number of character models.



* TheFriendNobodyLikes: ''No one'' in the Fiends likes Cook-Cook, and they only keep him around because he's a good chef. In DummiedOut dialogue, Driver Nephi will warn the Courier "Listen... you don't want to mess with Cook-Cook. And you ''really'' don't want to let him get you alone. Trust me," and Violet says "Driver Nephi'll brain your skull in! Cook-Cook... don't even want to know what he'll do."
* GeniusDitz: Despite being completely off his gourd, Cook-Cook has an Intelligence score of 9. Might have something to do with the Mentats he takes.
* GolfClubbing: Driver Nephi's signature weapon is a ''driver iron'' and he is very good with it.



* HiddenDepths: Cut dialogue with the Followers Doctor Bert Gunnarsson reveals that Driver Nephi used to be part of the Mormon Church and they were close friends, before Nephi [[{{Understatement}} fell into a bad crowd]]. If the player kills Nephi before talking to Bert, he will comment that he hopes Nephi will somehow find peace in the afterlife, even with the other dialogue cut.
* ImAHumanitarian: Cut dialogue for Cook-Cook reveals he's into cannibalism too, though his special stew doesn't use human flesh.
* KillItWithFire: Cook-Cook's favorite method of killing. He will likely be armed with an incinerator, when the player finds him.
* LaughablyEvil: The cut dialog for the Fiend bosses is actually kind of funny, albeit incredibly screwed up.
-->'''Cook-Cook''': Who am I? I'm the scariest motherfucker you're gonna meet! I'm Cook-Cook, bitch, better not forget it!
-->'''Cook-Cook''': NCR? Bunch of soft little bitches, they've got no stomach for life in the wasteland. Got some choice strange, though, I'll give 'em that. Heh heh... yeah. I'll give 'em *that* all right.
-->'''Cook-Cook''': Hey there, sweet thing, want a ride on the Cook-Cook Express?
* LightningBruiser: Driver Nephi has a reputation as very tough and fast melee fighter, who has kill at least a dozen NCR troopers, ''with just his golf club''. True to his reputation, he has very high strength and endurance and moves 25% faster than the other Fiends.
* MadeOfIron: Driver Nephi is said to be so tough, a .308 round put in him by a ''First Recon Sniper'' didn't even faze him.



* MoralityPet: Cook-Cook has a pet brahmin named "Queenie". If you kill her he'll go berserk and attack the other Fiends. His cut dialogue concerning her indicates that [[{{Squick}} he might like her a bit]] ''[[{{Squick}} too]]'' [[{{Squick}} much...]]
* MotorMouth: The cut dialogue made Cook Cook a fast-talking LargeHam.
* OrcusOnHisThrone: Motor-Runner, literally. While you run around New Vegas gunning Fiends down by the dozen, he just sits on that chair of his.
* ThePigPen: None of the Fiends are all that clean as it is, but Cook-Cook is implied to ''really'' stink.



* RapeIsASpecialKindOfEvil: Cook-Cook's penchant for rape and setting his victims on fire means that he's one of the few characters with "Very Evil" karma, making him just as evil as [[TheUnfettered Vulpes Inculta]].
* SupremeChef: Cook-Cook is apparently such a good chef that the Fiends keep him around despite being disgusted by him otherwise.



* YouNoTakeCandle: How Violet talks in the Dummied Out dialogue:
-->"Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! '''HA HA!'''"



!!Followers Of The Apocalypse

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Followers_2091.png]]
->''[[ScavengerWorld Humanity lost many things after the war. Methods of agriculture, techniques for survival.]] We took it upon ourselves to piece together this knowledge and bring it back to them. Other things weren't lost, but were blocked from our collective memory. [[InYourNatureToDestroyYourselves Knowledge of what we're capable of, and how things spiral out of control]]. It's in our nature to want to forget truths that keep us awake at night. And for that reason it's all the more important that the Followers walk the wastes to remind people of them.''
-->-- '''Ignacio Rivas'''

A quasi-religious order and humanitarian organization that originated from the Los Angeles Boneyard, headquartered in the ruins of the former LA Public Library. The Followers are dedicated to help the less fortunate people in the wasteland by providing them with education and medical aid with the long term goal of ensuring that humanity does not repeat the mistakes that led to the Great War.

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!!Followers Of The Apocalypse

[[folder:In General]]
[[quoteright:240:http://static.
[[folder:Motor-Runner]]
!!Motor-Runner
[[quoteright:350:http://static.
tvtropes.org/pmwiki/pub/images/Followers_2091.png]]
->''[[ScavengerWorld Humanity lost many things after
org/pmwiki/pub/images/motor_runner.jpg]]
-->'''Voiced by:''' Jesse Burch

->''"Sounds good to me, and to
the war. Methods of agriculture, techniques for survival.]] We took it upon ourselves to piece together this knowledge and bring it back to them. Other things weren't lost, but were blocked from our collective memory. [[InYourNatureToDestroyYourselves Knowledge of what we're capable of, and how things spiral out of control]]. It's in our nature to want to forget truths that keep us awake at night. And for that reason it's all the more important that the Followers walk the wastes to remind people of them.''
-->-- '''Ignacio Rivas'''

A quasi-religious order and humanitarian organization that originated from the Los Angeles Boneyard, headquartered in the ruins
dogs, too! Dinnertime, boys!"''

The leader
of the former LA Public Library. The Followers are dedicated to help Fiends, Motor-Runner commands his raiders from within the less fortunate people in the wasteland by providing them with education and medical aid with the long term goal depths of ensuring that humanity does not repeat the mistakes that led to the Great War. Vault 3.



* BeingGoodSucks: [[spoiler:Most of their endings see them kicked out of the Mojave, overwhelmed with patients, or simply hunted down and killed. Though if the NCR wins and you can convince the Followers to work with them they will continue to provide their services with full government support, while if Caesar is alive for a Legion victory he lets them go out of respect for his old life.]]
* BewareTheNiceOnes: They're normally pacifists. However, if they believe it'll help the less fortunate, they can and will kill without hesitation. [[spoiler: Plus, [[BigBad Caesar]] [[FromNobodyToNightmare used to be one of their members]]]].
* BittersweetEnding: Pretty much any ending they get, unless you [[spoiler:get them to support the NCR's annexation of the Mojave]] or [[spoiler:leave Caesar in charge of the Legion and then help them win at Hoover Dam]].
* BombThrowingAnarchists: They're accused of this, but [[SubvertedTrope they're not]]. '' [[ZigZaggedTrope Usually.]] ''
* DisasterScavengers: They entire goal is to seek out Pre-War tech and use it for humanitarian purposes. Arcade points out that simply scavenging can't go on forever and they do also try to gain the knowledge to produce things themselves.
* FreakyFashionMildMind: Despite sporting a prominent mohawk, Julie Farkas is one of the kindest individuals of the game.
* HeroWithBadPublicity: As one of the most moral organizations in the Fallout universe, they have some very serious publicity issues. At best, people view them as well-intentioned {{Wide Eyed Idealist}}s that are too naive to survive in this CrapsackWorld. At worst, they are seen as anarchistic cultists with dangerous ideas that need to be destroyed. The bad publicity comes out in a very specific ending to a quest, The White Wash, after it's been uncovered that a rogue Follower killed an NCR Trooper for finding out that the Followers were stealing water from the NCR for the town of Westside to grow crops. Turning in said Follower has [[JerkWithAHeartOfGold Carrie Boyd]] mention that [[WhatTheHellHero this isn't the first time something like this has happened and that she's unsure their actions are helping or hurting their cause because they piss off people with power by doing the occasionally right thing the wrong way.]]
* NotSoDifferent: To the Brotherhood of Steel. Ultimately, the goal of both factions is to gather technology and knowledge, for the sake of what they deem as a noble cause.
* WhatHappenedToTheMouse: We don't get an ending for them with Mr. House. However, Yes Man states that House planned to enlist them to provide medical aid throughout the region as a "mitigating contingency", which is exactly what you do in the Independent ending.

to:

* BeingGoodSucks: [[spoiler:Most of their endings see them kicked out of the Mojave, overwhelmed with patients, or simply hunted down and killed. Though if the NCR wins and AffablyEvil: Rather hilarious when you can convince the Followers to work with them they will continue to provide their services with full government support, while if Caesar is alive for a Legion victory he lets them go out of respect for his old life.]]
* BewareTheNiceOnes: They're normally pacifists. However, if they believe it'll help the less fortunate, they can and will kill without hesitation. [[spoiler: Plus, [[BigBad Caesar]] [[FromNobodyToNightmare used to be one of their members]]]].
* BittersweetEnding: Pretty much any ending they get, unless you [[spoiler:get them to support the NCR's annexation of the Mojave]] or [[spoiler:leave Caesar in charge of the Legion and then help them win at Hoover Dam]].
* BombThrowingAnarchists: They're accused of this, but [[SubvertedTrope they're not]]. '' [[ZigZaggedTrope Usually.]] ''
* DisasterScavengers: They entire goal is to seek out Pre-War tech and use it for humanitarian purposes. Arcade points out
realize that simply scavenging can't go on forever and they do also try to gain the knowledge to produce things themselves.
* FreakyFashionMildMind: Despite sporting a prominent mohawk, Julie Farkas is one of the kindest individuals of the game.
* HeroWithBadPublicity: As one
''leader'' of the most moral organizations evil faction in the Fallout universe, they have some very serious publicity issues. At best, people view them as well-intentioned {{Wide Eyed Idealist}}s that are too naive to survive in this CrapsackWorld. At worst, they are seen as anarchistic cultists with dangerous ideas that need to be destroyed. The bad publicity comes out in a very specific ending to a quest, The White Wash, after it's been uncovered that a rogue Follower killed an NCR Trooper for finding out that game is the Followers were stealing water from the NCR for the town of Westside to grow crops. Turning in said Follower has [[JerkWithAHeartOfGold Carrie Boyd]] mention that [[WhatTheHellHero this only member who isn't automatically hostile to you, probably because he's the only one not on a massive amount of drugs. Motor-Runner is actually extremely polite should the Courier manage to speak with him, treating you with a measure of respect, is willing to bargain for drug prices, genuinely cares about the Fiends under him (referring to them as "my people" and leading them to Vault 3 to help protect them), and will even graciously accept the player's challenge to a fight... despite having butchered the Vault's defenseless inhabitants, [[TooDumbToLive who welcomed them with open arms]].
* BenevolentBoss: He treats his men well, and the reason they are in South Vegas in
the first time something like this has happened and that she's unsure their actions are helping or hurting their cause place is because they piss off people with power by doing the occasionally right thing the wrong way.]]
* NotSoDifferent: To the Brotherhood of Steel. Ultimately, the goal of both factions is
Motor-Runner conquered Vault 3 to gather technology and knowledge, for the sake of what they deem as a noble cause.
* WhatHappenedToTheMouse: We don't get an ending for
give them with Mr. House. However, Yes Man states a safe place to live.
* ChainsawGood: He wields a chainsaw into battle.
* OrcusOnHisThrone: Motor-Runner, literally. While you run around New Vegas gunning fields down by the dozen, he just sits on
that House planned to enlist them to provide medical aid throughout the region as a "mitigating contingency", which is exactly what you do in the Independent ending. chair of his.



!!Great Khans

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Great_Khans_2985.png]]
->''You want to hear the story of the Great Khans? It's a long one, full of honor, glory and betrayal. We have suffered, but we will regain our glory.''
-->-- '''Papa Khan'''

A tribe of Mongolian-themed raiders that originated from the same vault as the NCR, their long-time enemy. As the NCR expanded through the Core Regions the Khans were pushed into the Mojave, only for Mr. House to evict them once he took control of New Vegas. The Great Khans resettled at Bitter Springs and raided from it for a few years, until the NCR retaliated with an attack that turned into a massacre. The remaining Great Khans have holed up in Red Rock Canyon, where they eke out a meager existence by manufacturing and selling chems, but an alliance with Caesar's Legion might give the Khans a chance to strike back against their old foes and regain their past glory...

to:

!!Great Khans

[[folder:In General]]
[[quoteright:240:http://static.
[[folder:Cook-Cook]]
!!Cook-Cook
[[quoteright:350:http://static.
tvtropes.org/pmwiki/pub/images/Great_Khans_2985.png]]
->''You want to hear the story
org/pmwiki/pub/images/cook_cook.jpg]]
-->'''Voiced by:''' Gregory Allen Williams

The most feared member
of the Great Khans? It's a long one, full of honor, glory Fiends, Cook-Cook is notorious for raping and betrayal. We have suffered, but we will regain our glory.''
-->-- '''Papa Khan'''

A tribe of Mongolian-themed raiders that originated from the same vault as the NCR, their long-time enemy. As the NCR expanded through the Core Regions the Khans were pushed into the Mojave, only for Mr. House to evict them once he took control of New Vegas. The Great Khans resettled at Bitter Springs and raided from it for a few years, until the NCR retaliated with an attack that turned into a massacre. The remaining Great Khans have holed up in Red Rock Canyon, where they eke out a meager existence by manufacturing and selling chems, but an alliance with Caesar's Legion might give the Khans a chance to strike back against their old foes and regain their past glory...
burning his victims.



