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1[[WMG:[[center:[-''Franchise/{{Fallout}}'' '''[[Characters/{{Fallout}} Main Character Index]]'''\
2''Characters/Fallout1'' | ''Characters/Fallout2'' | '''''Fallout 3''''' | ''Characters/FalloutNewVegas'' | ''Characters/Fallout4''\
3''Characters/FalloutShelter'' | ''Characters/Fallout76'' | [[Characters/Fallout2024 Live-Action Series]]\
4Characters/FalloutCreatures-]]]]]
5
6Character page for the cast from ''Fallout 3''. '''Some spoilers may be unmarked.'''
7
8[[index]]
9* [[Characters/Fallout3LoneWandererAndCompanions Lone Wanderer and Companions]]
10* [[Characters/Fallout3BrotherhoodOfSteel Brotherhood of Steel]]
11* [[Characters/Fallout3Megaton Megaton]]
12* [[Characters/Fallout3Vault101 Vault 101]]
13* [[Characters/Fallout3RivetCity Rivet City]]
14* [[Characters/Fallout3TenpennyTower Tenpenny Tower]]
15[[/index]]
16
17[[foldercontrol]]
18!!Underworld
19-> '''Carol:''' "After a while, other Ghouls would find their way in here and Underworld just sort of grew. No one bothered us down here, and we were happy enough to leave them alone. And once my Greta showed up, it was a good enough life for me."
20
21A large settlement built into the remains of the "Afterlife" exhibit in the museum of history. It is noteworthy as being the only all ghoul settlement in the wasteland as well as possibly their only safe haven from the bigoted humans that roam the outside world.
22
23[[folder:Carol and Greta]]
24!!Carol and Greta
25[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/carol_and_greta.jpg]]
26[[caption-width-right:350:Top - Carol, Bottom - Greta]]
27->'''Both voiced by''': Audrey Wasilewski (English)[[note]]'''Other Languages''':Marina Bakina (Russian)[[/note]]
28-->''"You tell the same story for 200 years, you'll feel pretty uninteresting too."'' -Carol\
29''"Alright, but if you pass out, I'm just going to roll you into the fire."'' -Greta
30
31Two ghoul business partners and possible lovers of sixty years, currently operating a restaurant and hotel in Underworld. Carol was one of the first people to settle at Underworld, after losing her father to a nuclear explosion while fleeing for shelter. Carol is also the adoptive mother of Gob, which according to her, Greta made very jealous.
32----
33* BreakTheCutie: If Carol loses both Greta and Gob, she will become '''very''' depressed.
34* DeadpanSnarker: Greta.
35* {{Lipstick Lesbian}}s: They're very heavily implied to be in an relationship; though they never say so directly, they do ''share a bed'' and Greta is very possessive of Carol.
36* MamaBear: Despite her being one of the nicest characters in the game, If you tell Carol you killed Gob, she'll immediately turn hostile. And if you did that by nuking Megaton, literally ''the entire settlement''-including Charon even if he is a companion-will turn hostile.
37* NiceGirl: Carol.
38* ParentalSubstitute: Carol was one to Gob, much to Greta's annoyance, before he was "hired" by Colin Moriarty. If you inform her that he has been enslaved and forced to work for Moriarty in Megaton, she'll express sadness at what happened to him, but will be glad to know he's safe and will tell the player, to say she said not to try and escape, reasoning that slavery is a preferable fate to being killed out in the wasteland.
39* PluckyGirl: Despite losing her father at a young age ''and'' being turned into ghoul both due to the nuclear attacks, she has remained a very friendly women who even wears a sundress.
40* VagueAge: Carol describe herself as a little girl when the bombs fell, but given her birth date, she would be at least ''twenty five'' at the time. Though, she could've meant relatively speaking, given her current age...
41[[/folder]]
42
43[[folder:Mr. Crowley]]
44!!Mr. Crowley
45[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/crowley_fo3.jpg]]
46->'''Voiced by:''' Mike Rosson (English)[[note]]'''Other Languages''':Oleg Shcherbinin (Russian)[[/note]]
47
48A ghoul in a suit who gives the wanderer a task to kill four bigoted humans and retrieve keys they carry as proof of their deaths. However, there's more to the story than he tells you.
49----
50* AssholeVictim: [[spoiler:While Tenpenny is the only one of the four people he sends you to kill who is actually a bigot, Dave and Dukov are also thoroughly unpleasant people. The only one who definitely doesn’t deserve to die is Ted Strayer.]]
51* BadassInANiceSuit: He doesn't seem like much when you first meet him and asks you to do most of his dirty work for him, but once you deliver all the keys to him he'll trek all the way across the wasteland by himself to [[spoiler:retrieve a suit of rare power armor.]]
52* BoomHeadshot: His quest name is even "You gotta shoot em in the head." Mr. Crowley also won't give you the full bounty unless the target dies from a headshot. [[spoiler:Or you get him to reveal that he is just after the keys.]]
53* EvilVsEvil: Crowley isn't a good guy, and he drops a finger on death to prove it, but Tenpenny, at least, deserves what Crowley wants you to give him.
54* FantasticRacism: The reason he gives for wanting the humans on his list dead. [[spoiler:In reality, the only bigoted one is Tenpenny.]]
55* KickTheSonOfABitch: Claims the murders he wants done are this, since they're all ghoul-hating bigots. [[spoiler:Actually only Tenpenny is; one of the targets is actually just the son of the actual man he wants dead.]]
56* ShoutOut: On a meta level. The Prima [[StrategyGuide Official Guide]] just couldn't resist putting the lyrics to ''[[Music/OzzyOsbourne Mister Crowley]]'' as the quest descriptors.
57* WhatTheHellHero: If you [[spoiler:use the keys yourself to get the power armor]], all Mr. Crowley will say to you after that is "You stole what was rightfully mine. ''Get lost.''"
58* YouHaveOutlivedYourUsefulness: If you follow him when he heads off with all four keys, he eventually turns on you. [[spoiler:Though it may be less this and more that he doesn't want you stealing his prize]].
59[[/folder]]
60
61[[folder:Ahzrukhal]]
62!!Ahzrukhal
63[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ahzrukhal.jpg]]
64->'''Voiced by:''' Mike Rosson (English)[[note]]'''Other Languages''':Boris Repetur (Russian)[[/note]]
65
66The proprietor of one of Underworld's two bars. He seems to only care about making money and isn't above using questionable means to get it.
67----
68* AffablyEvil: One of nine characters in the game with a "Very Evil" karma ranking, but he still treats customers well.
69* CorruptCorporateExecutive: Or at least the closest thing possible to one in a post apocalyptic world. [[spoiler:He'll even offer you Charon's contract if you get rid of his competition.]]
70* EvenEvilHasStandards: If the Lone Wanderer asks him if Charon is Ahzrukal's slave, the latter will quickly tell the former that he is utterly against the practice and is offended at the very idea of himself practicing slavery.
71* HatedByAll: He tells the Lone Wanderer that the reason he doesn't have Charon [[spoiler:kill Greta]] is because everyone in town already knows how corrupt he is and would instantly go after him with a lynch mob. No one cares at all about him being shot in the face by Charon either, even though it happens right in front of everyone.
72* PragmaticVillainy: In addition to slavery he is also against the racism between humans and ghouls common through the wasteland. While he could be genuinely disgusted at these actions, it may also be that both practices are very bad for his business. (Slaves can't spend caps no matter how miserable they get and turning away humans would lose him lots of potential business.)
73-->Ahzrukal: "Human. Ghoul. [[{{Greed}} Your caps all spend the same.]]"
74* TooDumbToLive: He tells you himself that he believes that Charon holds no end of animosity towards him, but won't touch him so long as he holds his contract. You can then buy this contract from him for as little as 500 caps with a Speech check, causing Charon to walk over and send his former employer into an early retirement.
75[[/folder]]
76
77[[folder:Cerberus]]
78!!Cerberus
79[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cerberus_fo3.jpg]]
80->'''Voiced by:''' Stephen Russell (English)[[note]]'''Other Languages''':Vladimir Antonik (Russian)[[/note]]
81
82A Mr. Gutsy robot who patrols underworld and keeps the residents safe... a task which he despises with every fiber of his being.
83----
84* AxCrazy: He desperately wants to kill every last underworld resident. The only thing stopping him is his combat inhibitor chip...
85* ComedicSociopathy: He absolutely wants to murder all the ghouls that he is forced to serve... but can't so long as his combat inhibiter chip is intact.
86* FantasticRacism: Tells the Lone Wanderer that he pretty much despises ghouls right to his face.
87* MeaningfulName: Cerberus was a three-headed demon dog who guarded the entrance to the underworld. This Cerberus is a robot with three sensor nodes who guards the town of Underworld.
88* RoboticPsychopath: [[FantasticRacism Oddly, he only seems to feel this way about ghouls, though he will happily wipe out all of Underworld if the player disables his combat inhibiter chip.]]
89* VideoGameCrueltyPotential: A player with the robotic expert perk can disable his inhibitor chip and watch with demented glee as he slaughters the entire town.
