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*GreaserDelinquents: They're a hybrid of this trope and Elvis impersonators
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** MeaningfulName
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Story-wise, there have actually been plenty of good/friendly Glowing Ones - fully half of the population of Gecko were Glowing Ones, as were several of the inhabitants of Broken Hills.


* {{Irony}}: From a gameplay and story standpoint, Jason is a walking example of this by mere virtue of being a Glowing One, which is AlwaysChaoticEvil by gameplay terms, and since he's the only one who has been verified to be good thus far, story terms. He's also ironic in another way, since his cult revolves around the concept of a ghoul only society finding true peace, but to do so his cult requires absolute trust in two humans and using human technology (which in and of itself was partially responsible for making people ghouls due to its radioactive nature) to achieve their ends.

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* {{Irony}}: From a gameplay and story standpoint, Jason is a walking example of this by mere virtue of being a Glowing One, which is AlwaysChaoticEvil by gameplay terms, and since he's the only one who has been verified to be good thus far, story terms. terms. He's also ironic in another way, since his cult revolves around the concept of a ghoul only society finding true peace, but to do so his cult requires absolute trust in two humans and using human technology (which in and of itself was partially responsible for making people ghouls due to its radioactive nature) to achieve their ends.

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A group of tribals reformed by House in the shape of [[TheMafia old-world crime syndicates]]. Led by Nero and Big Sal, they run Gomorrah Casino and strip-club.

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A group of tribals formerly known as the Slither Kin, reformed by House in the shape of [[TheMafia old-world crime syndicates]]. Led by Nero and Big Sal, they run Gomorrah Casino and strip-club.


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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.
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* ApeShallNeverKillApe: Their only internal rule is "Never betray the family", everything else goes.
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* CannibalClan: Before they were the White Glove Society.

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* CannibalClan: Before they were the White Glove Society. Interesting enough, the developers originally named them the Sawneys (aka Sawney Bean).
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* TheDreaded: By fighting for the NCR, the Remnants instill fear of the Enclave back into the Wasteland.

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* TheDreaded: By fighting for the NCR, the Remnants instill fear of remind the wasteland just how terrifying the Enclave back into the Wasteland.are.
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* TheDreaded: By fighting for the NCR, the Remnants instill fear of the Enclave back into the Wasteland.
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* GenreSavvy: To a limited extent, most of the Powder Gangers are in some ways. Instead of running away after they killed their gaolers, most realized they had control of a great fotress they could stage raids and mugging from, so they stuck around and used the existing facilities as their base of operations, even redeploying the explosives around the perimeter to deter trespassers. Eddie even worries (with good reason) about why the NCR didn't immediately try to retake the facility and tasks the Courier with finding out as opposed to throwing one of his own men into the meat grinder.

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* GenreSavvy: To a limited extent, most of the Powder Gangers are in some ways. Instead of running away after they killed their gaolers, most realized they had control of a great fotress fortress they could stage raids and mugging from, so they stuck around and used the existing facilities as their base of operations, even redeploying the explosives around the perimeter to deter trespassers. Eddie even worries (with good reason) about why the NCR didn't immediately try to retake the facility and tasks the Courier with finding out as opposed to throwing one of his own men into the meat grinder.

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* YouAreInCommandNow: [=McNamara=] became the Elder after Elijah left during the debacle at HELIOS One and as Head Paladin was the most senior member of the Brothehood.

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A technologically advance tribe originated from a group of emigrants from Vault 34, a vault in which the armory was overstocked and cannot be locked. They left after the Overseers attempted to implement gun control laws. They are currently living in Nellis Air Force Base to the northeast of Vegas and have developed a culture based around the use of weapons. The Boomer are very xenophobic and use artillery to blow up all outsiders that tries to approach their camp.

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A technologically advance advanced tribe originated from a group of emigrants from Vault 34, a vault in which the armory was overstocked and cannot be locked. They left after the Overseers attempted to implement gun control laws. They are currently living in Nellis Air Force Base to the northeast of Vegas and have developed a culture based around the use of weapons. The Boomer are very xenophobic and use artillery to blow up all outsiders that tries to approach their camp.



** More specifically, while they were allowed to ''shoot'' as much as they wanted in the gunnery range (the restrictions on access to guns came much later, after the Boomers had been gone for a long, long time), the Overseer stopped from exploding even small bombs.

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** More specifically, while they were allowed to ''shoot'' as much as they wanted in the gunnery range (the restrictions on access to guns came much later, after the Boomers had been gone for a long, long time), the Overseer stopped them from exploding "exploding" even small bombs.



** [[SubvertedTrope Violet]]: A [[TheLastOfTheseIsNotLikeTheOthers hunting rifle]]

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** [[SubvertedTrope Violet]]: A [[TheLastOfTheseIsNotLikeTheOthers hunting rifle]] rifle]]
*** She uses a pack of dogs too.
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* TokenEvilTeammate: Pacer is essentially this to The King, and J.E. Sawyer's Balance Mod even sets his alignment to Evil (from Neutral) and The King to Good to highlight this.
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** Even better [[spoiler: it works, the ending slideshow says they formed a "might empire" in Wyoming. Also the fact that the Followers helped them with hints towards a more civilized empire instead of another Legion.]]
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You can no more slightly subvert a trope than a a woman can be slightly pregnant.


* TooDumbToLive: Subverted slightly, as their fate upon launching their rockets is left ambiguous despite the prospect of them succeeding going against all known logic. [[spoiler:In fact, in the ending for Novac they somehow manage to return in order to help defend the town from the Legion.]]

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* TooDumbToLive: Subverted slightly, Subverted, as their fate upon launching their rockets is left ambiguous despite the prospect of them succeeding going against all known logic. [[spoiler:In fact, in the ending for Novac they somehow manage to return in order to help defend the town from the Legion.]]

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--> ''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. They have been the enemies of the republic for generations until they were driven out of the Core Region and retreated to the Mojave wasteland. When Mr. House took control of the Strip, they were again driven out of New Vegas and resettled at Bitter Springs. A few years later, in retaliation of the attacks against their settlers, the NCR attacked and massacred the Khans, killing a lot of innocents in the process. The surviving Great Khans are currently living at Red Rock Canyon and in an alliance with Caesar's Legion and developed an economy based on the manufacturing of chems and drugs.