* ALighterShadeOfGrey: Between the Powder Gangers, Fiends, Vipers, and of course the Legion, the Great Khans are practically the {{Token Good Teammate}}s. At the least, they're considerably less evil than the Legion's other allies.
* AssholeVictim: While most members of the NCR agree that what happened at Bitter Springs was messed up, former Khan-turned-NCR soldier Bitter-Root maintains that they had it coming. Objectively speaking, the Khans ''did'' provoke the NCR with attacks on civilians and soldiers alike, ignoring warnings of reprisal as empty threats. Even after Bitter Springs, when the Followers of the Apocalypse tried to teach them how to make medicine, the Khans instead used that knowledge to become drug dealers, causing the Followers to withdraw their support in disgust.
* TheAtoner: If you convince them to claim their own legacy, one ending has them [[spoiler:reconnect with the Followers. Unlike last time, however, where they abused their kindness, and became chem dealers, they use the knowledge given by them to "carve a mighty empire out of the ruins of the Northwest".]]
* DefectorFromDecadence: From the original Khans. In their case, both Manny Vargas and Bitter Root are this for them. You can also help [[EmoTeen Jerry the Punk]] become a member of the Followers of the Apocalypse.
** Subverted with Manny as he's still on good terms with the other Khans and states that he left the NCR after Bitter Springs.
* DownerEnding: The only way for them to get a HappyEnding is to [[spoiler:convince them to leave the Mojave in search of their legacy]]. Otherwise, they get wiped out, are forcibly assimilated into Caesar's Legion, or are relocated to a barren reservation.
* DrugsAreBad: They're pretty much the prime chem providers in the Mojave, and it's outright stated that their sales and manufacture is what keeps the Fiends going. Subverted in that the manufacturers can be convinced that there's money to be had in medical supplies, too, after which they'll begin making and selling Stimpaks on the cheap alongside their usual chems. However, their drug cook Jack is one of the nicer Khans.
* DeathSeeker: If you convince the Khans to break the alliance with the Legion, it's possible to get them to launch a suicide attack against them in the battle for Hoover Dam.
* FriendlyEnemy: Even if you're opposed to the Legion they'll still welcome you if you help them out.
* GangInitiationFight: Becoming an official member of the Khans involves the person taking a beating from all the Khans without giving in. At the least, you can try as many times as you want. Jerry the Punk laments the fact that he's just not tough enough to handle initiation.
* GeniusBruiser: Regis, who sleeps next to a stack of books.
* GeniusDitz: Jack might talk like a stoned-out hippie, but he's also a talented chemist who took to the Followers' lessons.
* GlassCannon: They wield powerful weaponry such as Grenade Rifles and Hunting Revolvers, but they're clad in practically leather armor, which provides little protection against most other weaponry and go down easily in a few shots.
* GlorySeeker: One of the main reasons they are siding with the Legion is to both get revenge against the NCR and to gain glory to their people. [[spoiler:Giving them information about their namesake from the Followers of the Apocalypse and showing them the real intentions of the Legion convinces them to switch sides, however.]]
* AHandfulForAnEye: By completing her sidequest, Diane can teach you the Khan Trick, an unarmed move in which you toss sand at you opponent's eyes.
* HeelFaceTurn: [[spoiler:In the endgame slides, if you convince Papa Khan to decline the Legion offer and then inspire him with the history of the Mongols, the Khans reunite with the Followers of the Apocalypse and pick up some more useful knowledge than making chems: governance, commerce, and the like. They then go off and try their own hand at nation-building.]] Even better [[spoiler: it works, the ending slideshow says they formed a "mighty empire" in Wyoming. The fact that the Followers helped them hints towards a more civilized empire instead of another Legion.]]
* HorribleJudgeOfCharacter: Thanks to Karl, they really believe that Caesar's Legion is going to change the M.O. they've used on 86 prior tribes just for them.
* MonsterSobStory: They've done a lot of shady things in the past, they're still doing them in the present, and they by and large brought most of their problems down upon themselves. But they lost a lot of innocent lives to the NCR at Bitter Springs and they just haven't been able to find a good home for themselves.
* NobleSavage: Zigzagged; while they have a personal code of honor, are much more civilized than the other raider tribes, and will engage in reasonable diplomacy, they're also mass-murdering anarchists who provide much of the region with street drugs.
* PragmaticVillainy:
** Unlike other Raider groups, the Khans don't kill for shit and giggles, they only do so if you have something they actually want. Otherwise, they leave you alone and may even be open to trade (as long as it's drugs you want, because that's all they have). It might not seem like much, but in the CrapsackWorld of ''Fallout'' it's enough for non-Khan Mojave residents to credit the group with at least a small amount of respect. It helps that their primary targets are NCR communities, whom Mojave communities generally resent.
** You can use an argument along these lines to convince the Khan's drug cooks to produce medicines: a more diverse product line will increase their profits, and there's less chance of their customers dying.
* ProudWarriorRaceGuy: The mindset of most of the tribe, especially Papa Khan. His motivation for siding with the Legion is that he feels his once-mighty tribe has been disgraced with their defeat by NCR, and Caesar will help them return to their glory days.
* TheQuisling: Papa is so keen for vengeance against the NCR that he's easily swayed by Karl's rhetoric, and sides with the Legion despite their practice of backstabbing and press-ganging every tribe who allied with them in the past. His second-in-command, Regis, is the reverse; less motivated by hatred of the NCR than his brethren, and mistrustful of the Legion, he'd happily call a truce between the Khans and NCR in the name of long-term stability in the Mojave. [[note]]Either option leads to the Khans being massively screwed over by their new-found allies; the Legion absorbs the Khans and robs them of their tribal identity, and the NCR land grabs their territory and forces them to become wandering nomads.[[/note]]
* ReasonableAuthorityFigure: Regis is even more reasonable than Papa Khan. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.
* TheRemnant: The tribe was founded by survivors from The New Khans, who in turn was founded by the sole surviving member of the original Khans. Both of these groups were hunted to near extinction by the NCR, with help from respectively the [[VideoGame/{{Fallout 2}} Chosen One]] and the [[VideoGame/{{Fallout1}} Vault Dweller]].
* ScrewThisImOuttaHere: After convincing Papa Khan to break the alliance with the Legion, you can tell them to leave the Mojave to seek their fates elsewhere. Nonetheless, it's possible that they'll come to the Courier's aid in the final battle.
* TheStoner: Jack the drug cook.
* SuicidalOverconfidence: They attacked the NCR even after the NCR proved to be way more powerful than them. This resulted in [[LaserGuidedKarma the Great Khans being forced out of Bitter Springs, with most of them dying]]. By the time the game starts, they are just a small, isolated village in the canyons, yet they still insist on allying against the NCR, which rules over all of California and most of Nevada at this point. It's heavily implied it was to keep the NCR away. Didn't work.
* TheSpartanWay: The way that they train their children to become warriors is not nice at all. Some don't survive, though if you ''fail'' and survive, you're allowed to try again.
* SympatheticPOV: The ''All Roads'' comic really makes you feel sorry for them.
* TokenGoodTeammate: They're a rough and ruthless bunch but are by far the least evil of the Legion and its allies. They're also the only one that can be dealt with completely peacefully.
* TookALevelInKindness: They’re by no means saints, but they're far from the antagonizing Khans in the previous games.
* TrueCompanions: Each one of them is this to the other Khans.
* UndyingLoyalty: Loyalty is big for the Khans, but not in a threatening way like the Omertas. They're just a very close-knit group that looks out for their own. If the Courier befriends them, they're one of the most accepting and friendly factions there is towards him/her.
* VaporWear: Some female Khans wear open vests with no shirt or bra underneath. Of course, the vest stays in place so as to always be covering [[NippleAndDimed the right spots.]]
* WhatTheHellHero: Karl's reaction to you will vary based on your reputation with The Legion. If you have tampered their efforts and have negative reputation, he will warn you that you're dangerously close to be marked to death. And if you've killed Caesar, he'll be ''pissed''!

to:

* ALighterShadeOfGrey: Between AxeCrazy: He is utterly insane and sadistic, butchering almost everyone he comes across that isn't a Fiend.
* BerserkButton: If anything so much as happens to Queenie, Cook-Cook's favorite Brahmin, he will ''completely'' lose his shit and attack everything. And his mind's already on
the Powder Gangers, Fiends, Vipers, and of course edge as it is.
* BestialityIsDepraved: It's implied that Cook-Cook ''really'' loves his Brahmin. As if being a [[ImAHumanitarian cannibalistic]] {{Pyromaniac}} with a penchant for rape isn't enough to tell you how depraved he is.
* DepravedBisexual: When he purchased a family from slavers, he didn't even wait until
the Legion, the Great Khans are practically the {{Token Good Teammate}}s. At the least, they're considerably less evil than the Legion's other allies.
slavers turned around before he began raping them, beginning with their son.
* AssholeVictim: TheDreaded: While most members of Motor-Runner is the NCR agree gang's leader, Cook-Cook is the one that what happened at Bitter Springs was messed up, former Khan-turned-NCR soldier Bitter-Root maintains everyone fears, to the point that they had it coming. Objectively speaking, the Khans ''did'' provoke the NCR even his own fellow Fiends don't want to get too involved with attacks on civilians and soldiers alike, ignoring warnings of reprisal as empty threats. Even after Bitter Springs, when the Followers of the Apocalypse tried to teach them how to make medicine, the Khans instead used that knowledge to become drug dealers, causing the Followers to withdraw their support in disgust.
* TheAtoner: If you convince them to claim their own legacy, one ending has them [[spoiler:reconnect
him.
-->'''Little Buster:''' The rapist
with the Followers. Unlike last time, however, where they abused their kindness, and became chem dealers, they use flamethrower? Yeah, that's a combination I stay the knowledge given by them fuck away from.
* FatBastard: Some of Betsy's dialogue indicates Cook-Cook was supposed
to "carve a mighty empire out of be one, if not for the ruins engine's limited number of the Northwest".]]
character models.
* DefectorFromDecadence: From the original Khans. In their case, both Manny Vargas and Bitter Root are this for them. You can also help [[EmoTeen Jerry the Punk]] become a member of the Followers of the Apocalypse.
** Subverted with Manny as he's still on good terms with the other Khans and states that he left the NCR after Bitter Springs.
* DownerEnding: The only way for them to get a HappyEnding is to [[spoiler:convince them to leave the Mojave
TheFriendNobodyLikes: ''No one'' in search of their legacy]]. Otherwise, they get wiped out, are forcibly assimilated into Caesar's Legion, or are relocated to a barren reservation.
* DrugsAreBad: They're pretty much the prime chem providers in the Mojave, and it's outright stated that their sales and manufacture is what keeps
the Fiends going. Subverted in that the manufacturers can be convinced that there's money to be had in medical supplies, too, after which they'll begin making likes Cook-Cook, and selling Stimpaks on the cheap alongside their usual chems. However, their drug cook Jack is one of the nicer Khans.
* DeathSeeker: If you convince the Khans to break the alliance with the Legion, it's possible to get them to launch a suicide attack against them in the battle for Hoover Dam.
* FriendlyEnemy: Even if you're opposed to the Legion they'll still welcome you if you help them out.
* GangInitiationFight: Becoming an official member of the Khans involves the person taking a beating from all the Khans without giving in. At the least, you can try as many times as you want. Jerry the Punk laments the fact that
they only keep him around because he's just not tough enough a good chef. In DummiedOut dialogue, Driver Nephi will warn the Courier "Listen... you don't want to handle initiation.
* GeniusBruiser: Regis, who sleeps next
mess with Cook-Cook. And you ''really'' don't want to a stack of books.
let him get you alone. Trust me," and Violet says "Driver Nephi'll brain your skull in! Cook-Cook... don't even want to know what he'll do."
* GeniusDitz: Jack might talk like a stoned-out hippie, but Despite being completely off his gourd, Cook-Cook has an Intelligence score of 9. Might have something to do with the Mentats he takes.
* ImAHumanitarian: Cut dialogue for Cook-Cook reveals
he's also a talented chemist who took to into cannibalism too, though his special stew doesn't use human flesh.
* KillItWithFire: His favorite method of killing. He will likely be armed with an incinerator, when
the Followers' lessons.
player finds him.
* GlassCannon: They wield powerful weaponry such as Grenade Rifles and Hunting Revolvers, but they're clad in practically leather armor, which provides LaughablyEvil: The cut dialog for the Fiend bosses is actually kind of funny, albeit incredibly screwed up.
-->'''Cook-Cook''': Who am I? I'm the scariest motherfucker you're gonna meet! I'm Cook-Cook, bitch, better not forget it!
-->'''Cook-Cook''': NCR? Bunch of soft
little protection against most bitches, they've got no stomach for life in the wasteland. Got some choice strange, though, I'll give 'em that. Heh heh... yeah. I'll give 'em *that* all right.
-->'''Cook-Cook''': Hey there, sweet thing, want a ride on the Cook-Cook Express?
* MoralityPet: Cook-Cook has a pet brahmin named "Queenie". If you kill her he'll go berserk and attack the
other weaponry and go down easily in Fiends. His cut dialogue concerning her indicates that [[{{Squick}} he might like her a few shots.
* GlorySeeker: One of the main reasons they are siding with the Legion is to both get revenge against the NCR and to gain glory to their people. [[spoiler:Giving them information about their namesake from the Followers of the Apocalypse and showing them the real intentions of the Legion convinces them to switch sides, however.
bit]] ''[[{{Squick}} too]]'' [[{{Squick}} much...]]
* AHandfulForAnEye: By completing her sidequest, Diane can teach you the Khan Trick, an unarmed move in which you toss sand at you opponent's eyes.
MotorMouth: The cut dialogue made Cook Cook a fast-talking LargeHam.
* HeelFaceTurn: [[spoiler:In the endgame slides, if you convince Papa Khan to decline the Legion offer and then inspire him with the history ThePigPen: None of the Mongols, the Khans reunite with the Followers of the Apocalypse and pick up some more useful knowledge than making chems: governance, commerce, and the like. They then go off and try their own hand at nation-building.]] Even better [[spoiler: it works, the ending slideshow says they formed a "mighty empire" in Wyoming. The fact Fiends are all that the Followers helped them hints towards a more civilized empire instead of another Legion.]]
* HorribleJudgeOfCharacter: Thanks
clean as it is, but Cook-Cook is implied to Karl, they really believe that Caesar's Legion is going to change the M.O. they've used on 86 prior tribes just ''really'' stink.
* RapeIsASpecialKindOfEvil: Cook-Cook's penchant
for them.
* MonsterSobStory: They've done a lot of shady things in the past, they're still doing them in the present,
rape and they by and large brought most of their problems down upon themselves. But they lost a lot of innocent lives to the NCR at Bitter Springs and they just haven't been able to find a good home for themselves.
* NobleSavage: Zigzagged; while they have a personal code of honor, are much more civilized than the other raider tribes, and will engage in reasonable diplomacy, they're also mass-murdering anarchists who provide much of the region with street drugs.
* PragmaticVillainy:
** Unlike other Raider groups, the Khans don't kill for shit and giggles, they only do so if you have something they actually want. Otherwise, they leave you alone and may even be open to trade (as long as it's drugs you want, because that's all they have). It might not seem like much, but in the CrapsackWorld of ''Fallout'' it's enough for non-Khan Mojave residents to credit the group with at least a small amount of respect. It helps that their primary targets are NCR communities, whom Mojave communities generally resent.
** You can use an argument along these lines to convince the Khan's drug cooks to produce medicines: a more diverse product line will increase their profits, and there's less chance of their customers dying.
* ProudWarriorRaceGuy: The mindset of most of the tribe, especially Papa Khan. His motivation for siding with the Legion is that he feels
setting his once-mighty tribe has been disgraced with their defeat by NCR, and Caesar will help them return to their glory days.
* TheQuisling: Papa is so keen for vengeance against the NCR
victims on fire means that he's easily swayed by Karl's rhetoric, and sides with the Legion despite their practice of backstabbing and press-ganging every tribe who allied with them in the past. His second-in-command, Regis, is the reverse; less motivated by hatred of the NCR than his brethren, and mistrustful of the Legion, he'd happily call a truce between the Khans and NCR in the name of long-term stability in the Mojave. [[note]]Either option leads to the Khans being massively screwed over by their new-found allies; the Legion absorbs the Khans and robs them of their tribal identity, and the NCR land grabs their territory and forces them to become wandering nomads.[[/note]]
* ReasonableAuthorityFigure: Regis is even more reasonable than Papa Khan. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.
* TheRemnant: The tribe was founded by survivors from The New Khans, who in turn was founded by the sole surviving member of the original Khans. Both of these groups were hunted to near extinction by the NCR, with help from respectively the [[VideoGame/{{Fallout 2}} Chosen One]] and the [[VideoGame/{{Fallout1}} Vault Dweller]].
* ScrewThisImOuttaHere: After convincing Papa Khan to break the alliance with the Legion, you can tell them to leave the Mojave to seek their fates elsewhere. Nonetheless, it's possible that they'll come to the Courier's aid in the final battle.
* TheStoner: Jack the drug cook.
* SuicidalOverconfidence: They attacked the NCR even after the NCR proved to be way more powerful than them. This resulted in [[LaserGuidedKarma the Great Khans being forced out of Bitter Springs, with most of them dying]]. By the time the game starts, they are just a small, isolated village in the canyons, yet they still insist on allying against the NCR, which rules over all of California and most of Nevada at this point. It's heavily implied it was to keep the NCR away. Didn't work.
* TheSpartanWay: The way that they train their children to become warriors is not nice at all. Some don't survive, though if you ''fail'' and survive, you're allowed to try again.
* SympatheticPOV: The ''All Roads'' comic really makes you feel sorry for them.
* TokenGoodTeammate: They're a rough and ruthless bunch but are by far the least evil of the Legion and its allies. They're also the only one that can be dealt with completely peacefully.
* TookALevelInKindness: They’re by no means saints, but they're far from the antagonizing Khans in the previous games.
* TrueCompanions: Each one of them is this to the other Khans.
* UndyingLoyalty: Loyalty is big for the Khans, but not in a threatening way like the Omertas. They're just a very close-knit group that looks out for their own. If the Courier befriends them, they're
one of the most accepting and friendly factions there is towards him/her.
* VaporWear: Some female Khans wear open vests
few characters with no shirt or bra underneath. Of course, the vest stays in place so "Very Evil" karma, making him just as to always be covering [[NippleAndDimed the right spots.]]
evil as [[TheUnfettered Vulpes Inculta]].
* WhatTheHellHero: Karl's reaction to you will vary based on your reputation with The Legion. If you have tampered their efforts and have negative reputation, he will warn you SupremeChef: He is apparently such a good chef that you're dangerously close to be marked to death. And if you've killed Caesar, he'll be ''pissed''! the Fiends keep him around despite being disgusted by him otherwise.