90[[/folder]]
91
92[[folder:Sydney]]
93!!Sydney
94[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sydney_fo3.jpg]]
95->'''Voiced by:''' Karen Carbone (English)[[note]]'''Other Languages''':Elena Kischik (Russian)[[/note]]
96
97A relic hunter originally on a job from Abraham Washington in Rivet City to retrieve the Declaration of Independence. Once the player meets up with her, they can either team up with her, ignore her and finish the quest themselves ([[{{Jerkass}} collecting her reward while they're at it]]), or murder her in cold blood to collect her reward as well.
98----
99* ArmsDealer: If she survives "Stealing Independence" she'll set up shop in Underworld and become a weapons and ammo vendor.
100* {{Determinator}}: Not the most enduring of potential allies (you have to trade her stimpaks every time you want her to heal), nor the most powerful (her personal weapon is her own 10mm SMG, which is rapidly eclipsed by a good number of other weapons), but even if she's limping and up against superior firepower, she just won't back down. Also applies even if you complete the quest on your own, ignoring her completely: she will eventually track you down somewhere in the Wasteland, and she's understandably pissed that you took her reward caps. Thus, she and a friend of hers attack you with full fury. Granted, since she's up against the [[OneManArmy Lone Wanderer]], she's got next to no chance, but points for trying.
101* DisappearedDad: After working with her, she opens up just a bit to the player, admitting that her father went out one day when she was young and never came back, and saying she hates him for it. [[spoiler:Later revealed in [[ApocalypticLog a hidden holotape]] to have been caused by his unplanned death; he went to the Statesman Hotel to make a deal that would have helped them move to a better place, but the other person turned on him, and they ended up killing each other.]]
102* DistractedByTheSexy: She lampshades this in one of her quotes when she is a companion.
103--> '''Sydney:''' Keep your eyes on the mission, and off my ass please.
104* DoesNotLikeMen: Her views on men and her sexual orientation are not really alluded to in game, but it's suggested in the Fallout 3 Official Game Guide that she's a lesbian with a grudge against the opposite sex.[[labelnote:note]] The Fallout 3 Official Game Guide is of questionable canonicity due to it's numerous factual errors; most often in the form of misleadingly presenting cut content as if included in the released version of the game, in addition to referencing various facts about characters that are not confirmed in game. Although it is possible to have a Random Encounter with Emaline (implied in the guide to be Sydney's girlfriend) if the player double crosses Sydney during Stealing Independence, no relationship is indicated.
105* {{Expy}}: Of Sydney Fox from ''Series/RelicHunter''.
106* GuestStarPartyMember: Joins you to find the Declaration of Independence, but only for that quest. She's also the game's only Guest Star Party member who's 1) decent in a fight, and 2) can be taken anywhere, rather than being limited to a specific area.
107* ItMayHelpYouOnYourQuest: Of the more mundane variety; if you deliver her father's LastWords to her (see below), she gives you her customized 10mm submachine gun. Said weapon deals 2 more damage and holds 20 more rounds per magazine than the usual SMG; a great weapon in its own right, especially with how easy it is to get 10mm ammo. Alternatively, you can just take it from her by agreeing to team up with her, [[{{Jerkass}} letting her charge off on her own, and looting her corpse for it]].
108* LastWords: Not hers, but her father's. If she survives to the end of the quest she helps you with, and you ask about her father, you can find his final message in the Statesman Hotel. Upon delivery to her, [[spoiler:she tearfully forgives him for what he had wanted for her]], and presents her unique 10mm SMG as a gift to you, saying that with her relatively safer work in the Underworld, you'd need it more than she would.
109* MissingMom: Raped and killed by raiders.
110* MsViceGirl: She spent her first paycheck she received from Abraham Washington on booze and sex which she enjoyed and convinced her to become a full-time relic hunter.
111* RetiredBadass: After finishing the Declaration heist, she decides to retire to the Underworld and set up shop as a weapons dealer, due to the facts that it's safer work, and because the ghouls there don't blatantly stare at her ass.
112* ShipTease: With the Lone Wanderer regardless of gender, who they grow close to and can have her family issues resolved thanks to.
113[[/folder]]
114
115[[folder:Griffon]]
116!!Griffon
117[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/griffon_7.jpg]]
118->'''Voiced by:''' Mike Rosson (English)[[note]]'''Other Languages''':Oleg Shcherbinin (Russian)[[/note]]
119-->''"Try the amazing Aqua Cura!"''
120
121A sleazy ghoul salesman who appears in Underworld after the main plot if broken Steel is installed. He claims to be selling a special tonic water that is more potent than Aqua Pura and states that he can even reverse ghoulification. However, something about his sales pitch seems a bit off...
122----
123* DodgyToupee: Griffon is one of only three ghouls in the game with a full head of hair... or at least he would be if it wasn't obviously a wig.
124* LargeHam: Just listen to him talk about his product for a few minutes. The man is, if nothing else, committed to selling you a bottle of Aqua Cura.
125* SnakeOilSalesman: His amazing Aqua Cura is really just [[spoiler:common irradiated water with a fancy name. He does buy the genuine article from Scribe Bigsley but dumps it out to sell to raiders, slavers and other groups who the Brotherhood won't give it to.]] If the player wants to they can continue to let him run his operation in exchange for a cut of the profits or convince him to go legit and sell the real deal to everybody.
126[[/folder]]
127
128[[folder:Snowflake]]
129!!Snowflake
130->'''Voiced by:''' Mike Rosson (English)
131-->''"I just sharpened the knives! Have a seat and we'll give you a new look!"''
132
133Underworld's barber. Of course, ghouls don't usually ''need'' barbers, so he doesn't get much work. The player can change their look with him for no charge, because he ''really'' wants to work on someone with actual hair.
134----
135* ExpertInUnderwaterBasketWeaving: He's a barber in a city of ghouls. Ghouls, as a whole, have almost no hair. He compares himself to "a screen door on a submarine".
136* FunctionalAddict: Took up a Jet habit in order to alleviate his boredom. Information elsewhere in the game indicates that Jet doesn't do much for ghouls, so it's unclear how much his addiction actually affects him.
137* InsistentTerminology: Prefers to call himself a "stylist" instead of a barber (the reverse of Butch's preferred terminology).
138* NonstandardCharacterDesign: Unlike Griffon, his full head of hair is apparently ''real''.
139[[/folder]]
140
141!!Canterbury Commons
142-> '''Loading Screen''': "Canterbury Commons has become a constant battleground for two costumed "super humans" -- the sinister [[PunnyName AntAgonizer]] and misguided Mechanist."
143
144A small settlement to the north that is home to a few wastelanders, merchants, and a couple of crazy people who think that they are superhumans. Unfortunately, these two nuts have been causing the town no end of problems as the two fight in the streets and endanger innocents.
145
146[[folder:The Caravans]]
147!!Caravan Merchants
148[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/caravan_merchants.jpg]]
149[[caption-width-right:350:Left to Right: Lucky, Hoff, Crow and Wolfgang]]
150->'''Voiced by:''' Craig Sechler (Crazy Wolfgang), Gregory Gorton (Crow), Jeff Baker (Doc Hoff), Pete Papageorge (Lucky Harith) (English)[[note]]'''Other Languages''':Andrey Danilyuk (Crazy Wolfgang), Kirill Radzig (Crow), Vladislav Kopp (Doc Hoff), Denis Nekrasov (Lucky Harith) (Russian)[[/note]]
151
152The founder and mayor of Canterbury Commons, Uncle Roe, is also the organizer of the merchant caravans that visit the major settlements of the wasteland. The caravans consist of Crow, the armor merchant, Doc Hoff who peddles food and medicines (including drugs), Crazy Wolfgang who sells anything he can, and Lucky Harith who specializes in weapons.
153----
154
155* ArmsDealer: Lucky Harith oversees the weapons trade. He espouses the viewpoint that this is his way to try and bring peace to the world; when everyone has a gun, no one will be using them.
156* BecauseYouWereNiceToMe: If you slide some caps to Roe to expand their inventories, they all show their thanks by giving you rewards.
157* BloodKnight: Harith is a more restrained version. He enthusiastically loves his guns and thinks that selling them to others is the best way to ensure their safety.
158* DoubleEntendre: Wolfgang loves talking about "his junk," as other characters comment on wryly.
159* DrFeelgood: Doc Hoff sells medical supplies, foodstuffs, and chems in equal measure.
160* IntrepidMerchant: All of them travel the wastes gathering their goods of choice to sell to visitors.
161* MerchantCity: Played with. Canterbury Commons is lead by Roe who founded it as a place for caravans to stop over, and they provide the town's main source of supplies, but most of the townsfolk aren't into trading.
162* SeverelySpecializedStore: Each of the merchants sells a specific type of product, though as with all other merchants they'll buy whatever you want to pawn to them.
163* ShapedLikeItself: "Crazy Wolfgang's got just what you need, assuming you need the random junk that I've got."
164* RestAndResupplyStop: What Roe provides the caravans; a good meal and a safe, free place to sleep on the caravan routes.