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--> ''You
->''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

-->-- '''Papa Khan'''

A tribe of Mongolian themed Mongolian-themed raiders that originated from the same vault as the NCR. They have been NCR, their long-time enemy. As the enemies of the republic for generations until they were driven out of NCR expanded through the Core Region and retreated to Regions the Mojave wasteland. When Khans were pushed into the Mojave, only for Mr. House to evict them once he took control of the Strip, they were again driven out of New Vegas and Vegas. The Great Khans resettled at Bitter Springs. A Springs and raided from it for a few years later, in retaliation of the attacks against their settlers, years, until the NCR attacked and massacred the Khans, killing retaliated with an attack that turned into a lot of innocents in the process. massacre. The surviving remaining Great Khans are currently living at have holed up in Red Rock Canyon Canyon, where they earn a meager existence by manufacturing and in selling chems, but an alliance with Caesar's Legion might give the Khans a chance to strike back against their old foes and developed an economy based on the manufacturing of chems and drugs.
regain their past glory...



* AssholeVictim: Many seem to be of the opinion that while what happened to the Khans at Bitter Springs was messed up, they also sort of deserved it. Among them is Sergeant Bitter Root from the NRC 1st Recon who, [[spoiler:as a former Great Khan, was there on the receiving end of the bullets.]]
** That trope fits every single faction in the game, though. None of them are nice guys, and the Khans are no worse than any of the others. While they certainly are rough and none too friendly, they at least haven't committed the same kind of atrocities as some of the other factions. Boone, also from the NCR 1st Recon, thinks the exact opposite about the Bitter Springs massacre.
** Objectively though, the Great Khans' history backs this trope up. The Khans were attacked at Bitter Springs after the NCR got tired of them raiding caravans with supplies '''''and''''' warning them to stop. Papa Khan ignored the NCR, thinking they were empty threats, before the Battle of Bitter Springs. After Bitter Springs, the Followers of the Apocalypse went in to help the Khans by teaching them Chemistry so that they could make medical supplies like Stimpaks. The Khans used the knowledge to make drugs instead and the Followers withdrew all support from them and basically told them go rot.

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* AssholeVictim: Many seem to be While most members of the opinion NCR agree that while what happened to the Khans at Bitter Springs was messed up, they also sort of deserved it. Among them is Sergeant Bitter Root from the NRC 1st Recon who, [[spoiler:as a former Great Khan, was there on the receiving end of the bullets.]]
** That trope fits every single faction in the game, though. None of them are nice guys, and the Khans are no worse than any of the others. While
Khan-turned-NCR soldier Bitter-Root maintains that they certainly are rough and none too friendly, they at least haven't committed the same kind of atrocities as some of the other factions. Boone, also from the NCR 1st Recon, thinks the exact opposite about the Bitter Springs massacre.
**
had it coming. Objectively though, speaking, the Great Khans' history backs this trope up. The Khans were attacked at Bitter Springs after ''did'' provoke the NCR got tired of them raiding caravans with supplies '''''and''''' warning them to stop. Papa Khan ignored the NCR, thinking they were attacks on civilians and soldiers alike, ignoring warnings of reprisal as empty threats, before the Battle of Bitter Springs. After threats. Even after Bitter Springs, when the Followers of the Apocalypse went in tried to help teach them how to make medicine, the Khans by teaching them Chemistry so instead used that they could make medical supplies like Stimpaks. The Khans used the knowledge to make drugs instead and become drug dealers, causing the Followers withdrew all to withdraw their support from them and basically told them go rot.in disgust.



-->''[[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 with their headquarters located at 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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-->''[[ScavengerWorld
->''[[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

-->-- '''Ignacio Rivas'''

A quasi-religious order and humanitarian organization that originated from the Los Angeles Boneyard with their headquarters located at 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.



* BeingGoodSucks: [[spoiler:The only have possible good ending for them is if you get them to work with NCR and leave the republic in power (which was originally bugged; patch 1.4.0.525 finally fixed it). All the other endings results in them either kicked out of the region, get overwhelmed with patients, or hunted down and killed.]]
** [[spoiler:They get a relatively good ending if Caesar comes to power. Out of respect for his old life, he lets them leave peacefully.]]

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* BeingGoodSucks: [[spoiler:The only have possible good ending for them is if you get them to work with NCR and leave the republic in power (which was originally bugged; patch 1.4.0.525 finally fixed it). All the other [[spoiler:Most of their endings results in see them either kicked out of the region, get Mojave, overwhelmed with patients, or simply hunted down and killed.]]
** [[spoiler:They get a relatively good ending
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 comes to power. Out is alive for a Legion victory he lets them go out of respect for his old life, he lets them leave peacefully.]] life.]]



-->''So you know about the vaults? Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - [[StuffBlowingUp but the overseer wouldn't let you fire off any of the really fun ones.]] I guess all the little pops and bangs at the firing range just got boring after a while!''
--->- Pete

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-->''So
->''So
you know about the vaults? Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - [[StuffBlowingUp but the overseer wouldn't let you fire off any of the really fun ones.]] I guess all the little pops and bangs at the firing range just got boring after a while!''
--->- Pete\n-->-- '''Pete'''

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A bunch of Raiders prowling in the outskirts of Vegas. They are quite a threat however, since they make extensive use of drugs and are much better armed than most raiders.

* 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.
** Because it's implied 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. It was the reason why he led the Fiends to Vault 3.

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->''Pack of drugged-out killers. They're addicted to every stim, every pill, every psychoactive enema on this fucked-up earth.''
-->-- '''Major Dhatri'''

A bunch band of Raiders prowling in New Vegas' outskirts, notorious for their drug-fueled savagery. This and their stockpile of advanced weaponry makes them a constant menace to the outskirts inhabitants of Vegas. They are quite a threat however, since they make extensive use of drugs Westside and are much better armed than most raiders.

the NCR headquarters at Camp [=McCarran=].

* 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.
** Because it's implied
you, probably because he's the only one not on a massive amount of drugs.
**
drugs. Conversation indicates that he genuinely cares for the well-being of his people. It people, which was the reason why he led the Fiends to Vault 3.



** In the aforementioned DummiedOut dialogue, Cook-Cook's colleague Driver Nephi will warn a female Courier not to let him get her alone.
-->''"Listen... you don't want to mess with Cook-Cook. And you ''really'' don't want to let him get you alone. Trust me." ''
*** The other DummiedOut dialogue makes it rather clear that the others really don't like Cook-Cook and only keep him around because he's a great cook.

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** In the aforementioned DummiedOut dialogue, Cook-Cook's colleague Driver Nephi will warn a female Courier not to let him get her alone.
-->''"Listen...
about him: "Listen... you don't want to mess with Cook-Cook. And you ''really'' don't want to let him get you alone. Trust me." ''
***
"
**
The other DummiedOut dialogue makes it rather clear that the others really don't like Cook-Cook and only keep him around because he's a great cook.