[[folder:Papa Khan]]
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/papa_khan_fonv_5.jpg]]
-->'''Voiced by:''' Ian Gregory

->''"I am the chief of the Great Khans - the Khan of Khans, if you like. This is my tribe and these are my people."''

The chieftain of the Great Khans. He was a follower of Darion of the New Khans, and was one of the few survivors of their battle against the New California Republic. Leading the survivors to the Mojave, Papa Khan reformed them into the Great Khans and has desperately sought to survive while surrounded by enemies new and old.

to:

[[folder:Papa Khan]]
[[folder:Violet]]
!!Violet
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/papa_khan_fonv_5.jpg]]
org/pmwiki/pub/images/violet.jpg]]
-->'''Voiced by:''' Ian Gregory

->''"I am the chief of the Great Khans - the Khan of Khans, if you like. This is my tribe
Katherine Pawlak

A Fiend leader with an affinity for dogs
and these are my people."''

The chieftain of the Great Khans. He was a follower of Darion of the New Khans, and was
one of the few survivors of their battle against the New California Republic. Leading the survivors to the Mojave, Papa Khan reformed them into the Great Khans and has desperately sought to survive while surrounded by enemies new and old.[=NCR=]s top targets.



* AFatherToHisMen: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.
* BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this or give Papa his diary where he privately insults the Khans, he'll be gunned down by all the Khans in the building at Papa Khan's command.
* HiddenDepths: While he may at first glance seem like nothing more than a slightly more reasonable tribal leader who is blinded by his hatred of the [=NCR=], Papa Khan is actually quite intelligent and wants a better future for his people. [[spoiler:If he reconnects with the Followers of the Apocalypse, he can do just that, building a civilization in Wyoming]].
* HonorBeforeReason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his GlorySeeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. [[spoiler:It takes even more legwork to convince him that there are better ways to go about that.]]
* KlingonPromotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
* ReasonableAuthorityFigure: For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
* TooDumbToLive: He really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will allow him rule all the land west of the Colorado just because he allied with him despite the Legion's long and well-known history of backstabbing. He will, however, listen to his advisers and reconsider the deal if you convince enough of them to speak out against the alliance. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.

to:

* AFatherToHisMen: As much as Papa Khan lets his hatred AxeCrazy: Like most Fiends outside of the NCR blind him, he truly does care for his people Vault 3, Violet is violent and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.
brutal at all times.
* TheBeastMaster: She has a whole pack of dogs at her beck and call.
* BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl Dummied out content had her going berserk should something happen to do just this or give Papa his diary where he privately insults the Khans, he'll be gunned down by all the Khans her dogs.
* YouNoTakeCandle: How Violet talks
in the building at Papa Khan's command.
* HiddenDepths: While he may at first glance seem like nothing more than a slightly more reasonable tribal leader who is blinded by his hatred of the [=NCR=], Papa Khan is actually quite intelligent and wants a better future for his people. [[spoiler:If he reconnects with the Followers of the Apocalypse, he can do just that, building a civilization in Wyoming]].
* HonorBeforeReason: Even after
Dummied Out dialogue:
-->"Dogs? Good dogs! My dogs! Fiend dogs. Tear
you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his GlorySeeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. [[spoiler:It takes even more legwork to convince him that there are better ways to go about that.]]
* KlingonPromotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
* ReasonableAuthorityFigure: For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
* TooDumbToLive: He really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will allow him rule all the land west of the Colorado just because he allied with him despite the Legion's long and well-known history of backstabbing. He will, however, listen to his advisers and reconsider the deal if you convince enough of them to speak out against the alliance. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.
up, arf arf arf! '''HA HA!'''"



!!The Kings

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
->''"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."''
-->--'''The King'''

The only bigger gang to refuse House's ultimatum of a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.

to:

!!The Kings

[[folder:In General]]
[[quoteright:240:http://static.
[[folder:Driver Nelphi]]
!!Driver Nelphi
[[quoteright:350:http://static.
tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
->''"The Kings are about an idea. Where every man is free
org/pmwiki/pub/images/driver_nephi.jpg]]
-->'''Voiced by:''' Jesse Burch

A fiend leader who likes
to follow beat his own path, do his own thing. Where every man is a king in his own right."''
-->--'''The King'''

The only bigger gang
victims to refuse House's ultimatum of death with a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.driver.



* [[AllHailTheGreatGodMickey All Hail The Great God Elvis]]: When the Kings found the King's School of Impersonation, they took the massive amounts of recordings, posters, imagery and imitation instructions to indicate that Elvis (not that they know his actual name) was actually a god figure from before the war that people worshiped.
* AnarchyIsChaos: The King and Pacer both agree that their image of Freeside is a town where everyone can be free to do what they want, but they disagree on what this means. The King imagines a society where every citizen is free to pursue their own path, so long as they respect the rights of others - well within the spectrum of anarchist politics. Pacer is happy to live in a society where the strong take from the weak and the weak can like it or go live somewhere else - assuming that, as second-in-command of the biggest gang, he'll be in the 'strong' category. [[spoiler: Unsurprisingly, his attack on the NCR relief effort ended ''terribly'' and if rest of The Kings go down his path and [[GenreBlind attack the trained and heavily armed troops]], [[CurbStompBattle they will get massacred]] and [[DownerEnding Freeside will end up under martial law.]], while The King's willingness to compromise will allow them to end the situation peacefully.]]
* ElvisImpersonator: An entire ''gang'' of them, all convinced it's a pre-war ''religion''. Only The King and Pacer put on the voice, but this might be justified since King says the tapes broke a few years ago. They're the oldest members and might be the only ones still alive to have heard them.
* EntitledBastard: Zig-zagged, they aren't fond of the NCR squatters putting a drain on their resources, and The King is not pleased when he finds out the NCR is giving handouts to its citizens but not to the proper citizens of the area. However, it turns out NCR ''wanted'' to supply everyone, but the messenger they sent to negotiate with The King was beaten and turned away by Pacer, so they were only given enough support to take care of their own. The player has the option to eventually smooth things out and get the two to agree to a truce, which leads into NCR providing relief support to Freeside if you complete the game for NCR.
* EstablishingCharacterMoment: If you pay Pacer's toll to get in to talk to him and mention it to him, The King apologizes for Pacer acting up and refunds you personally, and if you paid the max of 500 caps to get in, he makes a crack that you must have ''really'' wanted to meet him.
* FaceHeelTurn: [[spoiler:If you convince them to make peace with the NCR, [[TheLancer Pacer]] becomes enraged over the King "selling" out and attacks him. [[SuicidalOverconfidence In front of several loyal Kings, NCR Troopers, and your party]]. The only way to avoid this and still end the quest peacefully is to complete "King's Gambit" and use your favor to have the King agree to make peace.]]
* FutureImperfect: The Kings actually have absolutely no idea who Elvis really is. When they first discovered the school of impersonation filed with holotapes, jackets, and a seemingly unlimited supply of hair gel, they concluded that Elvis was worshiped and the building was his temple.
* GangOfHats: More like a gang of perfectly coiffed 'dos. They decided to all become Elvis impersonators because [[RuleOfCool why not]]?
* GreaserDelinquents: They're a hybrid of this trope and Elvis impersonators.
* HeelFaceTurn: Cut material shows that it would have been possible to talk down Pacer from his mutiny with a high enough speech skill. Certain mods restore this.
* HorribleJudgeOfCharacter: The King continues to display UndyingLoyalty to Pacer long after it becomes obvious that the man is a two-faced weasel who's been manipulating him into a fight with the NCR. The King actually lets on that he knows that Pacer is xenophobic but overlooks this because a) he can understand Pacer's reasons b) a lot of Freeside feels the same and c) Pacer is still his best friend and in any other matter has the King's best interests at heart. He just doesn't know how much Pacer hates the NCR.
* TheLancer: Pacer is The King's second-in-command.
* NeighborhoodFriendlyGangsters: The Kings take this [[UpToEleven a step further]] by acting as Freeside's ''de facto'' police force, and the closest thing they have to a government.
* NiceGuy: The King is a rather personable and likable person, who despite being noted as something of a hothead remains a ReasonableAuthorityFigure for the most part. The Kings as a whole are very generous, giving freebies to a Courier who's proved helpful to the people of Freeside. If they have a flaw, it's a mild excess of hometown pride.
* ReasonableAuthorityFigure: The King is one of the few politically powerful figures out there motivated by a genuine desire to help the people. He dislikes the NCR squatters around, but it's due to pride and miscommunication, and it's possible to smooth things out and make peace between them.
* SpellMyNameWithAThe: The King. The fact that this makes him "The King of Kings" is noted by Rotface.
* SuicidalOverconfidence:
** In a quest involving the NCR's and King's conflict, the NCR sends a platoon of fully armed soldiers to the King's HQ. The King tells you to explain what's going on before his gang kills the soldiers. You have the option of telling him to calm down since his gang stands no chance if they start a fight. He'll take this as a challenge, and order his gang to open fire, upon which they are all gunned down.
** This is basically what happens in all but a few of the King's endings. They decide to pick a fight with the victors of the Mojave and get themselves killed. The NCR is the only faction that's willing to even have a peaceful solution with them (aside from [[TheHero the Courier]], of course), while Mr. House will only go so far as to leave them alone.
** Speaking of peace with the NCR, if the Courier gets the King to sign a truce with them, [[spoiler: Pacer]] storms in, angry that the King had "sold out", and attacks him - along with the King's loyal guards... and several, heavily armed NCR soldiers... oh, and YOU too.
* TokenEvilTeammate: Pacer is the only member of the Kings set to Evil Karma.
* YouOweMe: After completing a series of quests for The King, he gives you the permission to ask for a favor, ranging from membership to a fake passport to the Strip. Later on, you can use this favor to make The King agree to a truce with the NCR.
[[/folder]]

!!Powder Gangers

to:

* [[AllHailTheGreatGodMickey All Hail The Great God Elvis]]: When the Kings found the King's School of Impersonation, they took the massive amounts of recordings, posters, imagery and imitation instructions to indicate that Elvis (not that they know his actual name) was actually a god figure from before the war that people worshiped.
* AnarchyIsChaos: The King and Pacer both agree that their image of Freeside is a town where everyone can be free to do what they want, but they disagree on what this means. The King imagines a society where every citizen is free to pursue their own path, so long as they respect the rights of others - well within the spectrum of anarchist politics. Pacer is happy to live in a society where the strong take from the weak and the weak can like it or go live somewhere else - assuming that, as second-in-command of the biggest gang, he'll be in the 'strong' category. [[spoiler: Unsurprisingly, his attack on the NCR relief effort ended ''terribly'' and if rest of The Kings go down his path and [[GenreBlind attack the trained and heavily armed troops]], [[CurbStompBattle they will get massacred]] and [[DownerEnding Freeside will end up under martial law.]], while The King's willingness to compromise will allow them to end the situation peacefully.]]
* ElvisImpersonator: An entire ''gang'' of them, all convinced it's a pre-war ''religion''. Only The King and Pacer put on the voice, but this might be justified since King says the tapes broke a few years ago. They're the oldest members and might be the only ones still alive to have heard them.
* EntitledBastard: Zig-zagged, they aren't fond of the NCR squatters putting a drain on their resources, and The King is not pleased when he finds out the NCR is giving handouts to its citizens but not to the proper citizens of the area. However, it turns out NCR ''wanted'' to supply everyone, but the messenger they sent to negotiate with The King was beaten and turned away by Pacer, so they were only given enough support to take care of their own. The player has the option to eventually smooth things out and get the two to agree to a truce, which leads into NCR providing relief support to Freeside if you complete the game for NCR.
* EstablishingCharacterMoment: If you pay Pacer's toll to get in to talk to him and mention it to him, The King apologizes for Pacer acting up and refunds you personally, and if you paid the max of 500 caps to get in, he makes a crack that you must have ''really'' wanted to meet him.
* FaceHeelTurn: [[spoiler:If you convince them to make peace It's implied that Nephi was a former New Canaanite.
* GolfClubbing: His signature weapon is a ''driver iron'' and he is very good with it.
* HiddenDepths: Cut dialogue
with the NCR, [[TheLancer Pacer]] becomes enraged over Followers Doctor Bert Gunnarsson reveals that Driver Nephi used to be part of the King "selling" out Mormon Church and attacks him. [[SuicidalOverconfidence In front of several loyal Kings, NCR Troopers, and your party]]. The only way to avoid this and still end the quest peacefully is to complete "King's Gambit" and use your favor to have the King agree to make peace.]]
* FutureImperfect: The Kings actually have absolutely no idea who Elvis really is. When
they first discovered the school of impersonation filed with holotapes, jackets, and a seemingly unlimited supply of hair gel, they concluded that Elvis was worshiped and the building was his temple.
* GangOfHats: More like a gang of perfectly coiffed 'dos. They decided to all become Elvis impersonators because [[RuleOfCool why not]]?
* GreaserDelinquents: They're a hybrid of this trope and Elvis impersonators.
* HeelFaceTurn: Cut material shows that it would have been possible to talk down Pacer from his mutiny with a high enough speech skill. Certain mods restore this.
* HorribleJudgeOfCharacter: The King continues to display UndyingLoyalty to Pacer long after it becomes obvious that the man is a two-faced weasel who's been manipulating him
were close friends, before Nephi [[{{Understatement}} fell into a fight bad crowd]]. If the player kills Nephi before talking to Bert, he will comment that he hopes Nephi will somehow find peace in the afterlife, even with the NCR. The King actually lets on that he knows that Pacer is xenophobic but overlooks this because a) he can understand Pacer's reasons b) a lot of Freeside feels the same and c) Pacer is still his best friend and in any other matter dialogue cut.
* LightningBruiser: Has a reputation as very tough and fast melee fighter, who
has the King's best interests kill at heart. He least a dozen NCR troopers, ''with just doesn't know how much Pacer hates the NCR.
* TheLancer: Pacer is The King's second-in-command.
* NeighborhoodFriendlyGangsters: The Kings take this [[UpToEleven a step further]] by acting as Freeside's ''de facto'' police force, and the closest thing they have
his golf club''. True to a government.
* NiceGuy: The King is a rather personable and likable person, who despite being noted as something of a hothead remains a ReasonableAuthorityFigure for the most part. The Kings as a whole are
his reputation, he has very generous, giving freebies to a Courier who's proved helpful to high strength and endurance and moves 25% faster than the people of Freeside. If they have a flaw, it's a mild excess of hometown pride.
other Fiends.
* ReasonableAuthorityFigure: The King MadeOfIron: He is one of the few politically powerful figures out there motivated said to be so tough, a .308 round put in him by a genuine desire to help the people. He dislikes the NCR squatters around, but it's due to pride and miscommunication, and it's possible to smooth things out and make peace between them.
* SpellMyNameWithAThe: The King. The fact that this makes him "The King of Kings" is noted by Rotface.
* SuicidalOverconfidence:
** In a quest involving the NCR's and King's conflict, the NCR sends a platoon of fully armed soldiers to the King's HQ. The King tells you to explain what's going on before his gang kills the soldiers. You have the option of telling him to calm down since his gang stands no chance if they start a fight. He'll take this as a challenge, and order his gang to open fire, upon which they are all gunned down.
** This is basically what happens in all but a few of the King's endings. They decide to pick a fight with the victors of the Mojave and get themselves killed. The NCR is the only faction that's willing to
''First Recon Sniper'' didn't even have a peaceful solution with them (aside from [[TheHero the Courier]], of course), while Mr. House will only go so far as to leave them alone.
** Speaking of peace with the NCR, if the Courier gets the King to sign a truce with them, [[spoiler: Pacer]] storms in, angry that the King had "sold out", and attacks him - along with the King's loyal guards... and several, heavily armed NCR soldiers... oh, and YOU too.
* TokenEvilTeammate: Pacer is the only member of the Kings set to Evil Karma.
* YouOweMe: After completing a series of quests for
faze him.
[[/folder]]