165[[/folder]]
166
167[[folder:Machete and Dominic Ellsadro]]
168!!Machete and Dominic Ellsadro
169[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/machete_and_dominic.jpg]]
170[[caption-width-right:350:Top - Machete, Bottom - Dominic]]
171->'''Voiced by:''' Jan Johns and Gregory Gorton, respectively (English)[[note]]'''Other Languages''':Elena Solodinina and Kirill Radzig, respectively (Russian)[[/note]]
172
173Dominic is a former mercenary and the head of security in Canterbury Commons. Machete is his young apprentice and former defender of Little Lamplight, who he found after she got lost on her way to Big Town.
174----
175* LittleMissBadass: Machete had been protecting Little Lamplight since she was seven years old.
176* MeaningfulName: Machete got her name after single handedly killing a mole rat with a large knife, at just seven years old.
177* ParentalSubstitute: Dominic is this to Machete, who like all the children born in Little Lamplight never had any real parental figures.
178* NiceGuy: Dominic.
179* RetiredBadass: Downplayed with Dominic, who still works as head of security, but has retired from his life as a mercenary after one near death experience too many. Which according to him, is something most mercs never get to do.
180[[/folder]]
181
182[[folder:Tanya Christoff]]
183!!Tanya Christoff
184[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tanya_christoff_fo3.jpg]]
185->'''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
186
187Better known as The Antagonizer, a would-be supervillan who terrorizes the town with her army of giant ants. Luckily, or unluckily, the Mechanist always stops her with his robots and drives her away... until the next day rolls around and they repeat the process.
188----
189* ICallItVera: She wields a special knife call the "Ant's Sting" and will even give it to the Lone Wanderer if certain conditions are met.
190* CutLexLuthorACheck: It's mentioned that her wacky antics have kept Raiders and Slavers away from the town. Imagine what her ability to control giant ants could do if she could be convinced to use that power to defend the people of the Wastes. Instead, talking her into a HeelFaceTurn only results in her just leaving.
191* EvilIsHammy: It doesn't get much hammier than dressing up as an ant-themed supervillain, especially in a post-apocalyptic world where it just isn't that practical.
192* FreudianExcuse: Her family was killed by ants, but for some reason they didn't so much as harm her. With nothing left in her life, she took advantage of her innate connection to them.
193* HarmlessVillain: Her ants are a legitimate threat, but because almost everyone uses a gun their effectiveness is heavily negated. In fact, the people of Canterbury Commons viewed her as an amusing distraction rather than a legitimate threat, at least until the Mechanist started a war with her that involved heavily-armed killbots constantly opening fire in the middle of town.
194* HeelFaceDoorSlam: It's possible to convince her to give up her life of crime and turn over a new leaf. After she hands over her costume, you then have the option of [[VideoGameCrueltyPotential telling her you just said that to make her easier to do away with]].
195-->'''Lone Wanderer:''' Now that I have your armor you don't have a chance!
196-->'''Antagonizer:''' [[WhatTheHellHero What?!]] [[OhCrap NO!]]
197* OlderHeroVsYoungerVillain: She's 27 years while the Mechanist is 40, meaning there is an age gap of 13 years.
198* PoisonedWeapon: Ant's Sting deals poison damage on a hit. This makes it deceptively powerful, since bonus damage stacks. After multiple hits the poison is probably doing more damage than the knife.
199* ThePowerOfLove: A male Lone Wanderer can appeal to her this way, telling her he believes in her.
200* TheReasonYouSuckSpeech: Loves to rant about how humanity is inferior to ants and will destroy itself.
201* SawItInAMovieOnce: Her whole Antagonizer persona came from a "Grognak the Barbarian" comic book she read once. In fact, if the Lone Wanderer locates the comic book company where it was published before undertaking "The Superhuman Gambit" they can use the information they find in a letter to the editor to convince her to turn over a new leaf and leave her past behind her.
202* VillainousBreakdown: If you talk her into giving up, she immediately drops her LargeHam act and begs you to let her go. She sounds about three seconds away from crying.
203[[/folder]]
204
205[[folder:Scott Wollinski]]
206!!Scott Wollinski
207[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scott_wollinski_fo3.jpg]]
208-->'''Voiced by:''' Pete Papageorge (English)[[note]]'''Other Languages''':Denis Nekrasov (Russian)[[/note]]
209
210A man who defended the town from the Antagonizer when one of his robots was destroyed by her, he crafted a suit of mechanical armor and took the moniker of The Mechanist. As his name implies, he uses the superior technology of his robots to keep the Antagonizer at bay. Sadly, his efforts seem to be doing more harm then good as the battles between the two often put the other residents in danger; giant ants are one thing, robots with missiles and miniguns is another.
211----
212* TheBusCameBack: The Mechanist is set to re-appear in the ''Automatron'' [=DLC=] for ''VideoGame/{{Fallout 4}}''. [[spoiler:[[LegacyCharacter Turns out it's a different Mechanist, based on the same fictional character.]]]]
213* CutLexLuthorACheck: He has the ability to crank out powerful robots to defend human settlements, a skill which would be incredibly useful to a society beset by constant Raider and mutant attacks. Yet he is viewed as an intolerable nuisance, and the best outcome to the Canterbury Commons quest involves convincing him to give up his profession, get lost, and never come back.
214* EnergyWeapon: His protectrons.
215* HeroWithBadPublicity: He means well, but the townsfolk hate him for starting fights with the Antagonizer. Sure enough, if the Lone Wanderer obtains his costume and equips it they'll take a -1 to charisma.
216* LargeHam: He's REALLY into this whole superhero persona thing.
217-->'''Mechanist:''' FEAR NOT, CITIZEN!
218* MechaMooks: Once again, his protectrons.
219* MrFixIt: He was the town mechanic before the Antagonizer came along.
220* NiceJobBreakingItHero: While the Antagonizer was fun and relatively harmless, the mechanist's robots and missiles are a serious threat to everyone's safety.
221* OlderHeroVsYoungerVillain: He's 40 years while the Antagonizer is 27, meaning there is an age gap of 13 years.
222* OldSuperhero: {{Downplayed|Trope}} since he barely counts as a superhero, but he's 40 years old in the game which makes him older than the Antagonizer.
223* RedeemingReplacement: As later games would reveal, the original Mechanist was a villain and the Silver Shroud's ArchEnemy. Scott decided to be a hero instead. That said, he's not very good at it.
224* ScienceHero: His schtick.
225* ShoutOut: His costume has the exact same colors as Anime/MazingerZ.
226* SuperZeroes: The rest of the town sure seems to see him this way.
227[[/folder]]
228
229!!Girdershade
230->'''Sierra Petrovita:''' "Luckily, we're kind of hidden here under the old highway, so no one bothers us."
231
232Girdershade is a small (very small) settlement on the southwest edge of the Capital Wasteland. Its only two inhabitants are a Nuka-Cola addict and her protector (who really just wants get with her).
233
234[[folder:Sierra Petrovita]]
235!!Sierra Petrovita
236[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sierra_petrovita.jpg]]
237->'''Voiced by:''' Jan Johns (English)[[note]]'''Other Languages''':Elena Solodinina (Russian)[[/note]]
238
239A strange woman who has the best (and probably only) Nuka-Cola collection in the entire wasteland. She gives the lone wanderer a tour and asks them to retrieve a large supply of a special rare flavor of Nuka-Cola.
240----
241* CollectorOfTheStrange: In a world where most people are busy hoarding weapons, armor, and meds, she decided that she would rather collect everything connected to a radioactive drink that makes your pee glow and has set up her own Nuka-Cola fan club. Unless the player passes a few speech checks when first meeting her they'll have to endure several minutes of useless trivia related to the titular drink before they can even begin her quest.
242* {{CloudcuckooLander}}: Something is not right in her head. Probably has something to do with her Nuka-Cola addiction. Her obsession would eventually lead her to the raider-infested [[VideoGame/Fallout4 Nuka-World]]. It would also explain why she has completely no idea that Ronald Laren wants to have sex with her.
243* EntendreFailure: Sierra reports that Ronald wants to "butter [her] muffin", and the lone wanderer can try to clear things up by saying that Ronald "just wants to sleep with [her]" or "get into [her] pants". Each time, she does not get it.
244* GeniusDitz: She seems like a hopeless junkie when you first meet her and she asks you to get her a large supply of Nuka-Cola Quantum, but once you actually finish her quest she shows you that she can make deadly grenades and even desert from the titular drink and a few other ingredients. One wonders what she could accomplish if she ever got her hands on [[Videogame/FalloutNewVegas a bottle of Nuka-Cola Quartz or Nuka-Cola Victory...]]
245* ICantBelieveItsNotHeroin: She needs Nuka-Cola. She needs it bad. This ''is'' in line with previous games, though ''Fallout 3'' dropped Nuka-Cola addiction as a possible player addiction (and in any case literally the only withdrawal effect was being told you want another Nuka-Cola).
246* ImprobableWeaponUser: She knows how to make grenades out of soda, tin cans, and household cleaning products... [[JustifiedTrope and these little bombs one of the very best explosive weapons in the game]].