-->'''Cook-Cook''': Hey there, sweet thing, want a ride on the Cook-Cook express?

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-->'''Cook-Cook''': Hey there, sweet thing, want a ride on the Cook-Cook express?Express?



** His cut dialogue concerning her indicates that [[{{Squick}} he might like her a bit]] ''[[{{Squick}} too]]'' [[{{Squick}} much...]]



* ZergRush: Their tactics in Camp [=McCarran=]
* YouNoTakeCandle: How Violet talks in the Dummied Out dialogue.
-> ''"Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! Ha ha!"''

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* ZergRush: Their tactics in against Camp [=McCarran=]
* YouNoTakeCandle: How Violet talks in the Dummied Out dialogue.
-> ''"Dogs?
dialogue: "Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! Ha ha!"''
ha!"



-->''"Dear old friends, remember Navarro"''
--->- [[spoiler:The password for the Remnants Bunker]]

Six former members of the Enclave that was destroyed in Fallout 2, who can be tracked down and reunited for one last mission in a quest started by [[spoiler:Arcade Gannon]], who is one of them.

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-->''"Dear
->''Dear
old friends, remember Navarro"''
--->- [[spoiler:The password for
Navarro.''

With
the Remnants Bunker]]

Six former members
loss of its bases at [[{{Fallout2}} Navarro]] and [[{{Fallout3}} Raven Rock]], the Enclave that was destroyed is little more than a bad memory, its surviving members either in Fallout 2, who can be tracked down hiding or attempting to integrate into the new world. Six such men and reunited women have settled in the Mojave Wasteland and have tried to put their past behind them... but they might be convinced to take up arms once more and decide the fate of their new home, for one last mission in a quest started by [[spoiler:Arcade Gannon]], who is one of them.
auld lang syne.

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* TheUsualAdversaries: For the NCR and arguably for the series as a whole.
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( {{Foil}}: To the Brotherhood of Steel. Like the Brotherhood, the Boomers are isolationist tech fanatics who don't trust outsiders. However, their reasons for being this way are entirely justified as their first contact when they emerged from the Vault was with violent tribals, and they realize that society has advanced and that they can't cut out the outside world forever, so they plan to slowly adjust to outside contact. The Brotherhood by contrast are isolationists due solely to their faith in their codex and stick to it in spite of realizing that it's causing their faction to wither.

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( * {{Foil}}: To the Brotherhood of Steel. Like the Brotherhood, the Boomers are isolationist tech fanatics who don't trust outsiders. However, their reasons for being this way are entirely justified as their first contact when they emerged from the Vault was with violent tribals, and they realize that society has advanced and that they can't cut out the outside world forever, so they plan to slowly adjust to outside contact. The Brotherhood by contrast are isolationists due solely to their faith in their codex and stick to it in spite of realizing that it's causing their faction to wither.
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( {{Foil}}: To the Brotherhood of Steel. Like the Brotherhood, the Boomers are isolationist tech fanatics who don't trust outsiders. However, their reasons for being this way are entirely justified as their first contact when they emerged from the Vault was with violent tribals, and they realize that society has advanced and that they can't cut out the outside world forever, so they plan to slowly adjust to outside contact. The Brotherhood by contrast are isolationists due solely to their faith in their codex and stick to it in spite of realizing that it's causing their faction to wither.

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He\'s part of the Perk because he\'s considered the de-facto leader of Freeside rather than just a minor faction leader.


* EnsembleDarkhorse: Apparently an InvokedTrope, someone on the dev team thought highly of The King -- the secret perk "Meat of Champions" requires you to cannibalize Mr House, Caesar, President Kimball, and The King. Out of all the other factions and groups in the wasteland vying for power, The King is given the same level of importance as the leader of the three major powers.
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* TheDragon <=> TheLancer: Pacer is this for The King, as he oscillates between the two roles throughout their quest arc.

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* TheDragon <=> TheLancer: TheDragon[=/=]TheLancer: Pacer.
** TheStarscream: Though he's the second in-command he does a lot of things The King would not approve of, and if the player proceeds down the NCR questline eventually
Pacer is this for will rebel when The King, as he oscillates between the two roles throughout their quest arc.
King agrees to peace with NCR.

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* EntitledBastard: They get really mad when they figure out that the NCR is giving food to their citizens in Freeside, without giving any to the Kings and locals, acting like they somehow deserve it for nothing. It's especially weird because the Kings are widely known to persecute NCR citizens in Freeside with violence. While Pacer is doing this behind the King's back, the King is still fully aware that violence against the NCR happens all the time, does nothing about it, and ''still'' expects free handouts.
** The King doesn't actually say that he expects the Kings to get handouts, he says that he's angry because the NCR will only give food to NCR squatters and not any other people in need, the presence of the NCR squatters alone has already caused a drain on scarce food resources and caused the King's presence to wane enough that they seize a previously free-use water pump to prevent the NCR from gaining complete resource control of the area.

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* EntitledBastard: They get really mad when Zig-zagged, they figure out that the NCR is giving food to their citizens in Freeside, without giving any to the Kings and locals, acting like they somehow deserve it for nothing. It's especially weird because the Kings are widely known to persecute NCR citizens in Freeside with violence. While Pacer is doing this behind the King's back, the King is still fully aware that violence against the NCR happens all the time, does nothing about it, and ''still'' expects free handouts.
** The King doesn't actually say that he expects the Kings to get handouts, he says that he's angry because the NCR will only give food to NCR squatters and not any other people in need, the presence
aren't fond of the NCR squatters alone has already caused putting a drain on scarce food resources their resources, and caused the King's presence to wane enough that they seize a previously free-use water pump to prevent The King is not pleased when he finds out the NCR from gaining complete resource control 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.

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* EnsembleDarkhorse: Apparently an InvokedTrope, someone on the dev team thought highly of The King -- the secret perk "Meat of Champions" requires you to cannibalize Mr House, Caesar, President Kimball, and The King. Out of all the other factions and groups in the wasteland vying for power, The King is given the same level of importance as the leader of the three major powers.



* GangOfHats: See above.



* NeighbourhoodFriendlyGangsters: The Kings take this [[UpToEleven a step further]] by acting as Freeside's De facto police force.

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* GangOfHats: See above.
* NeighbourhoodFriendlyGangsters: The Kings take this [[UpToEleven a step further]] by acting as Freeside's De de facto police force. force.
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** 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.