!!Followers Of
The King, he gives you the permission to ask for a favor, ranging from membership to a fake passport to the Strip. Later on, you can use this favor to make The King agree to a truce with the NCR.
[[/folder]]

!!Powder Gangers
Apocalypse



[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Dynamite_7068.png]]
->''[[MadBomber Never gets old when something blows up!]]''
-->--'''Random Powder Ganger'''

A group of escaped convicts originated from NCR territory. The NCR originally brought them from the west to use as cheap labor to work on a railway line. But the convicts managed to take control of their prison and formed into a loosely organized group of thugs and raiders.

to:

[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Dynamite_7068.org/pmwiki/pub/images/Followers_2091.png]]
->''[[MadBomber Never gets old when something blows up!]]''
-->--'''Random Powder Ganger'''

A group
->''[[ScavengerWorld Humanity lost many things after the war. Methods of escaped convicts agriculture, techniques for survival.]] We took it upon ourselves to piece together this knowledge and bring it back to them. Other things weren't lost, but were blocked from our collective memory. [[InYourNatureToDestroyYourselves Knowledge of what we're capable of, and how things spiral out of control]]. It's in our nature to want to forget truths that keep us awake at night. And for that reason it's all the more important that the Followers walk the wastes to remind people of them.''
-->-- '''Ignacio Rivas'''

A quasi-religious order and humanitarian organization that
originated from NCR territory. the Los Angeles Boneyard, headquartered in the ruins of the former LA Public Library. The NCR originally brought Followers are dedicated to help the less fortunate people in the wasteland by providing them from with education and medical aid with the west to use as cheap labor to work on a railway line. But long term goal of ensuring that humanity does not repeat the convicts managed mistakes that led to take control of their prison and formed into a loosely organized group of thugs and raiders.the Great War.



* AHouseDivided: There are at least five factions of Powder Gangers, though only one still goes by that title (the others are known simply as 'Escaped Convicts'.)
** The main group are based in the NCRCF, and are led by a thug called Eddie.
** Their is also a very small group led by a man named Chavez, who have turned on Eddie and inhabit the gang's southern camp.
** The original leader of the prison break - anti-NCR rebel Samuel Cooke - since led a splinter group to set up in Vault 19 and plan further anti-government actions.
** Some of the Vault 19 group, led by small-time thief Philip Lem, are tired of being on the run and want to surrender to the NCR.
** Finally, another group tried to take over the town of Primm and hole up in the Bison Steve Casino. [[HardcodedHostility They will always attack you.]]
* AntiVillain: There's a variety of crooks in the gang, and of course some are considerably worse than others. Some of the lighter grey members were sentenced to the camp for skimming medical supplies to sell, being framed for stealing from a casino, or being a CowboyCop-type sheriff. Additionally, some of them stay only with the gang because they have nowhere else to go and know that, even if they didn't take part in the breakout, they'll be shot on sight because they're all guilty in NCR's eyes.
* BitPartBadguys: To an extent; they're a mild challenge at first, when dynamite is still considered threatening. They never upgrade beyond that. [[FromNobodyToNightmare You do]]. Towards the end of the game they're not even a speedbump, but you'll still run across them from time to time on the west side.
* BombThrowingAnarchists: Samuel Cooke. It's what got him tossed into prison in the first place. The others however are just petty thugs.
* TheBrute: Scrambler, Eddie's right hand man and bodyguard, has a 10/10 strength stat and unlike the other gang members, he prefers hand to hand combat over guns and explosives.
* CurbStompBattle: They end up on the wrong end of this trope if you side with the NCR in "I Fought the Law", falling easily before the NCR forces sent to retake the facility.
** Even if you side ''with'' the Powder Gangers they'll end up on the wrong side of this. You'll really have to get creative and effectively carry them through the battle if you want them to make it through without casualties.
* EvenEvilHasStandards: Samuel Cooke is a BombThrowingAnarchist in every sense of the words, but even he thinks the Fiends are a pack of strung-out freaks best avoided.
* GrenadeSpam: Dynamite spam, to be more specific. Low-level players beware, as all that dynamite means lots of damage taken and crippled legs.
* GenreBlind: They barely tried to fortify the NCRCF building after their breakout weakened the defenses, their guard force was dense enough to let some nameless schmuck run around their bases unmolested after paying a hundred cap toll, and it never occurred to Eddie that hiring said nameless schmuck could potentially (no pun intended) blow up in his face.
* GoldfishPoopGang: They aren't very comedic, but they are more an annoyance than a true threat.
* TheGoomba: The Powder Gangers are weak to an almost pathetic extent, and basically exist to give something for the player to kill in the first few hours of the game.
* ThrowDownTheBomblet: Share this gimmick with the Boomers, though to a lesser degree; the Boomers prefer firing explosives via mortars and howitzers, while the Powder Ganger's signature weapon is dynamite, thrown by hand.
* HypocriticalHumor: Boxcars can't seem to grasp what your problem with the Powder Gangers is and act like he's a innocent victim. Nevermind that his gang tried to attack the town that saved your life for sheltering a man that killed some Powder Gangers in self-defense.
* NoWomansLand: One can only imagine, based on some comments the gangers make and the fact that they're all escaped convicts, what happens to women caught in their territory all alone. There are no female Powder Gangers, though this is probably justified given that the NCRCF was probably a men's correctional facility.
* OhCrap: If you've killed enough Powder Gangers to have a bad faction reputation with them, Boxcars in Nipton is ''not'' happy to see you, referring to you as the Powder Ganger's own personal "[[TheDreaded Grim fuckin' Reaper]]".
* TheRustler: They steal cattle too.
* TheScrounger: Carter, the Powder Gangers' trader. As he puts it, he was always the guy who could "get things" when they were all locked up. Naturally, though, he doesn't have a very impressive selection of wares or a lot of caps to spare.
* SirSwearsALot: Boxcars' limited dialogue includes a lot of swearing.
* StarterVillain: The Powder Gangers are the first faction to antagonize the player, and the first you see antagonizing innocent people. The final tutorial quest even points you in the direction of defending Goodsprings from a pack of them.
* TheStarscream: Philip Lem, who thinks Cooke will drag the Vault 19 gang to their death and wants to surrender to the NCR before that happens.
* TemptingFate: Build a prison in a remote and isolated location, fill it with violent criminals, give them access to a large cache of explosives, and then leave the prison undermanned and poorly-equipped to handle a mass break-out. [[SarcasmMode Nope, don't see anything wrong there]].
** On top of that, bring a known anarchist ''who has used explosives before'' and then, ignore the warden's pleas that said BombThrowingAnarchist, has amassed a large following among the prisoners and are acting suspicions.
* VillainDecay: Early in the game they're pretty dangerous, but they start to lose menace after you see them crucified by [[EvilerThanThou Caesar's Legion]] in Nipton. By the middle of an average playthrough, they cease being a real threat.
* WakeUpCallBoss: Eddie's plasma pistol packs a punch, and he has an entire roomful of bodyguards with armor and [=SMGs=]. If you head to the NCRCF facility straight away, he's almost bound to catch you by surprise.
* WeaponOfChoice: As one can probably tell by their name, they happen to like explosives, specifically dynamite. They also tend to protect their camps with mines.
* WorkingOnTheChainGang: The origin of the faction; they used the dynamite provided for their work to escape, because ''duh''. "Chain gangs, basically" is the first thing Trudy has to say when you ask her about them, and likely the first thing you'll hear about them at all.

to:

* AHouseDivided: There are at least five factions BeingGoodSucks: [[spoiler:Most of Powder Gangers, though only one still goes by that title (the others are known their endings see them kicked out of the Mojave, overwhelmed with patients, or simply as 'Escaped Convicts'.)
** The main group are based in
hunted down and killed. Though if the NCRCF, NCR wins and are led by a thug called Eddie.
** Their is also a very small group led by a man named Chavez, who have turned on Eddie and inhabit
you can convince the gang's southern camp.
** The original leader of the prison break - anti-NCR rebel Samuel Cooke - since led a splinter group
Followers to set up in Vault 19 and plan further anti-government actions.
** Some of the Vault 19 group, led by small-time thief Philip Lem, are tired of being on the run and want to surrender to the NCR.
** Finally, another group tried to take over the town of Primm and hole up in the Bison Steve Casino. [[HardcodedHostility They
work with them they will always attack you.continue to provide their services with full government support, while if Caesar is alive for a Legion victory he lets them go out of respect for his old life.]]
* AntiVillain: There's a variety of crooks in the gang, and of course some are considerably worse than others. Some of the lighter grey members were sentenced to the camp for skimming medical supplies to sell, being framed for stealing from a casino, or being a CowboyCop-type sheriff. Additionally, some of them stay only with the gang because they have nowhere else to go and know that, even BewareTheNiceOnes: They're normally pacifists. However, if they didn't take part in believe it'll help the breakout, they'll be shot on sight because they're all guilty in NCR's eyes.
* BitPartBadguys: To an extent; they're a mild challenge at first, when dynamite is still considered threatening. They never upgrade beyond that.
less fortunate, they can and will kill without hesitation. [[spoiler: Plus, [[BigBad Caesar]] [[FromNobodyToNightmare You do]]. Towards used to be one of their members]]]].
* BittersweetEnding: Pretty much any ending they get, unless you [[spoiler:get them to support
the end NCR's annexation of the game Mojave]] or [[spoiler:leave Caesar in charge of the Legion and then help them win at Hoover Dam]].
* BombThrowingAnarchists: They're accused of this, but [[SubvertedTrope
they're not even not]]. '' [[ZigZaggedTrope Usually.]] ''
* DisasterScavengers: They entire goal is to seek out Pre-War tech and use it for humanitarian purposes. Arcade points out that simply scavenging can't go on forever and they do also try to gain the knowledge to produce things themselves.
* FreakyFashionMildMind: Despite sporting
a speedbump, but you'll still run across prominent mohawk, Julie Farkas is one of the kindest individuals of the game.
* HeroWithBadPublicity: As one of the most moral organizations in the Fallout universe, they have some very serious publicity issues. At best, people view
them as well-intentioned {{Wide Eyed Idealist}}s that are too naive to survive in this CrapsackWorld. At worst, they are seen as anarchistic cultists with dangerous ideas that need to be destroyed. The bad publicity comes out in a very specific ending to a quest, The White Wash, after it's been uncovered that a rogue Follower killed an NCR Trooper for finding out that the Followers were stealing water from the NCR for the town of Westside to grow crops. Turning in said Follower has [[JerkWithAHeartOfGold Carrie Boyd]] mention that [[WhatTheHellHero this isn't the first time to time on something like this has happened and that she's unsure their actions are helping or hurting their cause because they piss off people with power by doing the west side.occasionally right thing the wrong way.]]
* NotSoDifferent: To the Brotherhood of Steel. Ultimately, the goal of both factions is to gather technology and knowledge, for the sake of what they deem as a noble cause.

* BombThrowingAnarchists: Samuel Cooke. It's what got him tossed into prison in the first place. The others however are just petty thugs.
* TheBrute: Scrambler, Eddie's right hand man and bodyguard, has a 10/10 strength stat and unlike the other gang members, he prefers hand to hand combat over guns and explosives.
* CurbStompBattle: They end up on the wrong end of this trope if you side with the NCR in "I Fought the Law", falling easily before the NCR forces sent to retake the facility.
** Even if you side ''with'' the Powder Gangers they'll end up on the wrong side of this. You'll really have to get creative and effectively carry them through the battle if you want them to make it through without casualties.
* EvenEvilHasStandards: Samuel Cooke is a BombThrowingAnarchist in every sense of the words, but even he thinks the Fiends are a pack of strung-out freaks best avoided.
* GrenadeSpam: Dynamite spam, to be more specific. Low-level players beware, as all that dynamite means lots of damage taken and crippled legs.
* GenreBlind: They barely tried to fortify the NCRCF building after their breakout weakened the defenses, their guard force was dense enough to let some nameless schmuck run around their bases unmolested after paying a hundred cap toll, and it never occurred to Eddie that hiring said nameless schmuck could potentially (no pun intended) blow up in his face.
* GoldfishPoopGang: They aren't very comedic, but they are more an annoyance than a true threat.
* TheGoomba: The Powder Gangers are weak to an almost pathetic extent, and basically exist to give something for the player to kill in the first few hours of the game.
* ThrowDownTheBomblet: Share this gimmick with the Boomers, though to a lesser degree; the Boomers prefer firing explosives via mortars and howitzers, while the Powder Ganger's signature weapon is dynamite, thrown by hand.
* HypocriticalHumor: Boxcars can't seem to grasp what your problem with the Powder Gangers is and act like he's a innocent victim. Nevermind that his gang tried to attack the town that saved your life for sheltering a man that killed some Powder Gangers in self-defense.
* NoWomansLand: One can only imagine, based on some comments the gangers make and the fact that they're all escaped convicts, what happens to women caught in their territory all alone. There are no female Powder Gangers, though this is probably justified given that the NCRCF was probably a men's correctional facility.
* OhCrap: If you've killed enough Powder Gangers to have a bad faction reputation with them, Boxcars in Nipton is ''not'' happy to see you, referring to you as the Powder Ganger's own personal "[[TheDreaded Grim fuckin' Reaper]]".
* TheRustler: They steal cattle too.
* TheScrounger: Carter, the Powder Gangers' trader. As he puts it, he was always the guy who could "get things" when they were all locked up. Naturally, though, he doesn't have a very impressive selection of wares or a lot of caps to spare.
* SirSwearsALot: Boxcars' limited dialogue includes a lot of swearing.
* StarterVillain: The Powder Gangers are the first faction to antagonize the player, and the first you see antagonizing innocent people. The final tutorial quest even points you in the direction of defending Goodsprings from a pack of them.
* TheStarscream: Philip Lem, who thinks Cooke will drag the Vault 19 gang to their death and wants to surrender to the NCR before that happens.
* TemptingFate: Build a prison in a remote and isolated location, fill it with violent criminals, give them access to a large cache of explosives, and then leave the prison undermanned and poorly-equipped to handle a mass break-out. [[SarcasmMode Nope,
WhatHappenedToTheMouse: We don't see anything wrong there]].
** On top of that, bring a known anarchist ''who has used explosives before'' and then, ignore the warden's pleas
get an ending for them with Mr. House. However, Yes Man states that said BombThrowingAnarchist, has amassed a large following among House planned to enlist them to provide medical aid throughout the prisoners and are acting suspicions.
* VillainDecay: Early
region as a "mitigating contingency", which is exactly what you do in the game they're pretty dangerous, but they start to lose menace after you see them crucified by [[EvilerThanThou Caesar's Legion]] in Nipton. By the middle of an average playthrough, they cease being a real threat.
* WakeUpCallBoss: Eddie's plasma pistol packs a punch, and he has an entire roomful of bodyguards with armor and [=SMGs=]. If you head to the NCRCF facility straight away, he's almost bound to catch you by surprise.
* WeaponOfChoice: As one can probably tell by their name, they happen to like explosives, specifically dynamite. They also tend to protect their camps with mines.
* WorkingOnTheChainGang: The origin of the faction; they used the dynamite provided for their work to escape, because ''duh''. "Chain gangs, basically" is the first thing Trudy has to say when you ask her about them, and likely the first thing you'll hear about them at all.
Independent ending.