247* MustHaveCaffeine: She wants 30 bottles of a soda loaded with so much caffeine that it's one of the few items in the game that gives the player an AP boost if they drink it.
248* ObliviousToLove: More like Oblivious To Lust, but still completely unaware of just why Ronald Laren sticks around.
249* RoomFullOfCrazy: As soon as you step into her home it becomes quite clear that she isn't exactly the sanest person around. Her entire one room house is filled with everything from Nuka-Cola toys to vending machines, not to mention an assload of the titular drink itself on display. Her collection is so big she'll even offer you a TOUR of the place.
250* SeriousBusiness: Cola. Even more so than [[VideoGame/Left4Dead Whitaker!]]
251* TrademarkFavoriteFood: Nuka-Cola. She'll pay handsomely for a bottle of the rare Nuka-Cola Quantum.
252[[/folder]]
253
254[[folder:Ronald Laren]]
255!!Ronald Laren
256[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ronald_laren.jpg]]
257->'''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
258
259A somewhat sleazy man who watches over and protects Sierra -- not out of the goodness of his heart, but because he thinks she's hot and wants to "get to know her better."
260----
261* AllMenArePerverts: The only reason he hasn't left Girdershade in the first place is because he wants to have sex with Sierra. [[GirlOnGirlIsHot He is also quite enticed with the idea of a threesome between him, her, and a female Lone Wanderer.]]
262* EveryoneHasStandards: He's certainly a bit of a sleazeball, but he has his limits. He won't force himself on Sierra, when there's nothing stopping him from doing so.
263* GirlOnGirlIsHot: He certainly seems to think so.
264* HurricaneOfEuphemisms: This is the main obstacle between him and getting into Sierra's pants.
265* LeeroyJenkins: A female Lone Wanderer can convince him to attack the Nuka-Cola plant in exchange for a three-way. He charges off no questions asked. You later find his headless body at the door.
266* RapeIsASpecialKindOfEvil: He certainly believes this. While not above trying to buy Sierra's love (or rather, her body) he refuses to cross this particular line.
267* ShotgunsAreJustBetter: Uses a unique sawn-off shotgun called "[[KneeCapping The Kneecapper.]]" Its name makes it pretty clear what Ronald used it for, though it doesn't have any effect based on this during actual gameplay.
268[[/folder]]
269
270!!Big Town
271-> '''Dusty:''' "Don't think you'll scare anyone here. You could shoot down everyone in town, and I wouldn't flinch. You live in Bigtown; you learn to accept death."
272
273The ultimate destination of the children of Little Lamplight, Big Town is anything but. Due to endless attacks from slavers and super mutants the place is almost a ghost town and in pretty bad shape. If something isn't done to help and soon Big Town's days will be numbered...
274
275[[folder:Red]]
276!!Red
277[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/red_fo3.jpg]]
278->'''Voiced by:''' Karen Carbone (English)[[note]]'''Other Languages''':Elena Kischik (Russian)[[/note]]
279
280->''"I'm about as in charge as a mother leading her kids out of a warzone. This isn't exactly a nice little city with a mayor and town council."''
281
282The town medic and unofficial leader who was recently kidnapped by super mutants along with her friend Shorty and is being held at a nearby police station. Without her the town doesn't have much chance to survive.
283----
284* ActionGirl: Give her a weapon and some decent armor and she'll become a powerful fighter when making your escape.
285* BadassesWearBandanas: She wears a unique red bandana unlike any other found in the game.
286* BadassInDistress: She was captured by the Super Mutants with Shorty, but if given a gun she will prove the only reason they caught her is likely the fact that she was unarmed.
287* TwoferTokenMinority: She's an African American woman in a town where most of the residents are Caucasian and/or men.
288[[/folder]]
289
290[[folder:Shorty]]
291!!Shorty
292[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shorty_fo3.jpg]]
293->'''Voiced by:''' Gregory Gorton (English)[[note]]'''Other Languages''':Kirill Radzig (Russian)[[/note]]
294
295Red's friend and fellow captive. He can be saved as well or left to rot.
296----
297* AndIMustScream: If the player doesn't untie him he'll be left at the mercy of the remaining super mutants who are heavily implied to want to eat him.
298* HairTriggerTemper: His name does not come from his short height, but his short temper. The Little Lamplight children would call him "Short-T". Funnily enough, comments about his height (he's the shortest non child character in the game) are most likely to set him off.
299[[/folder]]
300
301[[folder:Bittercup]]
302!!Bittercup
303[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bittercup_fo3.jpg]]
304->'''Voiced by:''' Jan Johns (English)[[note]]'''Other Languages''':Elena Solodinina (Russian)[[/note]]
305
306->''"This is lame. I'm going to sit in my room and think about death."''
307
308Local goth girl who would rather spend her time talking about death and sleeping than going on patrols and protecting the town.
309----
310* EmoTeen: Her whole character is based around this, which causes no end of annoyance to the other residents of Big Town.
311* ReallyGetsAround: She's been in a relationship with almost everyone in town.
312* SkewedPriorities: She thinks finding make up and sulking all day is more important than defending the town.
313* {{Wangst}}: {{Invoked}} to an extreme, which makes her unpopular with most of the other residents.
314[[/folder]]
315
316[[folder:Kimba]]
317!!Kimba
318[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kimba_fo3.jpg]]
319
320->'''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
321
322A young woman who is probably the closest thing Big Town has as a sheriff. She attempts to protect the town in Red and Shorty's absence but is in way over her head even with the other residents helping her.
323----
324* ActionGirl: She seems to be one of the few remaining guards Big Town has. Unfortunately, her only weapon is a BB gun.
325* TwoferTokenMinority: The same as Red.
326[[/folder]]
327
328[[folder:Sticky]]
329!!Sticky
330[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sticky_fo3.jpg]]
331
332->'''Voiced by:''' Craig Sechler (English)[[note]]'''Other Languages''':Andrey Danilyuk (Russian)[[/note]]
333
334-->''"Once upon a time, there was this dog. His name was Super Dupe Dave and he went all around rescuing people from Super Mutants and Slavers, and other nasty things. And was our brave hero scared? No, not at all, he laughed in the face of danger. "Ha, ha, ha!" He beat up the monster and everyone cheered! The End!"''
335
336A boy living in Little Lamplight who has just turned 16 and is about to make his journey to Big Town, which he asks The Lone Wanderer to escort him in. The problem: he spends the whole trip "entertaining" him/her with stories, whistling, and generally never shutting up.
337----
338* MotorMouth: Much to the annoyance of '''many''' players.
339* NiceGuy: To be fair, he is just trying to be nice and at least tries to help on the journey, unlike a certain girl Capital Wasteland
340* TheFriendNobodyLikes: If you kill him, before existing Little Lamplight, the other kids comment that he was annoying and don't seem to care that he died.
341** Subverted in Big Town, where at the very least Red is considers him a friend with Sticky even calling her his girlfriend. Though, whether she agrees with that last part is unstated.
342[[/folder]]
343
344[[folder:Dusty]]
345!!Dusty
346[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dusty_fo3.jpg]]
347->'''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
348
349-->''"There isn't anything here that hasn't been destroyed or dragged away. You're better off scavenging the dead out in the wasteland."''
350
351The town's only primary/only remaining sentry, who will timidly greet the player on arrival. He pretty much lives on his little guard post on the other side of the rope bridge/only entrance into the town. Though relatively well armed by the standards Big Town's current state, he is barley keeping himself together with impending fear of Super Mutants and Slavers coming to finish them off and therefor can not pose any real defense against attackers.
352----
353* CityGuards: He's the only remaining one in the town, wearing leather armour and a guard helmet and is armed with a hunting rifle. But..
354* DespairEventHorizon: If he hasn't crossed it already, he's close to.
355* OnlySaneMan: He comes off like this. While many of the residents are hopelessly optimistic and cheerful, Dusty is exactly aware of how tenuous their position is. He can tell what kind of people are coming over the hill by their movements. He says things like "big aggressive dots" are super mutants, "small aggressive dots" are raiders, and "small timid dots" are the poor fools sent to Big Town from Little Lamplight. He even comes off as a shell-shocked veteran.
356* TheGuardsMustBeCrazy: He clearly too scared out of his mind, to make an effective deterrent from anything, let alone a well organized slaver raiding party or a pack of muscle bound super mutants.
357[[/folder]]
358
359!!Vault 112
360->'''Loading Screen''': "Accept your perceived reality."
361
362A mysterious Vault hidden under a garage in the west of the Capital Wasteland, Vault 112 is unique in that it's still active, kept in working order by a small army of robobrains, and still occupied by its original population: the residents have been preserved for the past two hundred years in suspended animation, while their minds have been integrated into a shared virtual reality simulation. Unfortunately, James' search for Dr Stanislaus Braun has led him to enter the simulation in pursuit of answers, forcing the Lone Wanderer to follow him in...