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* 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.



* GenreSavvy: To a limited extent, most of the Powder Gangers are in some ways. Instead of running away after they killed their gaolers, most realized they had control of a great fotress they could stage raids and mugging from, so they stuck around and used the existing facilities as their base of operations, even redeploying the explosives around the perimeter to deter trespassers. Eddie even worries (with good reason) about why the NCR didn't immediately try to retake the facility and tasks the Courier with finding out as opposed to throwing one of his own men into the meat grinder.
** GenreBlind: Unfortunately, in other areas the Powder Gangers are idiots. 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.



* 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.

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* 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.down.
* TheDragon <=> TheLancer: Pacer is this for The King, as he oscillates between the two roles throughout their quest arc.

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* GutturalGrowler: Being ghouls, this is par for the course. Strangely averted by their leader, Jason Bright, who sounds as if he has a heavenly echo in the background. Chris Haversam also has this despite being the only non-ghoul of their group.



* 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.
* GutturalGrowler: Being ghouls, this is par for the course. Strangely averted by their leader, Jason Bright, who sounds as if he has a heavenly echo in the background. Chris Haversam also has this despite being the only non-ghoul of their group.



* {{Irony}}: From a gameplay and story standpoint, Jason is a walking example of this by mere virtue of being a Glowing One, which is AlwaysChaoticEvil by gameplay terms, and since he's the only one who has been verified to be good thus far, story terms. He's also ironic in another way, since his cult revolves around the concept of a ghoul only society finding true peace, but to do so his cult requires absolute trust in two humans and using human technology (which in and of itself was partially responsible for making people ghouls due to its radioactive nature) to achieve their ends.



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* BigDamnHeroes: [[spoiler:For Novac, if their trip is successful.]]
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* RideOfTheValkyries: Plays when they launch their rockets.

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* RideOfTheValkyries: "Music/RideOfTheValkyries": Plays when they launch their rockets.

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* TokenEvilTeammate: of the families.
ccoa MOD

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!!This is a partial character sheet for the VideoGame ''VideoGame/FalloutNewVegas''. Visit [[Characters/FalloutNewVegas here]] for the main character index. Subjective trope and audience reactions should go on the [[YMMV/FalloutNewVegas YMMV page]].

!!Great Khans
[[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. They have been the enemies of the republic for generations until they were driven out of the Core Region and retreated to the Mojave wasteland. When Mr. House took control of the Strip, they were again driven out of New Vegas and resettled at Bitter Springs. A few years later, in retaliation of the attacks against their settlers, the NCR attacked and massacred the Khans, killing a lot of innocents in the process. The surviving Great Khans are currently living at Red Rock Canyon and in an alliance with Caesar's Legion and developed an economy based on the manufacturing of chems and drugs.

* 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.
* AssholeVictim: Many seem to be of the opinion that while what happened to the Khans at Bitter Springs was messed up, they also sort of deserved it. Among them is Sergeant Bitter Root from the NRC 1st Recon who, [[spoiler:as a former Great Khan, was there on the receiving end of the bullets.]]
** That trope fits every single faction in the game, though. None of them are nice guys, and the Khans are no worse than any of the others. While they certainly are rough and none too friendly, they at least haven't committed the same kind of atrocities as some of the other factions. Boone, also from the NCR 1st Recon, thinks the exact opposite about the Bitter Springs massacre.
** Objectively though, the Great Khans' history backs this trope up. The Khans were attacked at Bitter Springs after the NCR got tired of them raiding caravans with supplies '''''and''''' warning them to stop. Papa Khan ignored the NCR, thinking they were empty threats, before the Battle of Bitter Springs. After Bitter Springs, the Followers of the Apocalypse went in to help the Khans by teaching them Chemistry so that they could make medical supplies like Stimpaks. The Khans used the knowledge to make drugs instead and the Followers withdrew all support from them and basically told them go rot.
* 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.
* DrugsAreBad: They're pretty much the prime chem providers in the Mojave, and it's strongly implied 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 Stimpacks 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.
* GeniusBruiser: Regis, who sleeps next to a stack of books.
* 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.]]
* 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.]]
* OnlySaneMan: Regis is the only Khan who is against the alliance with the Legion.
* 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.
* ProperlyParanoid: Regis. He thinks joining the Legion would be bad for the Khans and Papa is letting his hatred of the NCR blind him. He's absolutely right.
* 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 pressganging 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. [[hottip:-: 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.]]
* 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
** Papa Khan also was the one of lead the Khans to leave California.
* 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 heavly 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.
* TooDumbToLive: Papa Khan, I know that you really want to get your revenge against the NCR. But do you really think Caesar will keep his promise of letting you rule all the land west of the Colorado just because you 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.
* TrueCompanions

!!Followers Of The Apocalypse
[[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 with their headquarters located at 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.

* BeingGoodSucks: [[spoiler:The only have possible good ending for them is if you get them to work with NCR and leave the republic in power (which was originally bugged; patch 1.4.0.525 finally fixed it). All the other endings results in them either kicked out of the region, get overwhelmed with patients, or hunted down and killed.]]
** [[spoiler:They get a relatively good ending if Caesar comes to power. Out of respect for his old life, he lets them leave peacefully.]]
* BombThrowingAnarchists: They're accused of this, but [[SubvertedTrope they're not]]. '' [[ZigZaggedTrope Usually.]] ''
* 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 {{WideEyedIdealist}}s that are too naive to survive in this CrapsackWorld. At worst, they are seen as anarchistic cultists with dangerous ideas that needs 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.]]

!!The Boomers
[[quoteright:150:http://static.tvtropes.org/pmwiki/pub/images/Boomers_9344.png]]
-->''So you know about the vaults? Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - [[StuffBlowingUp but the overseer wouldn't let you fire off any of the really fun ones.]] I guess all the little pops and bangs at the firing range just got boring after a while!''
--->- Pete

A technologically advance tribe originated from a group of emigrants from Vault 34, a vault in which the armory was overstocked and cannot be locked. They left after the Overseers attempted to implement gun control laws. They are currently living in Nellis Air Force Base to the northeast of Vegas and have developed a culture based around the use of weapons. The Boomer are very xenophobic and use artillery to blow up all outsiders that tries to approach their camp.