!!The Van Graffs

to:

!!The Van Graffs
!!Great Khans



[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/Silver_Rush_9883.jpg]]
-->'''Voiced by:''' CourtenayTaylor (Gloria Van Graff) and Emerson Brooks (Jean-Baptiste Cutting)

->''"While I respect their business acumen, I'm obligated to try to destroy them however I can. That's business, after all."''

The Van Graff crime family is a large and powerful crime family that grew out of New Reno, and specializes in the weapons trade, specifically energy weapons. For that reason, they are the biggest competition of the Gun Runners, who have so far outmaneuvered them due to superior manufacturing facilities and favor with NCR. They've begun expanding into the Mojave and have set up a business, the Silver Rush, in the ruins of an old casino in Freeside. The current heads of the family are siblings Gloria and Jean-Baptiste Van Graff.

to:

[[quoteright:250:http://static.[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Silver_Rush_9883.jpg]]
-->'''Voiced by:''' CourtenayTaylor (Gloria Van Graff)
org/pmwiki/pub/images/Great_Khans_2985.png]]
->''You want to hear the story of the Great Khans? It's a long one, full of honor, glory
and Emerson Brooks (Jean-Baptiste Cutting)

->''"While I respect
betrayal. We have suffered, but we will regain our glory.''
-->-- '''Papa Khan'''

A tribe of Mongolian-themed raiders that originated from the same vault as the NCR,
their business acumen, I'm obligated long-time enemy. As the NCR expanded through the Core Regions the Khans were pushed into the Mojave, only for Mr. House to try to destroy evict them however I can. That's business, after all."''

The Van Graff crime family is a large and powerful crime family that grew out
once he took control of New Reno, Vegas. The Great Khans resettled at Bitter Springs and specializes in raided from it for a few years, until the weapons trade, specifically energy weapons. For NCR retaliated with an attack that reason, turned into a massacre. The remaining Great Khans have holed up in Red Rock Canyon, where they are the biggest competition of the Gun Runners, who have so far outmaneuvered them due to superior eke out a meager existence by manufacturing facilities and favor selling chems, but an alliance with NCR. They've begun expanding into Caesar's Legion might give the Mojave Khans a chance to strike back against their old foes and have set up a business, the Silver Rush, in the ruins of an old casino in Freeside. The current heads of the family are siblings Gloria and Jean-Baptiste Van Graff.regain their past glory...



* AffablyEvil: They're a fairly friendly and polite group... who are using blackmail, murder, and theft to marginalize the competition and expand their reach and profits.
* AllThereInTheManual: A lot of their backstory isn't found in-game. The family was formed in New Reno by Tiaret Van Graff, who has ten children, all by different fathers, and uses them as her lieutenants to expand the family business. Gloria and Jean-Baptiste just happen to be the two sent to the Mojave.
* ArmsDealer: Their specialty is energy weapons.
* BigScrewedUpFamily: Gloria implies that the Van Graffs, in addition to their size, aren't exactly the most close-knit or cohesive of families. And that she's ''glad'' to be out in New Vegas instead of further west.
* CanonImmigrant: The Van Graffs were first mentioned in the J.E. Sawyer's Fallout Role-Playing Game, and were planned to be in ''Van Buren'' before it was canned. This is their first appearance in a canon Fallout game.
* CorruptCorporateExecutive: Their business practices are very immoral.
* TheDragon: Jean-Baptiste to Gloria. He ''loves'' personally doing her dirty work.
* EstablishingCharacterMoment: The first time you enter their store, you interrupt them negotiating with a customer. [[KickTheDog They execute one of their own employees]] in order to demonstrate how ruthless they can be.
* FlunkyBoss: If you try to kill Gloria and Jean-Baptiste, they'll be backed up by 5 Van Graff thugs (six if you count the doorman) wearing full combat armor and carrying hard hitting plasma rifles. Needless to say, this makes the fight very hard at lower levels.
* ForTheEvulz: Apparently, this is the motivation for Jean-Baptiste when he [[spoiler: [[KickTheDog executes Cass]].]]
* FrickinLaserBeams: Their specialty is a variety of laser and plasma weaponry. Gloria personally prefers her men to be armed with plasma rifles for the greater stopping power, but sells both herself.
* GunPorn: Their store is full of some very cool energy weapons on display. And the best part is you can kill them and take all of it with no repercussions from anyone outside their security team. Killing them and their security team, however...
* InformedAttribute: They're supposedly a much larger and more powerful organization than the player sees. Gloria claims the Van Graffs have the men and arms to field a small army if they needed it.
* KingMook: Jean-Baptiste is a normal Van Graff thug, except he has his health and skills inflated to boss-like levels.
* LegitimateBusinessmensSocialClub: They're a crime family masquerading as a legitimate arms business.
* MadeOfIron: Jean-Baptiste has good armor and twice as much health as a Companion.
* MeaningfulName: Their name comes from ''Van de Graaf'', a type of electric generator. Appropriate, considering their affinity for energy weapons.
* OddlySmallOrganization: Justified, since they are only one chapter of their family organization, which has a much larger presence back west.
* PragmaticVillainy:
** When you work for them as a door guard, your orders are to be polite but stern to customers, and keep out the riff-raff with non-violent means unless they start a fight. They're in the business of encouraging fights elsewhere, not on their doorstep.
** [[spoiler:The reason that they have been secretly working with NCR to take down the Legion isn't because they oppose slavery, but because the NCR's economy is three times larger than the Legion's and therefore pays better. There's also the major fact that Caesar is infamous for pulling a YouHaveOutlivedYourUsefpulness on his allies once they're no longer needed, and (unlike Papa Khan or the Omertas) Gloria is smart enough not to imagine that she'd somehow be an exception.]]
* ShopliftAndDie: Ordinary merchants have themselves and ''maybe'' a guard or two on hand. These guys have no less than five heavily armed and armored guards, who will open fire if you so much as take a microfusion cell.
* TheSpymaster: After the 1.02 patch, [[spoiler:if you solve Cass' quest the peaceful way by turning over evidence of their plot to collaborate with the Crimson Caravan to gain monopoly over all commercial actives in the Mojave to the NCR officials, they will be permanently hostile and shoot you on sight. Most likely because they have informants in the NCR government that informed them of what you did.]]
* WomanScorned: DummiedOut dialogue establishes that Gloria was in a relationship with the guy that gets killed by Jean-Baptiste as an "example". Despite her warnings to him that she can be a ''very'' jealous woman, she caught him being serviced at Gomorrah. She was ''not'' pleased.
* WorthyOpponent: The Gun Runners. Which is why Gloria is obligated to obliterate them however she can.

to:

* AffablyEvil: They're a fairly friendly ALighterShadeOfGrey: Between the Powder Gangers, Fiends, Vipers, and polite group... who of course the Legion, the Great Khans are using blackmail, murder, and theft to marginalize practically the competition and expand their reach and profits.
* AllThereInTheManual: A lot of their backstory isn't found in-game. The family was formed in New Reno by Tiaret Van Graff, who has ten children, all by different fathers, and uses them as her lieutenants to expand
{{Token Good Teammate}}s. At the family business. Gloria and Jean-Baptiste just happen to be the two sent to the Mojave.
* ArmsDealer: Their specialty is energy weapons.
* BigScrewedUpFamily: Gloria implies that the Van Graffs, in addition to their size, aren't exactly the most close-knit or cohesive of families. And that she's ''glad'' to be out in New Vegas instead of further west.
* CanonImmigrant: The Van Graffs were first mentioned in the J.E. Sawyer's Fallout Role-Playing Game, and were planned to be in ''Van Buren'' before it was canned. This is their first appearance in a canon Fallout game.
* CorruptCorporateExecutive: Their business practices are very immoral.
* TheDragon: Jean-Baptiste to Gloria. He ''loves'' personally doing her dirty work.
* EstablishingCharacterMoment: The first time you enter their store, you interrupt them negotiating with a customer. [[KickTheDog They execute one of their own employees]] in order to demonstrate how ruthless they can be.
* FlunkyBoss: If you try to kill Gloria and Jean-Baptiste, they'll be backed up by 5 Van Graff thugs (six if you count the doorman) wearing full combat armor and carrying hard hitting plasma rifles. Needless to say, this makes the fight very hard at lower levels.
* ForTheEvulz: Apparently, this is the motivation for Jean-Baptiste when he [[spoiler: [[KickTheDog executes Cass]].]]
* FrickinLaserBeams: Their specialty is a variety of laser and plasma weaponry. Gloria personally prefers her men to be armed with plasma rifles for the greater stopping power, but sells both herself.
* GunPorn: Their store is full of some very cool energy weapons on display. And the best part is you can kill them and take all of it with no repercussions from anyone outside their security team. Killing them and their security team, however...
* InformedAttribute: They're supposedly a much larger and more powerful organization than the player sees. Gloria claims the Van Graffs have the men and arms to field a small army if they needed it.
* KingMook: Jean-Baptiste is a normal Van Graff thug, except he has his health and skills inflated to boss-like levels.
* LegitimateBusinessmensSocialClub: They're a crime family masquerading as a legitimate arms business.
* MadeOfIron: Jean-Baptiste has good armor and twice as much health as a Companion.
* MeaningfulName: Their name comes from ''Van de Graaf'', a type of electric generator. Appropriate, considering their affinity for energy weapons.
* OddlySmallOrganization: Justified, since they are only one chapter of their family organization, which has a much larger presence back west.
* PragmaticVillainy:
** When you work for them as a door guard, your orders are to be polite but stern to customers, and keep out the riff-raff with non-violent means unless they start a fight. They're in the business of encouraging fights elsewhere, not on their doorstep.
** [[spoiler:The reason that they have been secretly working with NCR to take down the Legion isn't because they oppose slavery, but because the NCR's economy is three times larger
least, they're considerably less evil than the Legion's and therefore pays better. There's also other allies.
* AssholeVictim: While most members of
the major fact NCR agree that Caesar is infamous for pulling a YouHaveOutlivedYourUsefpulness on his allies once they're no longer needed, and (unlike Papa Khan or the Omertas) Gloria is smart enough not to imagine what happened at Bitter Springs was messed up, former Khan-turned-NCR soldier Bitter-Root maintains that she'd somehow be an exception.they had it coming. Objectively speaking, the Khans ''did'' provoke the NCR with attacks on civilians and soldiers alike, ignoring warnings of reprisal as empty threats. Even after Bitter Springs, when the Followers of the Apocalypse tried to teach them how to make medicine, the Khans instead used that knowledge to become drug dealers, causing the Followers to withdraw their support in disgust.
* TheAtoner: If you convince them to claim their own legacy, one ending has them [[spoiler:reconnect with the Followers. Unlike last time, however, where they abused their kindness, and became chem dealers, they use the knowledge given by them to "carve a mighty empire out of the ruins of the Northwest".
]]
* ShopliftAndDie: Ordinary merchants have themselves and ''maybe'' a guard or two on hand. These guys have no less than five heavily armed and armored guards, who will open fire if you so much as take a microfusion cell.
* TheSpymaster: After
DefectorFromDecadence: From the 1.02 patch, [[spoiler:if you solve Cass' quest the peaceful way by turning over evidence of original Khans. In their plot to collaborate case, both Manny Vargas and Bitter Root are this for them. You can also help [[EmoTeen Jerry the Punk]] become a member of the Followers of the Apocalypse.
** Subverted with Manny as he's still on good terms
with the Crimson Caravan other Khans and states that he left the NCR after Bitter Springs.
* DownerEnding: The only way for them
to gain monopoly over all commercial actives in get a HappyEnding is to [[spoiler:convince them to leave the Mojave in search of their legacy]]. Otherwise, they get wiped out, are forcibly assimilated into Caesar's Legion, or are relocated to a barren reservation.
* DrugsAreBad: They're pretty much the prime chem providers in the Mojave, and it's outright stated that their sales and manufacture is what keeps the Fiends going. Subverted in that the manufacturers can be convinced that there's money to be had in medical supplies, too, after which they'll begin making and selling Stimpaks on the cheap alongside their usual chems. However, their drug cook Jack is one of the nicer Khans.
* DeathSeeker: If you convince the Khans to break the alliance with the Legion, it's possible to get them to launch a suicide attack against them in the battle for Hoover Dam.
* FriendlyEnemy: Even if you're opposed to the Legion they'll still welcome you if you help them out.
* GangInitiationFight: Becoming an official member of the Khans involves the person taking a beating from all the Khans without giving in. At the least, you can try as many times as you want. Jerry the Punk laments the fact that he's just not tough enough to handle initiation.
* GeniusBruiser: Regis, who sleeps next to a stack of books.
* GeniusDitz: Jack might talk like a stoned-out hippie, but he's also a talented chemist who took to the Followers' lessons.
* GlassCannon: They wield powerful weaponry such as Grenade Rifles and Hunting Revolvers, but they're clad in practically leather armor, which provides little protection against most other weaponry and go down easily in a few shots.
* GlorySeeker: One of the main reasons they are siding with the Legion is to both get revenge against
the NCR officials, they will be permanently hostile and shoot you on sight. Most likely because they have informants in the NCR government that informed to gain glory to their people. [[spoiler:Giving them information about their namesake from the Followers of what you did.the Apocalypse and showing them the real intentions of the Legion convinces them to switch sides, however.]]
* WomanScorned: DummiedOut dialogue establishes that Gloria was AHandfulForAnEye: By completing her sidequest, Diane can teach you the Khan Trick, an unarmed move in a relationship which you toss sand at you opponent's eyes.
* HeelFaceTurn: [[spoiler:In the endgame slides, if you convince Papa Khan to decline the Legion offer and then inspire him
with the guy history of the Mongols, the Khans reunite with the Followers of the Apocalypse and pick up some more useful knowledge than making chems: governance, commerce, and the like. They then go off and try their own hand at nation-building.]] Even better [[spoiler: it works, the ending slideshow says they formed a "mighty empire" in Wyoming. The fact that gets the Followers helped them hints towards a more civilized empire instead of another Legion.]]
* HorribleJudgeOfCharacter: Thanks to Karl, they really believe that Caesar's Legion is going to change the M.O. they've used on 86 prior tribes just for them.
* MonsterSobStory: They've done a lot of shady things in the past, they're still doing them in the present, and they by and large brought most of their problems down upon themselves. But they lost a lot of innocent lives to the NCR at Bitter Springs and they just haven't been able to find a good home for themselves.
* NobleSavage: Zigzagged; while they have a personal code of honor, are much more civilized than the other raider tribes, and will engage in reasonable diplomacy, they're also mass-murdering anarchists who provide much of the region with street drugs.
* PragmaticVillainy:
** Unlike other Raider groups, the Khans don't kill for shit and giggles, they only do so if you have something they actually want. Otherwise, they leave you alone and may even be open to trade (as long as it's drugs you want, because that's all they have). It might not seem like much, but in the CrapsackWorld of ''Fallout'' it's enough for non-Khan Mojave residents to credit the group with at least a small amount of respect. It helps that their primary targets are NCR communities, whom Mojave communities generally resent.
** You can use an argument along these lines to convince the Khan's drug cooks to produce medicines: a more diverse product line will increase their profits, and there's less chance of their customers dying.
* ProudWarriorRaceGuy: The mindset of most of the tribe, especially Papa Khan. His motivation for siding with the Legion is that he feels his once-mighty tribe has been disgraced with their defeat by NCR, and Caesar will help them return to their glory days.
* TheQuisling: Papa is so keen for vengeance against the NCR that he's easily swayed by Karl's rhetoric, and sides with the Legion despite their practice of backstabbing and press-ganging every tribe who allied with them in the past. His second-in-command, Regis, is the reverse; less motivated by hatred of the NCR than his brethren, and mistrustful of the Legion, he'd happily call a truce between the Khans and NCR in the name of long-term stability in the Mojave. [[note]]Either option leads to the Khans being massively screwed over by their new-found allies; the Legion absorbs the Khans and robs them of their tribal identity, and the NCR land grabs their territory and forces them to become wandering nomads.[[/note]]
* ReasonableAuthorityFigure: Regis is even more reasonable than Papa Khan. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.
* TheRemnant: The tribe was founded by survivors from The New Khans, who in turn was founded by the sole surviving member of the original Khans. Both of these groups were hunted to near extinction by the NCR, with help from respectively the [[VideoGame/{{Fallout 2}} Chosen One]] and the [[VideoGame/{{Fallout1}} Vault Dweller]].
* ScrewThisImOuttaHere: After convincing Papa Khan to break the alliance with the Legion, you can tell them to leave the Mojave to seek their fates elsewhere. Nonetheless, it's possible that they'll come to the Courier's aid in the final battle.
* TheStoner: Jack the drug cook.
* SuicidalOverconfidence: They attacked the NCR even after the NCR proved to be way more powerful than them. This resulted in [[LaserGuidedKarma the Great Khans being forced out of Bitter Springs, with most of them dying]]. By the time the game starts, they are just a small, isolated village in the canyons, yet they still insist on allying against the NCR, which rules over all of California and most of Nevada at this point. It's heavily implied it was to keep the NCR away. Didn't work.
* TheSpartanWay: The way that they train their children to become warriors is not nice at all. Some don't survive, though if you ''fail'' and survive, you're allowed to try again.
* SympatheticPOV: The ''All Roads'' comic really makes you feel sorry for them.
* TokenGoodTeammate: They're a rough and ruthless bunch but are by far the least evil of the Legion and its allies. They're also the only one that can be dealt with completely peacefully.
* TookALevelInKindness: They’re by no means saints, but they're far from the antagonizing Khans in the previous games.
* TrueCompanions: Each one of them is this to the other Khans.
* UndyingLoyalty: Loyalty is big for the Khans, but not in a threatening way like the Omertas. They're just a very close-knit group that looks out for their own. If the Courier befriends them, they're one of the most accepting and friendly factions there is towards him/her.
* VaporWear: Some female Khans wear open vests with no shirt or bra underneath. Of course, the vest stays in place so as to always be covering [[NippleAndDimed the right spots.]]
* WhatTheHellHero: Karl's reaction to you will vary based on your reputation with The Legion. If you have tampered their efforts and have negative reputation, he will warn you that you're dangerously close to be marked to death. And if you've
killed by Jean-Baptiste as an "example". Despite her warnings to him that she can Caesar, he'll be a ''very'' jealous woman, she caught him being serviced at Gomorrah. She was ''not'' pleased.
* WorthyOpponent: The Gun Runners. Which is why Gloria is obligated to obliterate them however she can.
''pissed''!