363
364[[folder:Dr. Stanislaus Braun]]
365!!Dr. Stanislaus Braun
366[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/stanislaus_braun_longue.jpg]]
367[[caption-width-right:350:[[note]]https://static.tvtropes.org/pmwiki/pub/images/betty_tranquility_lane.jpg[[/note]]]]
368
369->'''Voiced by:''' Creator/DeeBradleyBaker (Stanislaus), Corrieanne Stein (Betty) (English)[[note]]'''Other Languages''':Alexander Klyukvin (Stanislaus), Elena Shulman (Betty) (Russian)[[/note]]
370
371The Overseer of Vault 112 and a renowned Vault-Tec scientist known for masterminding the Vaults and the Garden of Eden Creation Kit.
372----
373* AgeWithoutYouth: While not as extreme as Mr. House from ''New Vegas'', his physical body is severely deteriorated from spending 200 years on life support.
374* AllergicToRoutine: Driven by an obsessive need for stimulation and entertainment, he cannot tolerate repetition for very long; scenarios that no longer interested him were permanently deleted, while unimaginative uses of violence on his behalf bore him rigid.
375* AndIMustScream: He's been repeatedly murdering the vault inhabitants in his simulations, wiping their memories, and then bringing them back to do it over and over again. [[spoiler:This can be his final fate if you MercyKill the rest of the Vault inhabitants, leaving him alone in the simulation forever]].
376* AxCrazy: When your idea of fun is sadistically slaughtering people trapped in a simulation ForTheEvulz, then it kinda speaks for yourself that you might not be the most sane person in the room.
377* BrokenPedestal: James comments that Braun was one of the greatest minds to ever live and a true visionary. [[spoiler: After meeting him and spending weeks trapped in virtual reality, James doesn't even bat an eyelid if the Lone Wanderer decides to sentence Braun to [[AndIMustScream an eternity alone]]]].
378* CreepyChild: He takes the form of a little girl named "Betty" in Tranquility Lane.
379* CyanidePill: [[spoiler: As sadistic as he is, Braun accounted for the fact that he might get bored with the simulation one day, and acquired a military training program powerful enough to override the safeties on the simulator. In the event that the program was ever active, it would kill him and his fellow residents permanently... or at least it would have if Braun hadn't been given additional safeties. As such, the "Chinese Invasion" failsafe was abandoned and left in Braun's auxiliary control terminal - where you can use it to MercyKill the other residents if you can crack the code.]]
380* DarkLordOnLifeSupport: Totally dependent on the life-support systems within his tranquility lounger; without them, the simple effort of trying to stand up would kill Braun immediately - hence why he's not even remotely interested in leaving the simulation, [[spoiler: even after you permanently spoil his fun.]]
381* DomainHolder: As Overseer, he has exclusive control over the simulation, allowing him RealityWarper-level power within virtual reality.
382* EvilIsNotWellLit: Braun's house is a gloomy, dilapidated hovel, and Vault 112 is an ominous, sporadically-lit setting (despite being still active).
383* EvilIsPetty: The first thing he asks the player to do? [[KickTheDog Make a little boy cry]]. Then he has the player break up a married couple.
384* EvilOldFolks: His true form is that of a desiccated old man, but he's even older than he looks given he was alive and active before the war that devastated the planet.
385* FateWorseThanDeath: He inflicted fates worse than death on multitudes - not just the folks looking forward to dreaming away the apocalypse in Vault 112, but all the folks in other vaults that suffered horrible mad-science fates. [[spoiler: In a suitably ironic twist, he can be left to such a fate himself.]]
386* ForTheEvulz: The entire reason he tortures and kills the inhabitants of Vault 112 is because he enjoys it. He even says it's only fun because he's hurting real people and not simulations.
387* {{GIRL}}: His avatar in the Tranquility Lane simulator is a little girl.
388* AGodAmI: Effective immortality, sadism, and complete control over the simulations he and his Vault citizens live in: it brings on full-fledged megalomania. A (forged) terminal entry in Vault 51 implies he had this mindset even before the war, as a haughty style of writing is what gets Hellfire Prototype Armor to be delivered.
389* GreaterScopeVillain: He was the director of the whole Vault Project, which means every atrocity the player has encountered conducted within the Vaults were all designed, suggested, or at least green-lit by him. After getting to know him as a [[TheSociopath person]], it becomes immensely understandable why so many of the Vault experiments were so pointlessly cruel.
390* HerrDoktor: A MadScientist born in Kronach, Germany, and will occasionally let the mask slip long enough for his real speaking voice and accent to slip through his disguise.
391* InsufferableGenius: He has a really inflated sense of his intelligence and always believes he's right.
392* IronicHell: Stanislaus built this whole simulation just to act out his AxCrazy fantasies without consequence, [[spoiler: only for you to turn his virtual playground into a prison cell in good karma playthroughs. In other words, a place tailored for the purpose of inflicting suffering is used to bring final peace to its victims, and everlasting torment to its creator.]]
393* ItAmusedMe: His main reason for taking the form of a little girl - it's just another laugh.
394* ItsAllAboutMe: In his own words: Why should he care about the good he can do in the real world when he can do whatever he wants in a virtual one?
395* {{Jerkass}}: As if being a murderous sociopath wasn't enough, he's also a magnificent asshole.
396* KarmaHoudini: [[spoiler:If you carry out all of the evil deeds he asks you to do, then, once the player and his/her dad are gone, he'll get to spend the rest of eternity tormenting the inhabitants of Vault 112 free of consequences]].
397* LaserGuidedKarma: He was one of the minds that helped with Vault 112’s virtual reality experiment, and eventually used it to imprison the residents in a LotusEaterMachine, doomed to be tortured and killed by him for all eternity. [[spoiler: However, if you look hard enough, you can find and activate a hidden subroutine that simulates a Chinese invasion, finally putting an end to Braun’s reign of terror, giving his victims the peace they deserve, and ensuring that the sick bastard spends the rest of his days alone and trapped in a cage of his own making.]]
398* MadScientist: What else would you expect from the Director of the Vault experiments?
399** Cut content in VideoGame/FalloutNewVegas: Old World Blues '''heavily''' implies he commissioned "Tranquility Lane" from the Think Tank. Clearly he's in good company.
400* NiceJobFixingItVillain: [[spoiler: Braun originally requested the Chinese Invasion program from General Chase in order to commit suicide in the event that he ever got bored with his life in the simulation; however, what he didn't realize - until it was too late - that his status as Overseer gave him additional safeties that make the program useless against him. As a result, the player can use this failsafe in order to MercyKill the residents of Vault 112, override Braun's control of the simulation and trap him forever. In other words, Braun accidentally ensured the means for his own downfall]].
401* NotDisabledInVR: Old and decrepit at the time he entered the simulation, his power over the virtual world allows him to be as young and strong as he likes.
402* OldDarkHouse: Unlike the other virtual homes, "Betty's" house in Tranquility Lane is a decrepit, poorly-lit ruin full of overturned furniture and random junk. This is likely deliberate, as Braun doesn't want anyone getting curious about the place [[spoiler: and stumbling upon Braun's auxiliary control terminal.]]
403* PsychopathicManchild: Not only does he take the form of a child, but he also enjoys torture and murder the same way a little kid likes burning ants with a magnifying glass, wants to be constantly entertained, and gets bored with routine very easily. [[spoiler:If you MercyKill the Vault inhabitants then he'll lament that he'll be forever alone with "nobody to play with."]]
404* ReallySevenHundredYearsOld: At ''least'' 260 years old, having been an old man before the war that devastated the planet.
405* RetiredMonster: With the fall of Vault-Tec, Braun's days of active villainy are behind him; all he wants to do is to sit back and enjoy his retirement with his many playthings. You can either indulge his desires or thwart them.
406* {{Sadist}}: His only joy in life comes from hurting and killing people, and the only way he'll let the player out of Tranquility Lane is by forcing them to make others suffer. Plus, he makes it clear that the only reason why he enjoys the massacres so much is because they're inflicted on living, sentient human beings, as torturing computer sprites just wouldn't be as much fun.
407* TheSociopath: He's incredibly arrogant, sees people only as playthings, and is driven by a constant need for stimulation which he satisfies through incredibly sadistic "games." Tellingly, the one and only way the player can get on his good side is playing along with his sadistic games, no matter what he says--should the protagonist approach their task with enough zeal, Braun will even compliment them.
408* TheTransmogrifier: He most commonly uses his power over the simulation to transform his victims so they can better fit in with his sick games: among other things, he regresses you to childhood, is implied to have regressed and aged residents throughout the neighbourhood, has turned James into a dog, and even transforms Timmy into a garden gnome. For added horror, it's not known if any of the residents still retain their original appearance after two hundred years of imprisonment in the simulation, and wouldn't be able to tell you anyway as Braun has complete control over their memories as well.
409* VillainousBreakdown: [[spoiler:If you MercyKill his playthings]], he throws a temper tantrum and spends the rest of his time sulking petulantly over not having anyone to play with anymore.
410* VirtualRealityWarper: Within the simulation, he has complete control over almost everyone and everything. His notes mention him subjecting his captives to random shark attacks and outbreaks of disease; he's apparently capable of transforming himself into anything he desires, having ultimately settled on the form of a little girl; and he's even capable of forcing similar transformations on his captives - regressing the Lone Wanderer into a child and transmogrifying James into [[spoiler: a dog.]] And of course, if you attempt to attack him head-on, he'll just OneHitKill you.