* AcePilot: Due to them having access to aerial combat computer simulations at the base, they are one of only two minor factions (the other being the Enclave Remnants) that have access to air power.
* BadAssArmy: While they aren't as actively militant as the NCR or Legion, they certainly count as this. After the rebellion in the vault, they left into the wasteland and came under repeated attacks by raiders. Thanks to their heavy firepower, they had a [[CurbStompBattle kill ratio of over 40 to 1]]. And that's ''before'' they moved into Nellis air force base.
* BloodKnight: An entire faction of them. Their culture is dedicated towards the use of weapons and many of them cannot wait to go to fight in an actual battle.
* [[CrazySurvivalist Crazy Survivalists]]: Justified by a belief that outside humans are nothing but savages, but they can be convinced to change their view.
* [[spoiler:DeathFromAbove]]: [[spoiler: If you managed to help them recover the B-29 bomber and convince them to help in the battle, they will use the bomber to carpet bomb either Caesar's Legion or the NCR positions as you advance during the final battle at Hoover Dam]]
* DefectorFromDecadence: They left the vault because the Overseer attempted to violate their right to bear arms.
** More specifically, while they were allowed to ''shoot'' as much as they wanted in the gunnery range (the restrictions on access to guns came much later, after the Boomers had been gone for a long, long time), the Overseer stopped from exploding even small bombs.
* HiddenElfVillage: In a manner of speaking. The Boomers are disinterested in whatever happens beyond the airbase, bombs all potential visitors with artillery, and refers to all non-Boomers, the Courier included, as 'savages'. They're only marginally less xenophobic than the Brotherhood of Steel, and that's only because they don't venture beyond their own walls to blow up 'savages' and take their guns, in fact they think taking a person's guns is the worst thing ever.
** Also it show be noted that ''everyone'' knows they're there.
* IKnowMortalKombat: All of their members are armed with explosive weapons. It is not a good idea to turn them hostile against you.
* 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.
* MadBomber: They fire artillery at anyone that dare to get too close to their base.
* StuffBlowingUp: What did you expect from a group whose members are all armed with grenade launchers and bazookas?
* UndyingLoyalty: To the Courier, if the B-29 is raised. They promise to support you specifically rather than any of the factions.

!!Powder Gangers
[[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 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.

* AHouseDivided: There are actually two main groups of Powder Gangers: The "main" group led by Eddie and based in the NCRCF, and a splinter group based in Vault 19 led by Samuel Cooke.
** Though those groups aren't struggling against each other - Cooke left because "he had a plan", and went away to implement it. The Vault 19 Powder Gangers, on the other hand, have an internal struggle - Cooke wants to make bombs and be a pain in the ass to the NCR, Lem has come to think of it all as a bad idea and wants to surrender to the NCR.
* BitPartBadguys: To an extent; they're a mild challenge at first, when dynamite is still considered threatening. They never upgrade beyond that. 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.
* FiveBadBand:
** BigBad[=/=]EvilGenius: Samuel Cooke
** TheDragon: Eddie (the leader of the Powder Gangers at the Correctional Facility)
** EvilGenius: Hannigan[=/=]Samuel Cooke
** TheBrute: Scrambler
** DarkChick: The Courier, potentially
* OhCrap: In Nipton, the Powder Ganger Boxcars, who already had to watch many people die horribly and got his legs broken by the Legion, will freak out when he sees you, calling you the Powder Gangers' "grim fucking reaper". He calms down once you give him some Med X.
* TheRustler
* [[StandardFPSEnemies The Grunt]][=/=]TheGoomba: The Powder Ganger's 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.
* StarterVillain: Joe Cobb especially.
* 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: Giving a bunch of convicts gunpowder and explosives and let them work on your railroads? [[SarcasmMode Nice thinking, NCR]].
* WakeUpCallBoss: Eddie's plasma pistol packs a punch if you assault the NCRF at lower levels. Some people may not call this bad, since this means if you are completing the quest for the NCR, you can loot service rifles from the dead NCR troopers.

!!Brotherhood Of Steel
[[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 way past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, have 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 the 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.