!!Minor Gangs

[[folder: Jackals]]

One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the NCR reduced them to a small band of opportunistic bandits.

to:

!!Minor Gangs

[[folder: Jackals]]

One
[[folder:Papa Khan]]
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/papa_khan_fonv_5.jpg]]
-->'''Voiced by:''' Ian Gregory

->''"I am the chief
of the three tribes, made out Great Khans - the Khan of Khans, if you like. This is my tribe and these are my people."''

The chieftain
of the four groups to leave Vault 15, they used to be Great Khans. He was a feared tribe in follower of Darion of the west, until battles with New Khans, and was one of the NCR reduced few survivors of their battle against the New California Republic. Leading the survivors to the Mojave, Papa Khan reformed them into the Great Khans and has desperately sought to a small band of opportunistic bandits.survive while surrounded by enemies new and old.



* AHouseDivided: Like Powder Gangers. They are informally organized into small family groups which sometimes fight among themselves.
* AllThereInTheManual: Pretty much all of their backstory.
* BitPartBadguy: They fair somewhat better than the Powder Gang, but arguably still fall into this.
* CannibalClan: Basically.
* DirtyCoward: They are considered this by other factions, due to their dishonorable tactics. Though [[GameplayAndStorySegregation game-play wise]] this is mostly an InformedAttribute.
* FantasticRacism: They apparently hate mutants, because they taste bad...
* HowTheMightyHaveFallen: Like the Vipers, they used to be a force to be reckoned with, until warfare with the NCR reduced them to scattered "families" of bandits.
* ImAHumanitarian: They became cannibals, after a harsh winter that hit the original vault dwellers, forced them into eating their dead to survive.

to:

* AHouseDivided: Like Powder Gangers. They are informally organized into small family groups AFatherToHisMen: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which sometimes fight among themselves.
* AllThereInTheManual: Pretty much all of their backstory.
* BitPartBadguy: They fair somewhat better than
with some extra convincing from the Powder Gang, but arguably still fall into this.Courier he'll break his alliance with the Legion.
* CannibalClan: Basically.
* DirtyCoward: They are considered
BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this by other factions, due to their dishonorable tactics. Though [[GameplayAndStorySegregation game-play wise]] this is mostly an InformedAttribute.
* FantasticRacism: They apparently hate mutants, because they taste bad...
* HowTheMightyHaveFallen: Like
or give Papa his diary where he privately insults the Vipers, they used to Khans, he'll be gunned down by all the Khans in the building at Papa Khan's command.
* HiddenDepths: While he may at first glance seem like nothing more than
a force to be reckoned with, until warfare slightly more reasonable tribal leader who is blinded by his hatred of the [=NCR=], Papa Khan is actually quite intelligent and wants a better future for his people. [[spoiler:If he reconnects with the NCR reduced Followers of the Apocalypse, he can do just that, building a civilization in Wyoming]].
* HonorBeforeReason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his GlorySeeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. [[spoiler:It takes even more legwork to convince him that there are better ways to go about that.]]
* KlingonPromotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
* ReasonableAuthorityFigure: For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
* TooDumbToLive: He really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will allow him rule all the land west of the Colorado just because he allied with him despite the Legion's long and well-known history of backstabbing. He will, however, listen to his advisers and reconsider the deal if you convince enough of
them to scattered "families" of bandits.
* ImAHumanitarian: They became cannibals, after a harsh winter
speak out against the alliance. It probably doesn't help that hit a Frumentarius is there specifically to sweet-talk him and the original vault dwellers, forced them Khans into eating their dead to survive. thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.



[[folder: Scorpions]]

A relativity small gang of raiders that attack travelers and frequently harass the nearby town of Westside, as well as getting into fairly one sided fights with the Fiends.

to:

[[folder: Scorpions]]

A relativity small
!!The Kings

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
->''"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."''
-->--'''The King'''

The only bigger
gang to refuse House's ultimatum of raiders that attack travelers and frequently harass a casino on the nearby town of Westside, as well as getting into fairly one sided fights with Strip in exchange for their subjugation. As a punishment, they were pushed back to the Fiends.slum of Freeside, which they now uphold a loose control over.



* BitPartBadguy: By the time your most likely to see them, they probably won't even be threat, unless you decide to storm their base unprepared.
* BoisterousWeakling: They think they're a powerful gang, but as stated by an NPC, they get their heads blown off when ever they go up against the nearby Fiends.
* DirtyCoward: Some of them will hide, while the player kills their fellow gang members.
* TheScapegoat: A quest concerning a water supply to Westside turns out to have involved an ex-Follower of the Apocalypse killing an NCR soldier. You have the option to pin the blame for it on the Scorpions.
* WackyWaysideTribe: They have no bearing on the plot what so ever. [[note]] They were originally going to play a part in Quartermaster Contreras' quest line, but it was cut from the final game.[[/note]]
[[/folder]]

[[folder: Vipers]]

One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the Brotherhood of Steel reduced them to a small band of opportunistic bandits. Unlike other raider bands, they have a defined culture and religion.

to:

* BitPartBadguy: By [[AllHailTheGreatGodMickey All Hail The Great God Elvis]]: When the time your most likely Kings found the King's School of Impersonation, they took the massive amounts of recordings, posters, imagery and imitation instructions to see indicate that Elvis (not that they know his actual name) was actually a god figure from before the war that people worshiped.
* AnarchyIsChaos: The King and Pacer both agree that their image of Freeside is a town where everyone can be free to do what they want, but they disagree on what this means. The King imagines a society where every citizen is free to pursue their own path, so long as they respect the rights of others - well within the spectrum of anarchist politics. Pacer is happy to live in a society where the strong take from the weak and the weak can like it or go live somewhere else - assuming that, as second-in-command of the biggest gang, he'll be in the 'strong' category. [[spoiler: Unsurprisingly, his attack on the NCR relief effort ended ''terribly'' and if rest of The Kings go down his path and [[GenreBlind attack the trained and heavily armed troops]], [[CurbStompBattle they will get massacred]] and [[DownerEnding Freeside will end up under martial law.]], while The King's willingness to compromise will allow them to end the situation peacefully.]]
* ElvisImpersonator: An entire ''gang'' of
them, all convinced it's a pre-war ''religion''. Only The King and Pacer put on the voice, but this might be justified since King says the tapes broke a few years ago. They're the oldest members and might be the only ones still alive to have heard them.
* EntitledBastard: Zig-zagged,
they probably won't even be threat, unless you decide to storm aren't fond of the NCR squatters putting a drain on their base unprepared.
* BoisterousWeakling: They think they're a powerful gang, but as stated by an NPC, they get their heads blown off
resources, and The King is not pleased when ever they go up against he finds out the nearby Fiends.
* DirtyCoward: Some of them will hide, while
NCR is giving handouts to its citizens but not to the player kills their fellow gang members.
* TheScapegoat: A quest concerning a water supply to Westside
proper citizens of the area. However, it turns out NCR ''wanted'' to supply everyone, but the messenger they sent to negotiate with The King was beaten and turned away by Pacer, so they were only given enough support to take care of their own. The player has the option to eventually smooth things out and get the two to agree to a truce, which leads into NCR providing relief support to Freeside if you complete the game for NCR.
* EstablishingCharacterMoment: If you pay Pacer's toll to get in to talk to him and mention it to him, The King apologizes for Pacer acting up and refunds you personally, and if you paid the max of 500 caps to get in, he makes a crack that you must have ''really'' wanted to meet him.
* FaceHeelTurn: [[spoiler:If you convince them to make peace with the NCR, [[TheLancer Pacer]] becomes enraged over the King "selling" out and attacks him. [[SuicidalOverconfidence In front of several loyal Kings, NCR Troopers, and your party]]. The only way to avoid this and still end the quest peacefully is to complete "King's Gambit" and use your favor
to have involved an ex-Follower the King agree to make peace.]]
* FutureImperfect: The Kings actually have absolutely no idea who Elvis really is. When they first discovered the school of impersonation filed with holotapes, jackets, and a seemingly unlimited supply of hair gel, they concluded that Elvis was worshiped and the building was his temple.
* GangOfHats: More like a gang of perfectly coiffed 'dos. They decided to all become Elvis impersonators because [[RuleOfCool why not]]?
* GreaserDelinquents: They're a hybrid of this trope and Elvis impersonators.
* HeelFaceTurn: Cut material shows that it would have been possible to talk down Pacer from his mutiny with a high enough speech skill. Certain mods restore this.
* HorribleJudgeOfCharacter: The King continues to display UndyingLoyalty to Pacer long after it becomes obvious that the man is a two-faced weasel who's been manipulating him into a fight with the NCR. The King actually lets on that he knows that Pacer is xenophobic but overlooks this because a) he can understand Pacer's reasons b) a lot of Freeside feels the same and c) Pacer is still his best friend and in any other matter has the King's best interests at heart. He just doesn't know how much Pacer hates the NCR.
* TheLancer: Pacer is The King's second-in-command.
* NeighborhoodFriendlyGangsters: The Kings take this [[UpToEleven a step further]] by acting as Freeside's ''de facto'' police force, and the closest thing they have to a government.
* NiceGuy: The King is a rather personable and likable person, who despite being noted as something of a hothead remains a ReasonableAuthorityFigure for the most part. The Kings as a whole are very generous, giving freebies to a Courier who's proved helpful to the people of Freeside. If they have a flaw, it's a mild excess of hometown pride.
* ReasonableAuthorityFigure: The King is one
of the Apocalypse killing an few politically powerful figures out there motivated by a genuine desire to help the people. He dislikes the NCR soldier. squatters around, but it's due to pride and miscommunication, and it's possible to smooth things out and make peace between them.
* SpellMyNameWithAThe: The King. The fact that this makes him "The King of Kings" is noted by Rotface.
* SuicidalOverconfidence:
** In a quest involving the NCR's and King's conflict, the NCR sends a platoon of fully armed soldiers to the King's HQ. The King tells you to explain what's going on before his gang kills the soldiers.
You have the option of telling him to pin calm down since his gang stands no chance if they start a fight. He'll take this as a challenge, and order his gang to open fire, upon which they are all gunned down.
** This is basically what happens in all but a few of
the blame for it on the Scorpions.
* WackyWaysideTribe:
King's endings. They decide to pick a fight with the victors of the Mojave and get themselves killed. The NCR is the only faction that's willing to even have no bearing on a peaceful solution with them (aside from [[TheHero the plot what Courier]], of course), while Mr. House will only go so ever. [[note]] They were far as to leave them alone.
** Speaking of peace with the NCR, if the Courier gets the King to sign a truce with them, [[spoiler: Pacer]] storms in, angry that the King had "sold out", and attacks him - along with the King's loyal guards... and several, heavily armed NCR soldiers... oh, and YOU too.
* TokenEvilTeammate: Pacer is the only member of the Kings set to Evil Karma.
* YouOweMe: After completing a series of quests for The King, he gives you the permission to ask for a favor, ranging from membership to a fake passport to the Strip. Later on, you can use this favor to make The King agree to a truce with the NCR.
[[/folder]]

!!Powder Gangers

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Dynamite_7068.png]]
->''[[MadBomber Never gets old when something blows up!]]''
-->--'''Random Powder Ganger'''

A group of escaped convicts originated from NCR territory. The NCR
originally going to play a part in Quartermaster Contreras' quest line, but it was cut brought them from the final game.[[/note]]
[[/folder]]

[[folder: Vipers]]

One of
west to use as cheap labor to work on a railway line. But the three tribes, made out convicts managed to take control of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the Brotherhood of Steel reduced them to a small band of opportunistic bandits. Unlike other raider bands, they have a defined culture their prison and religion.formed into a loosely organized group of thugs and raiders.