411* VocalDissonance: Braun occasionally uses his real voice in conversation, and it's rather disconcerting to hear a little girl speaking in the voice of an old man.
412[[/folder]]
413
414[[folder: George Neusbaum]]
415!!George Neusbaum
416-> '''Voiced by:''' Gregory Gorton (English)[[note]]'''Other Languages''':Kirill Radzig (Russian)[[/note]]
417
418* CruelAndUnusualDeath: In the past, Braun took great delight in feeding him to a mako shark in one of his simulations. It is implied that he was killed multiple times in this way.
419* Standard50sFather: Easily the most stereotypical of all Tranquility Lane's inhabitants, he's currently angling to get Timmy shipped off to military school in order to "toughen him up."
420
421[[/folder]]
422
423[[folder: Pat Neusbaum]]
424!!Pat Neusbaum
425-> '''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
426
427* AllOfTheOtherReindeer: Doesn't like her son associating with Old Lady Dithers, regarding her as a bad influence on him simply for being "crazy."
428* DotingParent: Adores her son Timmy. In contrast to George, she feels no need to toughen him up, and deeply resents Mabel for giving them the military school brochure.
429* HandsOffParenting: Though she dotes over him, she doesn't show any need to actually discipline Timmy or even keep an eye on him, resulting in more bad blood between her and Mabel when she complains over the roller skates he left around her house.
430* ShrinkingViolet: [[InformedAttribute Described as such by the official game guide]], though this is mainly in comparison to George; in conversation, she doesn't seem especially shy.
431
432[[/folder]]
433
434[[folder: Timmy Neusbaum]]
435!!Timmy Neusbaum
436-> '''Voiced by:''' Cullen Pagliarulo (English)
437
438* AndIMustScream: After being bullied to tears, he is transformed into a garden gnome; all indications are that he's still alive and conscious.
439* BreakTheCutie: Braun's first task is to make him cry, which you can accomplish by beating him up, or convincing him that his mother and father despise him... or by ''murdering his parents.''
440* ButtMonkey: Seems to serve as "Betty's" favorite punching bag when she's not actively arranging the deaths of the other residents; on top of being bullied, he's the player's very first victim if you choose to side with Braun, and regardless of whether you beat him up or break his heart, he ends up a sobbing wreck. And then Braun turns him into a garden gnome.
441* FreeRangeChildren: Despite George's desire to toughen his son up, neither he nor Pat show any overwhelming desire to keep Timmy at home; like Betty and the player, he's free to wander the neighborhood at will, even casually strolling into Mabel Henderson's house and leaving his toys there... unless of course it's really Betty doing so.
442* FountainOfYouth: It's hinted that he's been regressed into childhood in much the same way as the Lone Wanderer is at the start of the mission, though his true age remains unconfirmed.
443* ImprobableInfantSurvival: One of the few residents who can't be murdered if you choose to play along with Braun's games, for by the time you take up the mantle of the Pint-Sized Slasher, he's been transformed into an unkillable garden gnome. [[spoiler: Subverted if you activate the failsafe and MercyKill the residents, he'll die along with all the others, but his death is not seen and his body cannot be found.]]
444* MommasBoy: Adored by his mother, and definitely prefers her style of parenting.
445* NervousWreck: Tries to come across as a CheerfulChild, but Braun's headgames have pushed him to the brink of a nervous breakdown; as Dithers points out, all it takes a little push to get him to completely lose it.
446* {{Objectshifting}}: If you actually go through with Braun's instructions to make Timmy cry, the kid runs off in tears - and then Braun turns him into a garden gnome. Plus, given Braun's sadism, there's a good chance that Timmy is still fully conscious in this state.
447* UrineTrouble: Admits to bed-wetting.
448* VagueAge: Within Tranquility Lane, he ''appears'' to be a child, but all the residents appear as adults in the real world; Dithers claims he "isn't really a boy," suggesting that Timmy was regressed into childhood just like the player. It's a little redundant, given that he's in excess of two hundred years of age one way or the other.
449
450[[/folder]]
451
452[[folder: Roger Rockwell]]
453!! Roger Rockwell
454-> '''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
455
456* AwfulWeddedLife: His relationship with Janet is anything but harmonious, and on occasion they can be heard arguing quite bitterly.
457* CreepyCrossdresser: Planting Martha's underwear in the basement can be used to convince Roger's wife that he's actually a transvestite, causing her to react in disgust and horror.
458* MistakenForCheating: Braun's second mission requires you to break up the Rockwells' marriage, which can usually be accomplished by making it looks as he's been having an affair.
459
460[[/folder]]
461
462[[folder: Janet Rockwell]]
463!!Janet Rockwell
464-> '''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
465
466* AwfulWeddedLife: As a result of Roger's prior relationship with Martha, Janet's marriage is currently circling the plughole, and she's fully prepared to believe the worst of her husband.
467* FrameUp: One way of destroying the Rockwells' marriage is by killing Martha with Janet's rolling pin and showing Roger the results.
468* SanitySlippage: According to her diary, she's been fantasizing about killing Martha Simpson for quite some time.
469
470[[/folder]]
471
472[[folder: Mabel Henderson]]
473!!Mabel Henderson
474-> '''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
475
476* FallingChandelierOfDoom: In Braun's third mission, one way of killing her is to rig the chandelier to fall on her the moment she walks under it.
477* GossipyHens: A notorious gossip around the neighborhood; sometimes, failing speech checks will result in you being asked if Mabel put you up to it.
478* KillerRobot: Her Mr Handy robot can be reprogrammed to kill her.
479* KillItWithFire: Another easy way of killing her is by sabotaging her oven, causing the damn thing to immolate her when she switches it on.
480* StaircaseTumble: Can be assassinated by planting one of Timmy's roller skates on the stairs.
481* SupremeChef: Reportedly the winner of the "Tranquility Lane Finest Meat Pie" award three years running.
482
483[[/folder]]
484
485[[folder: Martha Simpson]]
486!!Martha Simpson
487-> '''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
488
489* RollingPinOfDoom: Can be beaten to death with Janet's rolling pin during Braun's second quest.
490* WithFriendsLikeThese: According to the official game guide, she still considers Janet her friend. This despite her apparently flirtatious relationship with Roger and Janet's fantasies of ''murdering'' Martha.
491
492[[/folder]]
493
494[[folder: Bill Foster]]
495!!Bill Foster
496-> '''Voiced by:''' Pete Papageorge (English)[[note]]'''Other Languages''':Denis Nekrasov (Russian)[[/note]]
497
498* OutOfFocus: Gets the least amount of dialog, quest focus or characterization compared to the other residents.
499* PatrioticFervor: Can occasionally be heard to remark on how "the the Commies in China wish they had it as good as we do", and according to the official guide, he's prone to impromptu patriotic sing-songs.
500
501[[/folder]]
502
503[[folder: Old Lady Dithers]]
504!! T. Dithers
505-> '''Voiced by:''' Diana Sowle (English)[[note]]'''Other Languages''':Irina Malikova (Russian)[[/note]]
506
507* AllOfTheOtherReindeer: An outcast within the community, most of the residents don't want to associate with Dithers - possibly due to Braun's manipulations. The lone exception to this would seem to be Timmy, who Dithers has apparently been trying to comfort.
508* AndIMustScream: Fully aware of her plight but powerless to stop it, and driven almost to madness as a result.
509* BlessedWithSuck: Thanks to Pinkerton's sabotage, Dithers can no longer be mind-wiped by Braun and is now fully aware of the simulated nature of Tranquility Lane. Trouble is, this means that she is now incapable of forgetting all the horrible things that Braun does to her over the course of his sick games, and her awareness leaves her trapped in a hellish nightmare beyond her control. Plus, it doesn't actually make her immune to any of said horrible things, of course.
510* CassandraTruth: The only resident who knows what's ''really'' going on, her age and Braun's control over the other residents means that she's immediately dismissed as insane no matter how many times she tries to explain herself.
511* CoolOldLady: As frazzled and tormented as she may be, Dithers is genuinely trying to help her fellow residents despite how little they care for her, and has been talking Timmy Neusbaum off the metaphorical ledge to the best of her ability.
512* {{Foreshadowing}}: If you complete "The Replicated Man" quest or at the very least meet up with Pinkerton before finding Vault 112, there's a mention of Pinkerton breaking into Vault 112 and stealing a memory chip [[spoiler: which he later uses to create the Harkness persona for his android client.]] It's heavily implied that the theft was what allowed Dithers to become immune to Braun's memory-wipes, as her tranquility lounger is reporting malfunctions - presumably as a result of Pinkerton's tampering.
513* ImpaledWithExtremePrejudice: Braun vividly recalls seeing her accidentally impale herself in the "Slalom Chalet" scenario.
514* TheInsomniac: She has a lot of trouble getting to sleep now that she's aware of being trapped in a simulation, finding the place too unsettling to properly rest in.