* ArmorIsUseless: Their power armor is far from useless, but it doesn't help much when you're outnumbered fifteen to one...
* AttackAttackAttack: Apparently one day, they just decided that the NCR didn't deserve anything that used electricity, so they attacked them and got slaughtered. Then they deployed to the Mojave and took Helios, then... got slaughtered again. They still haven't stopped hostilities by the time the game begins.
** In the Legion ending, if you spare them, the NCR is driven out by the Legion and the Brotherhood use this to attack HELIOS One and directly oppose the marching armies of the Legion. [[KillEmAll Three guesses on what happens to them.]]
** In the case of HELIOS, that was all Elijah's fault since both Hardin and Ramos knew that trying to hold HELIOS One against the NCR was tactical suicide.
* CantCatchUp: In the era of the earlier ''Fallout'' games, the BoS' access to Pre-War tech made them the undisputed most powerful faction in the Wasteland, second only to the Enclave, given that they had power armor, energy weapons, and military-grade heavy weaponry while everyone else was still living in huts and fighting with jury-rigged guns and armor. By the time of ''New Vegas'', Pre-War tech (including energy weapons, robotics, and computers) have spread significantly and is now available to a wide variety of factions, most notably the [=NCR=], and while the Brotherhood still has a very slight tech edge (maintaining their monopoly on Power Armor) they haven't managed to advance at all since the old days and overall have since been eclipsed by [=NCR=] as the Wasteland's dominant faction.
* CreativeSterility: One of the major problems they're running into is they've basically run out of ideas, which is going to happen when you live in a hole in the ground for decades. Veronica and the former Elder (who went nuts trying to activate the Helios station and got half his men killed in the process) are about the only ones trying to get the Brotherhood out of this slump.
* DeathByIrony: Other then just shooting up Hidden Valley, there are two ways other ways that you can wipe out the Brotherhood. [[spoiler:The first is by reseting the targeting data of the lasers security turrets at the first floor, killing everyone caught outside. The second is by making the bunker's reactor overload in a self-destruct sequence. This is extra ironic when you think about the Brotherhood's views on technology and how you just turned it against them.]]
* ElaborateUndergroundBase
* EvenEvilHasStandards: Elijah's absolutely insane obsession with technology and disregard for the lives of his men shocked even them. They've since dispatched assassins after him.
* GasMaskMooks
* HeavilyArmoredMook
* HonorBeforeReason: The Brotherhood follow their codex to the letter, even when it means that they will eventually die out as a result.
* {{Jerkass}}: Most of them, anyway. Aside from their obsessive worship of technology, the faction's main defining characteristic is their extreme xenophobia - they're ''not'' nice to outsiders. This is pretty much exactly the way the faction has always behaved in the franchise - if anything, the Mojave branch is ''more'' lenient than usual. Well, except for [[{{Fallout3}} the guys in the Capital Wasteland]].
** More along the lines of "Dogma before reason", as they're certainly not above cold-blooded murder if their codex dictates.
--->'''Veronica:''' Sorry about that. Just because I love them, that doesn't mean some of them aren't assholes.
* KickTheDog: [[spoiler:If you complete Veronica's side quest and convince her to leave the Brotherhood, she will try to join the Followers Of The Apocalypse in one of their hospitals. The Followers will be happy to accept her but tell the two of you to return tomorrow. If you return 24 hours later, you will discovered that the BOS has massacred the entire hospital of unarmed doctors and even the patients to prevent Veronica from sharing her knowledge with them.]]
** [[spoiler:And if Veronica ''stays''? Once you leave their headquarters you get accosted by a group of Paladins who demand a fight because Veronica ''dared'' to question the mandates of the Codex and they think she's trying to "poison" the mind of the Elder. Jeez.]]
** Veronica's dialogue also indicates that, as a consequence of the Brotherhood being too xenophobic to recruit outsiders and reliant on reproduction to keep their numbers up, the Brotherhood has turned rather homophobic.
** [[spoiler:If you decided to spare the Brotherhood in the Yes Man ending, the epilogue reveals that without the NCR or Mr. House to oppose them, [[NiceJobBreakingItHero the Brotherhood begin a campaign of open aggression on the New Vegas highways, attacking travelers that have in the procession technologies that the Brotherhood finds to be inappropriate.]] This happens even if you get them to sign a truce with the NCR first.]]
* [[spoiler:JumpingOffTheSlipperySlope: If Hardin replaced [=McNamara=] as Elder, than he quickly transforms the Mojave Chapter from a bunch of heavily armed isolationists into little more than a Raider tribe in power armor that the Courier will likely be force to [[KickTheDog massacre]]. Inverted if [=McNamara=] stays in power, where they actually start a slow process of shaping up, but only if the NCR is around as a constant threat.]]
* KnightTemplar: Until either the Courier or Veronica show them their mistakes. [[spoiler:Sadly, it still doesn't work. This only ends in the NCR ending (if you don't blow them up like Colonel Moore told you to) where they signed a truce with the NCR and they stay around to make it matter.]]
* LastStand: The Mojave Wasteland Brotherhood of Steel was almost destroyed by the New California Republic's army at Helios One, though they gave as good as they got. Turns out all the [[BadAss combat training]], PoweredArmor, and [[FrickinLaserBeams high-tech]] [[{{BFG}}weaponry]] in the world isn't enough when you're outnumbered [[ZergRush ten to one]].
* MachineWorship: They don't worship technology per se, but the degree to which they revere and pursue it really does border on religious mania at times.
* MyCountryRightOrWrong: [=McNamara=] is all too aware that the Brotherhood is likely going to crash and burn the way things are going but will not dare go against the codex, unlike Lyons in ''Fallout 3'' who decided to [[ScrewTheRulesImDoingWhatsRight disregard it]].
* NotSoDifferent: Veronica notes that they're quite like the Boomers, being xenophobic isolationists who hoard military tech, though at least the Boomers keep to themselves rather than harass others.
* OddlySmallOrganization: Justified in that most of them are, well, [[KillEmAll dead]].
* PowerArmor: Standard issue among their members. While it does make them powerful, it leads to...
* SmugSnake: They won't hesitate to let you know how much better they are than you. They'll talk down to you and act like you and everybody else are idiots who shouldn't even be allowed to touch a laser pistol.
* SuicidalOverconfidence: They think PowerArmor and energy weapons will let them take on anything, even if they're outnumbered 15 to 1 or pitted up against heavy artillery. It doesn't.
* ReasonableAuthorityFigure: Elder [=McNamara=] genuinely cares about his fellow Brothers, and will even agree to a truce with the NCR since he thinks its the best course of action for the Brotherhood and Mojave in general. [[spoiler:Unfortunately, not even he is reasonable enough to go against the Codex]].
* SeriousBusiness: To them, their codex is serious business. Progressive members are prone to getting flat out murdered by the regressive members for even thinking about something that doesn't follow the codex to the letter.
* TheRemnant: The Brotherhood was already a Remnant to begin with, being descended from a group of US Army soldiers who mutinied around the time of the Great War, but the group you encounter in the Mojave takes it a step further, being a remnant of this remnant - they're the survivors of the last battle of the NCR/Brotherhood war. As they've had no contact from any other Brotherhood bases, they may as well be the only members of the faction left west of the Mississippi as far as they are concerned.
* TragicVillain: [[spoiler:Elder [=McNamara=]. He's fully aware that the road he's on will lead to the end of the Brotherhood, but he has to follow the Codex.]]
* UngratefulBastard: [[spoiler:Even if you help them get back on their feet in the Wild Card ending, they'll still turn on you and attack caravans in the Mojave.]]

!!The Chairmen
--> ''Ring-a-ding-ding, baby.''

A group of tribals formerly known as the Boot Runners, reformed by House to embody what is "cool". They currently run the Tops Casino and Aces Theater.

* {{Camp}}: To the point of making it an art form.
* JiveTurkey: The group all speak in beatnik slang.
* KlingonPromotion: After you deal with Benny, Swank becomes the leader of The Chairmen and will officially run The Tops.
* NiceGuy: Swank is one of the friendlier guys you'll meet in The Strip and has some sensible things to say of the various factions of Vegas.
* NoCelebritiesWereHarmed: Aces manager Tommy Torini looks an awful lot like Rat Pack member Sammy Davis Jr.
* TheStarscream: Swank will help you deal with Benny if you convince him that he's working against House.
* TokenGoodTeammate: Among the Vegas families. Sure, one member (and his four thugs) is [[BigBadWannabe kind of a dick]], but at least the faction as a whole is fundamentally good. [[spoiler: At least they're not cannibals or sex slavers.]]

!!The White Glove Society
[[quoteright:301:http://static.tvtropes.org/pmwiki/pub/images/White_Glove_2331.png]]
--> ''"You see? We remain the very picture of courtesy, even in the face of such impolite accusations. We have nothing to hide here."''

A group of tribals reformed by House with a love for sophistication and luxury. Founded by Marjorie, they currently run the Ultra-Luxe Casino.