* AllThereInTheManual: Pretty much all of their backstory.
* BitPartBadguy: Like the Jackals above.
** TookALevelInBadass: At higher levels, they will start carrying grenade launchers.
* BullyingTheDragon: They ''really'' shouldn't have picked a fight with The Brotherhood.
* TheBeastmaster: They seem to have developed some sort of alliance with the native mole rats,with whom they share overlapping territory. Supplementary material has also mentioned them taming or having so sort of control over snakes.
* EliteMook: The {{Gunslinger}}.
* HeavilyArmoredMook: They'll occasionally wear Metal Armour.
* HowTheMightyHaveFallen: Like the Jackals, they used to be a force to be reckoned with, until warfare with the Brotherhood reduced them to scattered "families" of bandits.
* ReligionOfEvil: They are revealed through supplementary material, to be the decedents of a viper worshiping cult. The details are [[http://fallout.wikia.com/wiki/Vipers here]]

to:

* AllThereInTheManual: Pretty much AHouseDivided: There are at least five factions of Powder Gangers, though only one still goes by that title (the others are known simply as 'Escaped Convicts'.)
** The main group are based in the NCRCF, and are led by a thug called Eddie.
** Their is also a very small group led by a man named Chavez, who have turned on Eddie and inhabit the gang's southern camp.
** The original leader of the prison break - anti-NCR rebel Samuel Cooke - since led a splinter group to set up in Vault 19 and plan further anti-government actions.
** Some of the Vault 19 group, led by small-time thief Philip Lem, are tired of being on the run and want to surrender to the NCR.
** Finally, another group tried to take over the town of Primm and hole up in the Bison Steve Casino. [[HardcodedHostility They will always attack you.]]
* AntiVillain: There's a variety of crooks in the gang, and of course some are considerably worse than others. Some of the lighter grey members were sentenced to the camp for skimming medical supplies to sell, being framed for stealing from a casino, or being a CowboyCop-type sheriff. Additionally, some of them stay only with the gang because they have nowhere else to go and know that, even if they didn't take part in the breakout, they'll be shot on sight because they're
all guilty in NCR's eyes.
* BitPartBadguys: To an extent; they're a mild challenge at first, when dynamite is still considered threatening. They never upgrade beyond that. [[FromNobodyToNightmare You do]]. Towards the end
of their backstory.the game they're not even a speedbump, but you'll still run across them from time to time on the west side.
* BitPartBadguy: Like BombThrowingAnarchists: Samuel Cooke. It's what got him tossed into prison in the Jackals above.
** TookALevelInBadass: At higher levels, they will start carrying grenade launchers.
* BullyingTheDragon: They ''really'' shouldn't have picked a fight with
first place. The Brotherhood.
others however are just petty thugs.
* TheBeastmaster: They seem to have developed some sort of alliance with TheBrute: Scrambler, Eddie's right hand man and bodyguard, has a 10/10 strength stat and unlike the native mole rats,with whom they share overlapping territory. Supplementary material has also mentioned them taming or having so sort of control other gang members, he prefers hand to hand combat over snakes.
* EliteMook: The {{Gunslinger}}.
* HeavilyArmoredMook: They'll occasionally wear Metal Armour.
guns and explosives.
* HowTheMightyHaveFallen: Like CurbStompBattle: They end up on the Jackals, wrong end of this trope if you side with the NCR in "I Fought the Law", falling easily before the NCR forces sent to retake the facility.
** Even if you side ''with'' the Powder Gangers they'll end up on the wrong side of this. You'll really have to get creative and effectively carry them through the battle if you want them to make it through without casualties.
* EvenEvilHasStandards: Samuel Cooke is a BombThrowingAnarchist in every sense of the words, but even he thinks the Fiends are a pack of strung-out freaks best avoided.
* GrenadeSpam: Dynamite spam, to be more specific. Low-level players beware, as all that dynamite means lots of damage taken and crippled legs.
* GenreBlind: They barely tried to fortify the NCRCF building after their breakout weakened the defenses, their guard force was dense enough to let some nameless schmuck run around their bases unmolested after paying a hundred cap toll, and it never occurred to Eddie that hiring said nameless schmuck could potentially (no pun intended) blow up in his face.
* GoldfishPoopGang: They aren't very comedic, but they are more an annoyance than a true threat.
* TheGoomba: The Powder Gangers are weak to an almost pathetic extent, and basically exist to give something for the player to kill in the first few hours of the game.
* ThrowDownTheBomblet: Share this gimmick with the Boomers, though to a lesser degree; the Boomers prefer firing explosives via mortars and howitzers, while the Powder Ganger's signature weapon is dynamite, thrown by hand.
* HypocriticalHumor: Boxcars can't seem to grasp what your problem with the Powder Gangers is and act like he's a innocent victim. Nevermind that his gang tried to attack the town that saved your life for sheltering a man that killed some Powder Gangers in self-defense.
* NoWomansLand: One can only imagine, based on some comments the gangers make and the fact that they're all escaped convicts, what happens to women caught in their territory all alone. There are no female Powder Gangers, though this is probably justified given that the NCRCF was probably a men's correctional facility.
* OhCrap: If you've killed enough Powder Gangers to have a bad faction reputation with them, Boxcars in Nipton is ''not'' happy to see you, referring to you as the Powder Ganger's own personal "[[TheDreaded Grim fuckin' Reaper]]".
* TheRustler: They steal cattle too.
* TheScrounger: Carter, the Powder Gangers' trader. As he puts it, he was always the guy who could "get things" when they were all locked up. Naturally, though, he doesn't have a very impressive selection of wares or a lot of caps to spare.
* SirSwearsALot: Boxcars' limited dialogue includes a lot of swearing.
* StarterVillain: The Powder Gangers are the first faction to antagonize the player, and the first you see antagonizing innocent people. The final tutorial quest even points you in the direction of defending Goodsprings from a pack of them.
* TheStarscream: Philip Lem, who thinks Cooke will drag the Vault 19 gang to their death and wants to surrender to the NCR before that happens.
* TemptingFate: Build a prison in a remote and isolated location, fill it with violent criminals, give them access to a large cache of explosives, and then leave the prison undermanned and poorly-equipped to handle a mass break-out. [[SarcasmMode Nope, don't see anything wrong there]].
** On top of that, bring a known anarchist ''who has used explosives before'' and then, ignore the warden's pleas that said BombThrowingAnarchist, has amassed a large following among the prisoners and are acting suspicions.
* VillainDecay: Early in the game they're pretty dangerous, but they start to lose menace after you see them crucified by [[EvilerThanThou Caesar's Legion]] in Nipton. By the middle of an average playthrough, they cease being a real threat.
* WakeUpCallBoss: Eddie's plasma pistol packs a punch, and he has an entire roomful of bodyguards with armor and [=SMGs=]. If you head to the NCRCF facility straight away, he's almost bound to catch you by surprise.
* WeaponOfChoice: As one can probably tell by their name, they happen to like explosives, specifically dynamite. They also tend to protect their camps with mines.
* WorkingOnTheChainGang: The origin of the faction;
they used to be a force to be reckoned with, until warfare with the Brotherhood reduced dynamite provided for their work to escape, because ''duh''. "Chain gangs, basically" is the first thing Trudy has to say when you ask her about them, and likely the first thing you'll hear about them to scattered "families" of bandits.
* ReligionOfEvil: They are revealed through supplementary material, to be the decedents of a viper worshiping cult. The details are [[http://fallout.wikia.com/wiki/Vipers here]]
at all.


Added DiffLines:

!!The Van Graffs

[[folder:In General]]
[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/Silver_Rush_9883.jpg]]
-->'''Voiced by:''' CourtenayTaylor (Gloria Van Graff) and Emerson Brooks (Jean-Baptiste Cutting)

->''"While I respect their business acumen, I'm obligated to try to destroy them however I can. That's business, after all."''

The Van Graff crime family is a large and powerful crime family that grew out of New Reno, and specializes in the weapons trade, specifically energy weapons. For that reason, they are the biggest competition of the Gun Runners, who have so far outmaneuvered them due to superior manufacturing facilities and favor with NCR. They've begun expanding into the Mojave and have set up a business, the Silver Rush, in the ruins of an old casino in Freeside. The current heads of the family are siblings Gloria and Jean-Baptiste Van Graff.
----
* AffablyEvil: They're a fairly friendly and polite group... who are using blackmail, murder, and theft to marginalize the competition and expand their reach and profits.
* AllThereInTheManual: A lot of their backstory isn't found in-game. The family was formed in New Reno by Tiaret Van Graff, who has ten children, all by different fathers, and uses them as her lieutenants to expand the family business. Gloria and Jean-Baptiste just happen to be the two sent to the Mojave.
* ArmsDealer: Their specialty is energy weapons.
* BigScrewedUpFamily: Gloria implies that the Van Graffs, in addition to their size, aren't exactly the most close-knit or cohesive of families. And that she's ''glad'' to be out in New Vegas instead of further west.
* CanonImmigrant: The Van Graffs were first mentioned in the J.E. Sawyer's Fallout Role-Playing Game, and were planned to be in ''Van Buren'' before it was canned. This is their first appearance in a canon Fallout game.
* CorruptCorporateExecutive: Their business practices are very immoral.
* TheDragon: Jean-Baptiste to Gloria. He ''loves'' personally doing her dirty work.
* EstablishingCharacterMoment: The first time you enter their store, you interrupt them negotiating with a customer. [[KickTheDog They execute one of their own employees]] in order to demonstrate how ruthless they can be.
* FlunkyBoss: If you try to kill Gloria and Jean-Baptiste, they'll be backed up by 5 Van Graff thugs (six if you count the doorman) wearing full combat armor and carrying hard hitting plasma rifles. Needless to say, this makes the fight very hard at lower levels.
* ForTheEvulz: Apparently, this is the motivation for Jean-Baptiste when he [[spoiler: [[KickTheDog executes Cass]].]]
* FrickinLaserBeams: Their specialty is a variety of laser and plasma weaponry. Gloria personally prefers her men to be armed with plasma rifles for the greater stopping power, but sells both herself.
* GunPorn: Their store is full of some very cool energy weapons on display. And the best part is you can kill them and take all of it with no repercussions from anyone outside their security team. Killing them and their security team, however...
* InformedAttribute: They're supposedly a much larger and more powerful organization than the player sees. Gloria claims the Van Graffs have the men and arms to field a small army if they needed it.
* KingMook: Jean-Baptiste is a normal Van Graff thug, except he has his health and skills inflated to boss-like levels.
* LegitimateBusinessmensSocialClub: They're a crime family masquerading as a legitimate arms business.
* MadeOfIron: Jean-Baptiste has good armor and twice as much health as a Companion.
* MeaningfulName: Their name comes from ''Van de Graaf'', a type of electric generator. Appropriate, considering their affinity for energy weapons.
* OddlySmallOrganization: Justified, since they are only one chapter of their family organization, which has a much larger presence back west.
* PragmaticVillainy:
** When you work for them as a door guard, your orders are to be polite but stern to customers, and keep out the riff-raff with non-violent means unless they start a fight. They're in the business of encouraging fights elsewhere, not on their doorstep.
** [[spoiler:The reason that they have been secretly working with NCR to take down the Legion isn't because they oppose slavery, but because the NCR's economy is three times larger than the Legion's and therefore pays better. There's also the major fact that Caesar is infamous for pulling a YouHaveOutlivedYourUsefpulness on his allies once they're no longer needed, and (unlike Papa Khan or the Omertas) Gloria is smart enough not to imagine that she'd somehow be an exception.]]
* ShopliftAndDie: Ordinary merchants have themselves and ''maybe'' a guard or two on hand. These guys have no less than five heavily armed and armored guards, who will open fire if you so much as take a microfusion cell.
* TheSpymaster: After the 1.02 patch, [[spoiler:if you solve Cass' quest the peaceful way by turning over evidence of their plot to collaborate with the Crimson Caravan to gain monopoly over all commercial actives in the Mojave to the NCR officials, they will be permanently hostile and shoot you on sight. Most likely because they have informants in the NCR government that informed them of what you did.]]
* WomanScorned: DummiedOut dialogue establishes that Gloria was in a relationship with the guy that gets killed by Jean-Baptiste as an "example". Despite her warnings to him that she can be a ''very'' jealous woman, she caught him being serviced at Gomorrah. She was ''not'' pleased.
* WorthyOpponent: The Gun Runners. Which is why Gloria is obligated to obliterate them however she can.
[[/folder]]

!!Minor Gangs

[[folder: Jackals]]

One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the NCR reduced them to a small band of opportunistic bandits.
----
* AHouseDivided: Like Powder Gangers. They are informally organized into small family groups which sometimes fight among themselves.
* AllThereInTheManual: Pretty much all of their backstory.
* BitPartBadguy: They fair somewhat better than the Powder Gang, but arguably still fall into this.
* CannibalClan: Basically.
* DirtyCoward: They are considered this by other factions, due to their dishonorable tactics. Though [[GameplayAndStorySegregation game-play wise]] this is mostly an InformedAttribute.
* FantasticRacism: They apparently hate mutants, because they taste bad...
* HowTheMightyHaveFallen: Like the Vipers, they used to be a force to be reckoned with, until warfare with the NCR reduced them to scattered "families" of bandits.
* ImAHumanitarian: They became cannibals, after a harsh winter that hit the original vault dwellers, forced them into eating their dead to survive.
[[/folder]]

[[folder: Scorpions]]

A relativity small gang of raiders that attack travelers and frequently harass the nearby town of Westside, as well as getting into fairly one sided fights with the Fiends.
----
* BitPartBadguy: By the time your most likely to see them, they probably won't even be threat, unless you decide to storm their base unprepared.
* BoisterousWeakling: They think they're a powerful gang, but as stated by an NPC, they get their heads blown off when ever they go up against the nearby Fiends.
* DirtyCoward: Some of them will hide, while the player kills their fellow gang members.
* TheScapegoat: A quest concerning a water supply to Westside turns out to have involved an ex-Follower of the Apocalypse killing an NCR soldier. You have the option to pin the blame for it on the Scorpions.
* WackyWaysideTribe: They have no bearing on the plot what so ever. [[note]] They were originally going to play a part in Quartermaster Contreras' quest line, but it was cut from the final game.[[/note]]
[[/folder]]

[[folder: Vipers]]

One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the Brotherhood of Steel reduced them to a small band of opportunistic bandits. Unlike other raider bands, they have a defined culture and religion.
----
* AllThereInTheManual: Pretty much all of their backstory.
* BitPartBadguy: Like the Jackals above.
** TookALevelInBadass: At higher levels, they will start carrying grenade launchers.
* BullyingTheDragon: They ''really'' shouldn't have picked a fight with The Brotherhood.
* TheBeastmaster: They seem to have developed some sort of alliance with the native mole rats,with whom they share overlapping territory. Supplementary material has also mentioned them taming or having so sort of control over snakes.
* EliteMook: The {{Gunslinger}}.
* HeavilyArmoredMook: They'll occasionally wear Metal Armour.
* HowTheMightyHaveFallen: Like the Jackals, they used to be a force to be reckoned with, until warfare with the Brotherhood reduced them to scattered "families" of bandits.
* ReligionOfEvil: They are revealed through supplementary material, to be the decedents of a viper worshiping cult. The details are [[http://fallout.wikia.com/wiki/Vipers here]]
[[/folder]]
14th Aug '17 3:26:40 PM Grobi
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* AHouseDivided: Like Powder Gangers. They are informally organized into small family groups witch some time fight among themselves.

to:

* AHouseDivided: Like Powder Gangers. They are informally organized into small family groups witch some time which sometimes fight among themselves.
14th Aug '17 12:33:20 PM higherbrainpattern
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* AHouseDivided: Like powereder gangers. They are informally organized into small family groups witch some time fight among them selves.

to:

* AHouseDivided: Like powereder gangers. Powder Gangers. They are informally organized into small family groups witch some time fight among them selves.themselves.
12th Aug '17 10:47:13 AM Hanz
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Added DiffLines:

* HavingABlast: They primarily use explosive weaponry such as Grenade Rifles or Rocket Launchers.
12th Aug '17 10:45:09 AM Hanz
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* GutturalGrowler: He speaks in the same raspy voice that most Ghouls do despite being human, meaning you don't find out about his identity until you meet him face to face.