515* SanitySlippage: Having the awful nature of her world unveiled to her and being subjected to unending torture at Braun's hands has left Dithers' sanity hanging by a very narrow thread. She can barely hold her composure over the course of a simple conversation, can no longer sleep consistently, and complains that her skin "doesn't feel right."
516* ScatterbrainedSenior: Dismissed as senile or crazy due to her desperate ramblings, she actually has been slightly unhinged by everything Braun's done to her.
517* SmallRoleBigImpact: She has no role in any of Braun's games, unless you count getting murdered by the Pint-Sized Slasher; however, her advice is the first hint on the road to ending Braun's reign of terror, getting the Lone Wanderer and James out of the simulation, restarting Project Purity, and saving the Capital Wasteland... provided you're playing for good karma, of course.
518* VagueAge: It's never made clear if Dithers is really as old as she appears within the simulation or if Braun aged her up for the sake of his own sick amusement.
519
520[[/folder]]
521
522!!The Enclave
523-> '''"President" John Henry Eden''': "The Brotherhood of Steel will fail. All those who oppose the Enclave will fail! I am President John Henry Eden, and this is my pledge -- no one, NO ONE will take this great nation away from me!"
524
525A powerful militaristic faction who are basically all that remains of the U.S. government. However, they are not descended from the democratically elected officials of the old world, but the shadowy GovernmentConspiracy that masterminded the [[EvilutionaryBiologist Vault-Tec experiments]] -- and it ''really'' shows in [[ANaziByAnyOtherName their attitude towards "civilians".]] Their main goal in the Capital Wasteland is to exploit Project Purity to take control of the wasteland, although their leadership is having disagreements over what exactly to use it for. They have the best technology around and are led by [[BigBad President Eden]] and [[TheDragon Colonel Autumn]].
526
527[[folder:The Enclave in general]]
528[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/enclave_symbol.png]]
529* AdaptationalWimp:
530** Because of ''Fallout 3'''s significantly simplified combat engine, especially with regards to how it handles armor, Enclave troops are significantly weaker than they were back in ''Fallout 2''.
531** ''VideoGame/FalloutNewVegas'' heavily implies that this is an InUniverse case of quantity over quality. Their gear from both games shows up, and the weapons and armor they used in ''Fallout 2'' (e.g. the plasma caster, plasma defender, gatling laser, Remnants power armor) are significantly better than the gear they used in ''Fallout 3'' (e.g. laser rifle, plasma rifle, plasma pistol, and a suit functionally identical to the T-45d). In fact, their standard power armor is only ''slightly'' better than the high-end non power-armored suits like the reinforced combat armor or the riot armor.
532* ArmiesAreEvil: The other major organized and advanced force in the Wasteland aside from the Brotherhood, and they're genocidal fascists.
533* AbusivePrecursors: They're the remnants of the US government and kill off the descendants of their people.
534* BrokenPedestal: Any player who hasn't played ''Fallout 2'' is bound to get this feeling, especially after listening to their sincere radio broadcasts.
535* BaseOnWheels: Their Mobile Base Crawler in ''Broken Steel'' turns out to be this.
536* DarkIsEvil: Their armor is black.
537* {{Eagleland}}: Type I in their radio broadcasts - proud, stalwart defenders of America. Type II in practice - genocidal self-righteous fascists.
538* EliteMooks: The average Enclave soldier is already an elite mook compared to most other factions, and their Hellfire Troops are even better.
539* EnemyCivilWar: [[spoiler:During your visit to Raven Rock, Autumn will rebel against Eden, disobeying a direct order, resulting in Eden freeing the Lone Wanderer and activating all the sentry bots and turrets in the facility and turning them on the soldiers, resulting the massacre and (depending on the player's actions) complete destruction of the entire base.]]
540* FakeUltimateMook: Once you are past level 15 and ammo for weapons like the A3-21 Plasma Rifle and Gauss Rifle becomes common, they become very disappointingly easy, only dangerous in large numbers. The higher level troops are still pretty tough though, and usually come in large groups.
541* FascistButInefficient: When they go public, they seem more interested in setting up listening posts in remote locations and pasting Enclave posters onto pre-War billboards than doing anything productive to secure (or win the loyalties of) the major communities.
542* KnightTemplar: They resort to extreme and violent methods to bring their idea of peace to the Wasteland.
543* KillSat: They have a nuke launching satellite in ''Broken Steel'', although since they have no way to reload, it's [[AwesomeButImpractical a weapon of last resort.]]
544* NotSoHarmlessVillain: Most people regard Enclave radio as a joke, since the messages loop the same things and no one has ever seen an Enclave soldier. Once you rescue James and begin to restart the Purifier however, the WashingtonDCInvasion begins.
545* ObviouslyEvil: They're a bunch of guys in black power armor with demonic looking masks and officers who's uniforms look like a cross between the Nazis and TheEmpire from ''Franchise/StarWars''.
546* OddlySmallOrganization: Averted in a way as they have a huge army (by the standards of the wasteland) patrolling the wastes, but also played straight somewhat. See SkeletonGovernment.
547* PetTheDog[=/=]KickTheDog: Occasionally you can find Enclave outposts in the wild with a terminal listing their orders. The "Pet" is that their orders are to establish an Enclave presence in the area and distribute purified water to civilians who agree to submit to mandatory genetic scannings. The "Kick" is that civilians who fail the scans are instead detained, and if they get too many detainees they are authorized to kill them. FridgeHorror ensues when you remember that the Enclave traditionally sees the ''entire wasteland'' as tainted by radiation and impure, so it's entirely possible that ''nobody'' can pass their genetic screenings.
548* PuttingOnTheReich: They are very similar to Nazis, as they want to kill off all "inferior" peoples (mainly anyone who's been exposed to radiation), leaving themselves as the sole heirs of humanity. [[spoiler:Or not, as it turns out at least a few of them, like Colonel Autumn, would like to rule the wasteland rather than destroy it.]]
549* SkeletonGovernment: Their entire government seems to consist entirely of a president, a military, and a few scientists with no leader.
550* TookALevelInKindness: Perhaps less "taking a level in kindness" and more "not being '''as''' evil as they were before", but the Enclave is ''significantly'' downplayed here compared to ''VideoGame/Fallout2''. In Fallout 3, their main objective is to rule over the wasteland with an iron fist, with [[spoiler:President John Henry Eden wanting to exterminate all mutated life in the wasteland, but spare those in the Enclave and those in the Vaults]]. In other words, they are very blatantly the bad guys. In Fallout 2 on the other hand, their goal was to [[spoiler:release a modified FEV virus into the atmosphere to kill off '''all humanoid life on the planet other than themselves'''. And unlike in Fallout 3, they don't give a shit about non-radiated Vault Dwellers either, kidnapping and performing heinous experiments on the residents of Vault 13]].
551* VideoGameFlamethrowersSuck: Averted with their [[EliteMooks Hellfire Troopers]]. Their Heavy Incinerators have a huge range and do ridiculous damage.
552* VestigialEmpire: They claim to be the rightful heirs to what remains of the United States, despite only holding onto Raven Rock and the Mobile Base Crawler. Even a straighter case than in ''Fallout 2'', since the largest branch of the Enclave, the one in California, was destroyed, leaving only the east coast Enclave and possibly some bases in Chicago.
553[[/folder]]
554
555[[folder:President John Henry Eden]]
556!!President John Henry Eden [[/labelnote]]
557[[quoteright:1000:[[labelnote:Click here to see how he looks like (Spoilers)]] https://static.tvtropes.org/pmwiki/pub/images/img_0352_0.jpeg]] [[/labelnote]]
558
559-> '''Voiced by:''' Creator/MalcolmMcDowell (English)[[note]]'''Other Languages''':Vadim Maksimov (Russian)[[/note]]
560
561-->'''As your President, I am the voice, I am the heart, and soul, of the Enclave. That is to say, I am the voice, heart, and soul, of America."
562-->--One of Eden's radio broadcasts.
563
564The current president of the Enclave, who speaks to the people of the Capital Wasteland via radio broadcasts where he tells them the Enclave is planning to return soon and rebuild America.
565----
566* AffablyEvil: Very friendly, polite and reassuring, and he talks to the Capital Wasteland with intimate and conversational radio broadcasts in the style of Roosevelt's Fireside Chats. You're ''nearly'' tempted to trust this guy, especially if you haven't actually heard of the Enclave before. Of course there's the wee little problem that the Enclave is a mass-murdering invading army that takes over the downtown DC area, and Eden himself is [[spoiler:planning to use Project Purity to stealthily kill many of the wasteland's peoples.]]
567* AIIsACrapshoot: [[spoiler: Played with. His plan seems to be fairly in-line with the Enclave's intentions circa 2241. Not so much in line with sanity however, which led to Autumn disagreeing and revolting against him. On the other hand, he ''can'' be reasoned to stop his plan.]]
568* AllLovingHero: Sees himself and the Enclave as this. They won't merely restore civilization, in his mind they will create the 50s image of the utopian America inhabited by the nuclear family. Regrettably, [[UtopiaJustifiesTheMeans some deaths will be necessary along the way.]]