* CaneFu: Their preferred weapons are dress canes.
* CannibalClan: Before they were the White Glove Society.
* ImAHumanitarian: Or well, they used to be. [[spoiler:Some, like Mortimer, still are]].
* TheNotSecret: Their general creepiness and the fact that it's a rumor that everyone talks about makes the fact they used to be cannibals less surprising.
* UpperClassTwit: They insist that they are the best and most sophisticated people in the world.
* WhiteMaskOfDoom: Their members put on a white mask because their leader Marjorie thinks it will add to their mysterious and elegant atmosphere. But many people comment on how it just makes them [[UncannyValley creepy]].

!!The Omertas
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Gomorrah_1199.png]]
--> ''"You play some games, have some fun."''
A group of tribals reformed by House in the shape of [[TheMafia old-world crime syndicates]]. Led by Nero and Big Sal, they run Gomorrah Casino and strip-club.

* ClusterFBomb: The staff at the other casinos try to keep their guests happy by being polite and respectful to them. But not the Omertas. It's implied to be mostly just an act since Carlito and Cachino can speak in a more civil manner.
* EvenEvilHasStandards: Cachino may be a hustler and a rapist, but [[spoiler:he knows something serious is up with the Omerta bosses and will even help you ruin their plans to help the Legion chlorine-bomb New Vegas.]]
** He also has standards in ''another'' way: he is very well aware that the things he does are wrong, and [[TheAtoner wants to stop]], but he never quite seems to get the willpower to.
* LegitimateBusinessmensSocialClub: They claim that the Gomorrah is just another hotel and casino, but everyone knows that they engage in illegal activities.
* TheMafia: The theme of their casino. They live up to it.
* RewardedAsATraitorDeserves: [[spoiler:Lanius despises them and states that he personally wants them dead for their dishonorable actions, implying this would happen if others don't wipe them out.]]
* SmugSnake
* TheStarscream: [[spoiler:When confronting Big Sal and Nero, it's possible to convince the former that you're working under the latter's orders and get them to try and kill each other.]]
* TheAtoner: In Cachino's journal, he expresses regret at the things he's done, and continually promises himself he'll never do them again. It's insinuated that [[spoiler:he may finally turn over a new leaf now that he has the responsibility of running Gommorah.]] He talks of "running a tighter ship" than his predecessors.

!!The Kings
[[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'''

* AllHailTheGreatGodMickey
* 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: They get really mad when they figure out that the NCR is giving food to their citizens in Freeside, without giving any to the Kings and locals, acting like they somehow deserve it for nothing. It's especially weird because the Kings are widely known to persecute NCR citizens in Freeside with violence. While Pacer is doing this behind the King's back, the King is still fully aware that violence against the NCR happens all the time, does nothing about it, and ''still'' expects free handouts.
** The King doesn't actually say that he expects the Kings to get handouts, he says that he's angry because the NCR will only give food to NCR squatters and not any other people in need, the presence of the NCR squatters alone has already caused a drain on scarce food resources and caused the King's presence to wane enough that they seize a previously free-use water pump to prevent the NCR from gaining complete resource control of the area.
* GangOfHats: See above.
* 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 a mystical god and the building was a temple of worship.
* NeighbourhoodFriendlyGangsters: The Kings take this [[UpToEleven a step further]] by acting as Freeside's De facto police force.
* ReasonableAuthorityFigure: The King is one of the few politically powerful figures out there motivated by a genuine desire to help the people.
* 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.

!!The Fiends
[[quoteright:189:http://static.tvtropes.org/pmwiki/pub/images/Fiends_7483.png]]
A bunch of Raiders prowling in the outskirts of Vegas. They are quite a threat however, since they make extensive use of drugs and are much better armed than most raiders.

* 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.
** Because it's implied 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. It was the reason why he led the Fiends to Vault 3.
* AlwaysChaoticEvil: They are basically a sightly organized band of raiders that kill, burn, steal and rape everything they see.
* BenevolentBoss: Motor-Runner
* BigBad: Motor Runner
* DrugsAreBad: The main reason why they are so screwed up is because they are all drug addicts.
* DummiedOut: There are friendly dialogue scripts for the three Fiend bosses in the overworld.
* EvenEvilHasStandards: In one quest where you track down two slave traders, who themselves qualify for CompleteMonster status, their business log mentions that they won't be doing any more business with Cook-Cook after they sold him a young boy, whom he promptly burned to death in front of two young girls before the slavers even left earshot.
** In the aforementioned DummiedOut dialogue, Cook-Cook's colleague Driver Nephi will warn a female Courier not to let him get her alone.
-->''"Listen... you don't want to mess with Cook-Cook. And you ''really'' don't want to let him get you alone. Trust me." ''
*** The other DummiedOut dialogue makes it rather clear that the others really don't like Cook-Cook and only keep him around because he's a great cook.
* FaceHeelTurn: It's implied that Nephi was a former New Canaanite.
* FlunkyBoss: All the Fiend leaders are accompanied by around four to six decently-armed fiends guarding them. Violetta has around eight dogs instead. Motor-Runner, however, is alone in his throne room with only two ''very'' weak dogs. Of course, you already had to fight through dozens of Fiends in the vault just to get to him... unless you Speech checked your way in or went on behalf of the Khans. Still have to fight your way out, of course, but he only has about six Fiends in his section, same as the others.
* FauxAffablyEvil: The cut dialog for the Fiend bosses is actually kind of funny, albeit incredibly screwed up.
-->'''Cook-Cook''': Hey there, sweet thing, want a ride on the Cook-Cook express?
* 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.
* ImAHumanitarian: Violet and possibly Cook-Cook, though his special stew doesn't use human flesh.
* MoralityPet: Cook-Cook has a pet brahmin named "Queenie". If you kill her he'll go berserk and attack the other Fiends.
* OrcusOnHisThrone: Motor-Runner, literally.
* SupremeChef: Cook-Cook
* TragicMonster: Of a sort. As noted by Corporal Betsy, there's no way to tell of any individual Fiend is genuinely pure evil (like the leaders) or a broken shell of a man/woman so hopelessly drugged out that they're literally incapable of discerning right from wrong.
* TheUsualAdversaries: Textbook examples, both from the prospective of the player and the NCR.
* WackyWaysideTribe: They don't really have much significance in the story other than acting as yet another obstacle for the NCR (and the Courier) to overcome. Their origin isn't specified either.
* WeaponOfChoice: Each Fiend boss has one:
** [[MeaningfulName Motor Runner]]: A [[ChainsawGood chainsaw]]
** [[MeaningfulName Cook-Cook]]: A [[KillItWithFire flamethrower]]
** [[RuleOfThree Driver Nephi]]: A [[GolfClubbing golf club]]
** [[SubvertedTrope Violet]]: A [[TheLastOfTheseIsNotLikeTheOthers hunting rifle]]
* ZergRush: Their tactics in Camp [=McCarran=]
* YouNoTakeCandle: How Violet talks in the Dummied Out dialogue.
-> ''"Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! Ha ha!"''