* ProperlyParanoid: A rather strange example found with Chris. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to ''escape'' ghoulification, the other being a few survivors who are still trapped inside Vault 34.

to:

* ProperlyParanoid: A rather strange example found with Chris.example. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to ''escape'' ghoulification, the other being a few survivors who are still trapped inside Vault 34.



* TokenHuman: He is the only human in the Bright Brotherhood. Jason has stated that they have tried to tell Chis otherwise, but this just upset him and eventually they just let him believe what he wants.



* TheStarscream: Decides to overthrow [=McNamara=], believing he has secluded the Brotherhood out of fear and is allowing it to die a slow death hidden underground.

to:

* TheStarscream: Decides to overthrow [=McNamara=], believing he has secluded the Brotherhood out of fear and is allowing it to die a slow death hidden underground. However, he wants to do it by the books (IE, using evidence to paint [=McNamara=] as being unfit for command) rather than an outright coup.



* BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this, he'll be gunned down by all the Khans in the building at Papa Khan's command.

to:

* BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this, this or give Papa his diary where he privately insults the Khans, he'll be gunned down by all the Khans in the building at Papa Khan's command.
6th Aug '17 1:28:55 PM ForgottenJedi
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[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/240px-Jason_bright_3171.png]]



* BoomerangBigot: Chris is incredibly bigoted towards humans despite the fact that he's a human himself, though unlike other examples it's simply cluelessness on his part rather than self-hatred.



* IDidWhatIHadToDo: In order to make use of Chris' skills and unable to convince him that he's ''not'' a ghoul, Jason Bright went along with pretending that he's one of them. Jason's also shown to be regretful for what he had to do in order to get the rockets operational, though he tries to make amends by immortalizing Chris (and the Courier) as saints.



* GoodShepherd: Jason really does care about all ghouls, even the Feral ones, and his only motive really is to give them a land where they can all be happy.



* IHaveBoobsYouMustObey: You need a fairly high Speech skill to convince Chris that he's not really a ghoul... or you could just have the Black Widow perk.
* InsultBackfire: If you make fun of Jason Bright's name, he will be glad that you appreciate the significance.



* MeaningfulName: Jason Bright, which can be lampshaded by both you and Jason, since it was his name even before he became a Glowing One ghoul. He takes it as a sign that he has a higher calling that has been planned out for him.
* MinorInjuryOverreaction: Chris believed that his natural male-pattern baldness was a 100% indisputable sign that he was turning into a ghoul. Even a group of actual ghouls couldn't convince him otherwise.
* ProperlyParanoid: A rather strange example found with Chris. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to ''escape'' ghoulification, the other being a few survivors who are still trapped inside Vault 34.
** Then again, Chris leaving the vault might be precisely the reason ''why'' the reactor suffered a radiation leak that ghoulified everyone else inside the Vault, since [[NiceJobBreakingItHero the reactor technician was no longer around to keep an eye on it]].



!!Brotherhood Of Steel

[[folder:In General]]
[[quoteright:220:http://static.tvtropes.org/pmwiki/pub/images/Brotherhood_5816.png]]
->''"We do not help them or let them in. We keep knowledge that they must never have."''
-->-- '''The Brotherhood Codex'''

An exclusive and isolationist order of technology collectors, originally founded by a group of deserters from the US military, which have their headquarters in the Lost Hill bunker of Southern California. Their great mastery of pre-war technology meant that the organization at one point had a tight grip on the entire Core Region. But their dismissive and overbearing attitude towards outsiders and closed structure, from which they once drew their strength, have since dwindled their numbers and influence considerably, and they are now far past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, has not helped matters, having resulted in many defeats and only a few victories for the Brotherhood, which has cost them many of their strongholds and forced quite a few of their local detachments either on the run or deep underground. One of these is the Mojave chapter, which has taken refuge in an old government bunker, Hidden Valley, from which they desperately keep trying to carry out the duties described in their Codex and reestablish contact with the HQ.

to:

!!Brotherhood Of Steel

[[folder:In General]]
[[quoteright:220:http://static.
[[folder:Jason Bright]]
!!Jason Bright
[[quoteright:350:http://static.
tvtropes.org/pmwiki/pub/images/Brotherhood_5816.png]]
->''"We do not help them or let them in. We keep knowledge that they must never have."''
-->-- '''The
org/pmwiki/pub/images/jason_bright_fonv.jpg]]
-->'''Voiced by:''' Graham Cuthbertson

->''"I am Jason Bright, the prophet of the Great Journey. All the ghouls you see here are members of my flock."''

The founder and leader of the Bright
Brotherhood Codex'''

An exclusive
and isolationist order one of technology collectors, originally founded by a group of deserters from the US military, which have their headquarters in the Lost Hill bunker of Southern California. Their great mastery of pre-war technology meant that the organization at one point had a tight grip on the entire Core Region. But their dismissive and overbearing attitude towards outsiders and closed structure, from which they once drew their strength, have since dwindled their numbers and influence considerably, and they are now far past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, has not helped matters, having resulted in many defeats and only a few victories for the Brotherhood, which has cost them many of their strongholds and forced quite a few of their local detachments either on the run or deep underground. One of these is the Mojave chapter, which has taken refuge in an old government bunker, Hidden Valley, from which they desperately keep trying to carry out the duties described in their Codex and reestablish contact with the HQ.sentient glowing ghouls.


Added DiffLines:

* IDidWhatIHadToDo: In order to make use of Chris' skills and unable to convince him that he's ''not'' a ghoul, Jason went along with pretending that he's one of them. Jason's also shown to be regretful for what he had to do in order to get the rockets operational, though he tries to make amends by immortalizing Chris (and the Courier) as saints.
* GoodShepherd: He cares about all ghouls, even the Feral ones, and his only motive really is to give them a land where they can all be happy.
* InsultBackfire: If you make fun of his name, he will be glad that you appreciate the significance.
* MeaningfulName: Which can be lampshaded by both you and Jason, since it was his name even before he became a Glowing One ghoul. He takes it as a sign that he has a higher calling that has been planned out for him.
[[/folder]]

[[folder:Chris Haversam]]
!!Chris Haversam
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/chris_haversam_fonv.jpg]]
-->'''Voiced by:''' Creator/SamRiegel

A engineer from Vault 34, he fled the Vault after believing that he was becoming a ghoul. After joining the Bright Brotherhood, who failed to convince him that he was not a ghoul, he helped prepare their rockets for their journey to the moon.
----
* BoomerangBigot: He is incredibly bigoted towards humans despite the fact that he's a human himself, though unlike other examples it's simply cluelessness on his part rather than self-hatred.
* IHaveBoobsYouMustObey: You need a fairly high Speech skill to convince Chris that he's not really a ghoul... or you could just have the Black Widow perk.
* MinorInjuryOverreaction: He believed that his natural male-pattern baldness was a 100% indisputable sign that he was turning into a ghoul. Even a group of actual ghouls couldn't convince him otherwise.
* ProperlyParanoid: A rather strange example found with Chris. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to ''escape'' ghoulification, the other being a few survivors who are still trapped inside Vault 34.
** Then again, Chris leaving the vault might be precisely the reason ''why'' the reactor suffered a radiation leak that ghoulified everyone else inside the Vault, since [[NiceJobBreakingItHero the reactor technician was no longer around to keep an eye on it]].
[[/folder]]

!!Brotherhood Of Steel

[[folder:In General]]
[[quoteright:220:http://static.tvtropes.org/pmwiki/pub/images/Brotherhood_5816.png]]
->''"We do not help them or let them in. We keep knowledge that they must never have."''
-->-- '''The Brotherhood Codex'''

An exclusive and isolationist order of technology collectors, originally founded by a group of deserters from the US military, which have their headquarters in the Lost Hill bunker of Southern California. Their great mastery of pre-war technology meant that the organization at one point had a tight grip on the entire Core Region. But their dismissive and overbearing attitude towards outsiders and closed structure, from which they once drew their strength, have since dwindled their numbers and influence considerably, and they are now far past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, has not helped matters, having resulted in many defeats and only a few victories for the Brotherhood, which has cost them many of their strongholds and forced quite a few of their local detachments either on the run or deep underground. One of these is the Mojave chapter, which has taken refuge in an old government bunker, Hidden Valley, from which they desperately keep trying to carry out the duties described in their Codex and reestablish contact with the HQ.
----
5th Aug '17 11:15:12 PM ForgottenJedi
Is there an issue? Send a Message





* AFatherToHisMen: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.



* BerserkButton: Insulting the Khans in front of Papa Khan. If you get Karl to do just this, he'll be gunned down by all the Khans in the building.



* HonorBeforeReason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his GlorySeeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. [[spoiler:It takes even more legwork to convince him that there are better ways to go about that.]]



* KlingonPromotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.



* ReasonableAuthorityFigure:
** For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
** Regis even more so. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.

to:

* ReasonableAuthorityFigure:
** For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
**
ReasonableAuthorityFigure: Regis is even more so.reasonable than Papa Khan. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.



* TooDumbToLive: Papa Khan really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will keep his promise of letting him rule all the land west of the Colorado just because he allied with him. He will, however, listen to his advisers and reconsider if you convince enough of them to speak out against him. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.
* TookALevelInKindness: They’re by no means saints, but they’re far from the antagonizing Khans in the previous games.

to:

* TooDumbToLive: Papa Khan really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will keep his promise of letting him rule all the land west of the Colorado just because he allied with him. He will, however, listen to his advisers and reconsider if you convince enough of them to speak out against him. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.
* TookALevelInKindness: They’re by no means saints, but they’re they're far from the antagonizing Khans in the previous games.



!!The Kings

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
->''"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."''
-->--'''The King'''

The only bigger gang to refuse House's ultimatum of a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.

to:

!!The Kings

[[folder:In General]]
[[quoteright:240:http://static.
[[folder:Papa Khan]]
[[quoteright:350:http://static.
tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
->''"The Kings
org/pmwiki/pub/images/papa_khan_fonv_5.jpg]]
-->'''Voiced by:''' Ian Gregory

->''"I am the chief of the Great Khans - the Khan of Khans, if you like. This is my tribe and these
are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."''
-->--'''The King'''

my people."''

The only bigger gang to refuse House's ultimatum chieftain of a casino on the Strip in exchange for Great Khans. He was a follower of Darion of the New Khans, and was one of the few survivors of their subjugation. As a punishment, they were pushed back battle against the New California Republic. Leading the survivors to the slum of Freeside, which they now uphold a loose control over.Mojave, Papa Khan reformed them into the Great Khans and has desperately sought to survive while surrounded by enemies new and old.


Added DiffLines:

* AFatherToHisMen: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.
* BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this, he'll be gunned down by all the Khans in the building at Papa Khan's command.
* HiddenDepths: While he may at first glance seem like nothing more than a slightly more reasonable tribal leader who is blinded by his hatred of the [=NCR=], Papa Khan is actually quite intelligent and wants a better future for his people. [[spoiler:If he reconnects with the Followers of the Apocalypse, he can do just that, building a civilization in Wyoming]].
* HonorBeforeReason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his GlorySeeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. [[spoiler:It takes even more legwork to convince him that there are better ways to go about that.]]
* KlingonPromotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
* ReasonableAuthorityFigure: For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
* TooDumbToLive: He really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will allow him rule all the land west of the Colorado just because he allied with him despite the Legion's long and well-known history of backstabbing. He will, however, listen to his advisers and reconsider the deal if you convince enough of them to speak out against the alliance. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.
[[/folder]]

!!The Kings

[[folder:In General]]
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
->''"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."''
-->--'''The King'''

The only bigger gang to refuse House's ultimatum of a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.
----
5th Aug '17 9:46:26 PM ForgottenJedi
Is there an issue? Send a Message


* IWasQuiteALooker: [[http://images2.wikia.nocookie.net/__cb20101215173858/fallout/images/thumb/9/96/Nv_b29pearl.png/422px-Nv_b29pearl.png Pearl]], if the art on the side of their B-29 is anything to go by.



* ReasonableAuthorityFigure: Pearl, in spades. She lets you in after you manage to survive the artillery assault and asks you to help her fellow Boomers out so they can get used to the idea not all outsiders are assholes. Her reasons for this include a realization that (A) they can't be xenophobes forever and (B) she wants to show her followers that they should trust other people, because one day it'll be inevitable.


Added DiffLines:

[[folder:Pearl]]
!!Mother Pearl
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/pearl_fonv.jpg]]
->'''Voiced by:''' Marianne Muellerleile

-->''"Mother Pearl knows a storm is gathering. Times are changing. May be time for us to change a little, too."''

The leader of the Boomers. Unlike her people, Mother Pearl is interested in forging limited ties with Outsiders, believing that the Boomers future survival will depend on it.
----
* IWasQuiteALooker: [[http://images2.wikia.nocookie.net/__cb20101215173858/fallout/images/thumb/9/96/Nv_b29pearl.png/422px-Nv_b29pearl.png Pearl]], if the art on the side of their B-29 is anything to go by.
* ReasonableAuthorityFigure: In spades. She lets you in after you manage to survive the artillery assault and asks you to help her fellow Boomers out so they can get used to the idea not all outsiders are assholes. Her reasons for this include a realization that (A) they can't be xenophobes forever and (B) she wants to show her followers that they should trust other people, because one day it'll be inevitable.
* ThirdPersonPerson: Sometimes refers to herself in third person.
* WastelandElder: She is one of the original Boomers who left Vault 34 and has capably led her tribe for many years, becoming wiser and more forward-thinking than the others.
[[/folder]]
5th Aug '17 5:37:07 PM ForgottenJedi
Is there an issue? Send a Message


* AntiVillain: Hardin is more on the "villain" side, being entirely devoted to the Codex and unwilling to negotiate.



[[folder:Nolan McNamara]]

to:

[[folder:Nolan McNamara]][=McNamara=]]]


Added DiffLines:

* AntiVillain: He is more on the "villain" side than [=McNamara=], being entirely devoted to the Codex and unwilling to negotiate, but everything he does he believes is for the good of the Brotherhood and the world.
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