!!Enclave Remnants
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/Enclave_567.png]]
-->''"Dear old friends, remember Navarro"''
--->- [[spoiler:The password for the Remnants Bunker]]

Six former members of the Enclave that was destroyed in Fallout 2, who can be tracked down and reunited for one last mission in a quest started by [[spoiler:Arcade Gannon]], who is one of them.

* BadassGrandpa: An entire BadassCrew of them. It has been decades since the Enclave's defeat and the survivors have all grown old. [[spoiler:They can still be persuaded to go for one last hurrah at the Battle of Hoover Dam and kick the ass of your choosing.]]
** [[spoiler:If Caesar's Legion wins the Battle of Hoover Dam and Legate Lanius is in charge, he issues an order to hunt down and kill the Enclave Remnants. It's heavily implied if not outright stated that the Remnants fight off hundreds of Legion troops with no losses. {{Badass}}.]]
* BigDamnHeroes
* CombatMedic[=/=]BadassBookworm: Doctor Henry and [[spoiler:Arcade Gannon]].
* ContinuityNod: Johnson was stationed at Navarro when The Chosen One got chewed out by [[DrillSergeantNasty Arch Dornan]], though he apparently never found out who that person was.
* DareToBeBadass: How you get [[TokenEvilTeammate Moreno]] to fight for the NCR.
* DefectorFromDecadence: Putting human decency first, [[NonIndicativeName "Cannibal"]] Johnson regularly subverted Enclave orders, and he didn't shed any tears when the oil rig blew. He spends his remaining days in a cave killing raiders. [[spoiler:Due to aforementioned human decency, he'll walk out when you tell the Remnants to support the Legion, though much unlike Moreno he doesn't threaten to attack.]]
* [[spoiler:FaceHeelTurn: If you tell the Remnants to support the NCR, Orion Moreno will walk out. You will have to either pass a speech check to make him stay or he will try to kill you.]]
* EliteMooks: To the Enclave in the past, and [[spoiler: potentially to either the NCR or Legion at Hoover Dam]].
* EnemyMine: If siding with the NCR against the Legion. If you have 80 speech, you can even convince Orion Moreno to stay. He'll even bitterly state:
-->"I can't believe I'm helping the NCR!"
* FiveManBand:
** TheHero: Judah Kreger
** TheLancer: Cannibal Johnson
** TheBigGuy: Orion Moreno
** TheSmartGuy: Doctor Henry
** BadassGrandma: Daisy Whitman
** SixthRanger: [[spoiler:Arcade Gannon, especially if he fights at Hoover Dam.]]
** SixthRangerTraitor: [[spoiler:Orion Moreno.]]
* GracefulLoser: All of the Remnants save for Moreno have gotten over being defeated by the NCR. Of course, it doesn't help that the NCR accuses Moreno of squatting in a house that he's lived in long before they came to the Mojave.
* IAmAHumanitarian: Subverted with Cannibal Johnson, who is only called that because of [[NeverLiveItDown a one-time incident]] where he took a bite out of a raider's heart to scare away the rest of the raider group.
* TheLastDance: Particularly for Johnson, who prefers going out with a bang rather than dying quietly in his cave.
* PunchClockVillain: None of the Remnants are the evil bastards of the previous games, with only Moreno being a genuine believer in the Enclave cause. Captain Kreger admits that the leadership was pretty damn ruthless, but states that many of the basic rank-and-file troops were just interested in bringing order to the wastes, NotSoDifferent from the [=NCR=].
* SquishyWizard: Doctor Henry, due to his lack of PowerArmor. Keep in mind this is only in comparison to the rest of the Remnants; his science suit still provides decent defense, and his Tri-beam Laser Rifle packs a punch, so he can dispatch the EliteMooks of the Legion just as easily as the rest.
* TeamDad: Judah Kreger is stated to be the one man who kept Johnson and Moreno in line and kept them all together.
* TheRemnant: [[CaptainObvious Uh, duh?]]
* RetiredBadass: Although they are all retired soldiers that most likely hasn't seen combat for decades, they can still lay waste to entire squads of elite NCR or Legion troops with ease.
** RetiredBadassRoundup
* RetiredMonster: Orion Moreno
* TokenEvilTeammate: [[spoiler: Orion Moreno]]
* WhatTheHellHero: [[spoiler:Arcade Gannon and Cannibal Johnson will give a heaping of this to you if you ask the Remnants to support the Legion.]]

!!Bright Brotherhood
[[quoteright:240:http://static.tvtropes.org/pmwiki/pub/images/240px-Jason_bright_3171.png]]
-->''"We wish to escape the barbarity of the wasteland, especially the violence and bigotry of its human inhabitants. The creator has promised my flock a new land: a place of safety and healing...a paradise in the far beyond."''
--->- Jason Bright

A cult of ghouls (and one human convinced he's a ghoul) living in the REPCONN test facility who believe their destiny from God is to live on the Moon using the rocket ships in the facility.

* CrazySurvivalist: Harland, who manages to survive by himself against Nightkins by finding a good defensible position to snipe them and living off on radroaches and condensation from pipes.
* {{Cult}}: A benevolent version. They just want to find a place where ghouls can be free from persecution from the humans.
* CultColony: They plan to use the REPCONN rockets to travel to their 'promised land'.
* GutturalGrowler: Being ghouls, this is par for the course. Strangely averted by their leader, Jason Bright, who sounds as if he has a heavenly echo in the background. Chris Haversam also has this despite being the only non-ghoul of their group.
* FantasticRacism: Subverted in that the group itself for the most part bears no ill will towards humans, with only Chris being rude to the player. In fact, Jason believes that the Courier and Chris are the Chosen Ones of their faith and in his final speech grants both you and Chris sainthood.
* HollywoodScience: Just look the the [[RetroRocket designs of the rockets]] that they are planning to use.
* 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.
* RideOfTheValkyries: Plays when they launch their rockets.
* 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, which he took 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.
* TooDumbToLive: Subverted slightly, as their fate upon launching their rockets is left ambiguous despite the prospect of them succeeding going against all known logic. [[spoiler:In fact, in the ending for Novac they somehow manage to return in order to help defend the town from the Legion.]]

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