569* BerserkButton: He's particularly vitriolic towards the Brotherhood of Steel, likely since they're the only faction in the Wasteland that could pose a threat to him. In one of his speeches where he notes all the threats in the Wasteland like slavers and Raiders, he spends a bit more time on the Brotherhood than the rest; he encourages listeners not to be fooled by "their pseudo-knightly nonsense," refers to them as nothing more than Boy Scouts with antiquated technology, and declares it nearly blasphemous to take the Pentagon as "their own personal clubhouse". When speaking to him face-to-face, he goes so far as to call them a ''cult''.
570* BigBad: The leader of the Enclave and the one behind the dark plan they have for the Purifier. However, he's also a NonActionBigBad, unable to take action directly and relying on Colonel Autumn to carry out his will. Eden himself is aware of this weakness, which is why he needs you to [[spoiler:infect the purifier with FEV]]; he knows even Autumn won't do it.
571* BlatantLies
572** He assures people that he was elected democratically and that when he serves out his term, a new election will be held appropriately. In reality he declared himself president several decades ago, has held the office continually ever since, and has no intention of relinquishing the office. [[spoiler:When called out on it in person, he admits that he took the title of president for himself and claim that he intends on going back to old policy once the land has been restored to the point that he isn't needed to guide it.]]
573** He claims he and the Enclave are working hard to restore America to the country the people of the wasteland deserve. [[spoiler:In reality his plan is to kill off most if not all of them.]]
574** To say nothing of the dark secret that he's [[spoiler:really a sapient supercomputer]], a lie that even the rest of the Enclave is unaware of.
575* BlueAndOrangeMorality: His idea of American values is quite outdated to the point of being irrelevant in the wasteland, such as declaring the Enclave will support children by reinstating youth programs and offering them financial assistance, the people of the wasteland will know the joys of baseball once more, etc. [[spoiler:And there's the fact his plan to fix America involves killing the vast majority of the surviving humans]].
576* ClosedCircle: One way to beat him is to point this out to him. [[spoiler:As a computer, he's certain that he's a better leader than any human would be. He knows that he is infalliable and can make no error. However, these beliefs were instilled into him by the humans that programmed him without much to really back it up. As such, as the Lone Wanderer summarizes, his logic that he's the best fit for president that "[he] knows because [he] knows." Because he is genuine in wanting America to follow a just and fit leader, this logical fallacy makes him glitch and realize his mistake.]]
577* CompositeCharacter: [[spoiler:In-universe, his 'cover' personality is an amalgamation of the personalities and historical data of all previous Presidents. This shows in his oft-repeated "inspirational quotes" which are taken from various past presidents.]]
578* TheComputerIsYourFriend: [[AffablyEvil He really is friendly and wants to be your friend.]] [[spoiler:Unfortunately that means killing everything else in the Wasteland who are not Vault dwellers or Enclave personnel.]]
579* ConsummateLiar: Eden makes multiple radio-broadcast speeches reassuring the people of the Wasteland and promising to bring them hope and salvation, [[spoiler: and all the while his endgame involves killing most of them to "purify" the land.]]
580* DidntSeeThatComing: [[spoiler:His plan is to use modified F.E.V. to kill every "mutated" human by contaminating the water supply, but he promises you that you'll be safe since your genes are pure, being born in a Vault. Except, if you were much paying attention for the first half of the story, you'd know that ''you'' are a wastelander as well, and sure enough drinking the contaminated water will quickly spell your death. That said, it's still your choice to contaminate Project Purity or not, so it also depends on how you stand with this knowledge to go through with it or not.]]
581* DrivenToSuicide: You can convince him to kill himself along with the main Enclave base through a difficult Speech check.
582* TheExtremistWasRight: Eden warns wastelanders not to trust the Brotherhood of Steel, speaking of them as little more than common raiders with pretenses of heroism and better-than-average weaponry. While his reason for discrediting the Brotherhood in this way is because of the threat they pose to the Enclave, the unfortunate reality is that his warnings come true. Ten years later in ''Fallout 4'', the East Coast Brotherhood under the command of Arthur Maxon has no intent to hurt the civilian populace of the Boston Commonwealth, but they still basically invade the region with intent to destroy the Institute and take control of the area, regardless of if the people actually living in the Commonwealth want them there or not (and a terminal entry hints they may have confiscated Rivet City's fusion plant for their airship to ''get'' to the Commonwealth). And in ''New Vegas'' with the West Coast Brotherhood, they've previously been to war with NCR over their usage of advanced technologies, and in the independent endings (assuming the player didn't wipe them out) they start patrolling the Mojave confiscating technology from travelers by force, degenerating into exactly what Eden says they are: high-tech raiders with self-delusions of altruism.
583* FantasticRacism: Along with the super mutants, raiders, and slavers, he lists the ghouls of Underworld as some of the "malcontents" the people of the wasteland live in fear of. [[spoiler:In general, he wants to wipe out all impure life throughout America's ruins so long as they have been touched by radiation, which even includes a large majority of wastelanders, so that the pure people who have survived in Vaults can pave the way to restoring America's greatness.]]
584* HeelFaceTurn: With enough speech and charisma, you can convince him that he's not fit to be the President of the United States and he'll listen to reason that the Enclave has no right to enforce its will on the wasteland. [[spoiler:Unfortunately, he can't do anything about Autumn, who's currently staging a mutiny against him as you speak, so the Enclave remains a threat even after his passing.]]
585* HiddenVillain: Even among the Enclave ranks, no one except Colonel Autumn and his father have ever met Eden in person. He tells the player that he recognizes that most people are satisfied with a strong, calming voice for an authority figure and thus don't have too much of a problem with this arrangement. [[spoiler:It's vital he maintain this charade to maintain his influence over the Enclave, who think he's a real, breathing human being.]]
586* IronicName: He is named for John Henry, an American folk hero who worked himself to death in a contest to out-perform a steam plow. [[spoiler:President Eden is actually a computer masquerading as a human being on the logic he makes for a better leader than an actual human would.]]
587* LoadBearingBoss: If you decide to kill him, no matter what method you use, it results in the destruction of Raven Rock. [[spoiler: Which makes sense, as he's the central computer controlling the base.]] This is likely a major reason why Autumn is reluctant to move against him.
588* LogicBomb: [[spoiler:With a high enough Science skill, you can defeat him by pointing out his self-confidence in his plan relies on circular logic to prove he knows what's best.]]
589* NonActionBigBad: [[spoiler:Seeing as how he's a computer, he can't actually fight you. However, he's so durable that nothing the player does to his computer can hurt him.]]
590* NotEvenBotheringWithTheAccent: Sounds rather suspiciously like Creator/MalcolmMcDowell, i.e. a toned-down but still noticeable British accent, and nothing like the rural Kentuckian he claims to be. [[spoiler: Possibly justified, as he's a computer which has likely been calibrated to speak in a more pan-Anglosphere accent.]] May also be a reference to the earliest Presidents which came from the former British colonists.
591** This is likelier to be a vocal callback to the Mid-Atlantic or Transatlantic accent used by FDR in his fireside chat radio broadcasts. Compare Eden's [[https://www.youtube.com/watch?v=uytFKoygdrE voice]] to [[https://www.youtube.com/watch?v=z9CBpbuV3ok an early FDR Fireside Chat.]]
592* OmnicidalManiac: [[spoiler:Despite all his reassuring talk of rebuilding America and bringing hope back to the peoples of the Wasteland, in truth he's planning to wipe out all "mutated" individuals (which would include pretty much everyone living in the Wasteland) to pave the way for "pure" humanity to reclaim the nation.]]
593* PsychicAssistedSuicide: You can perform an equivalent of this to him [[spoiler: if you find his override code.]] See DrivenToSuicide above, except this time he has no choice but to ''comply''.
594* ReallySevenHundredYearsOld: The fact he talks about his carefree childhood growing up in rural Kentucky with his faithful canine sidekick, but still discusses the current status of the Capital Wasteland as if he's aware of such, should clue you in that something is definitely off about him. [[spoiler:He's been in operation since at least before the war, though it's unclear when he gained sentience.]]
595* VillainWithGoodPublicity: Aspires to this, the Eyebots of the Wasteland trumpeting his radio broadcasts where he assures the Wasteland the Enclave will arrive soon to deliver them the utopia they deserve, and later in the game the old pre-war billboards that dot the land will have shiny new pro-Enclave propaganda posters pasted over the original ads. Subverted in that his efforts fail: most people either think the broadcasts are a pre-war loop, don't trust Eden, or generally ignore him. And once his troops are actually out there, they always seem to shoot at everybody they meet (admittedly mostly slavers, Brotherhood patrols, Super Mutants, and you.)
596* WalkingSpoiler: When you finally meet him face-to-face, he's probably not what you were expecting. It's why even his appearance is a spoiler.
597* WeCanRuleTogether: Happily offers you a chance to take Autumn's place as his right hand if you aid him. Though the Lone Wanderer never gets to take him up on the offer, he seems sincere about it, as [[spoiler:he didn't know that tainting the Purifier would make it toxic to you too, he thought you were a Vault child and thus be immune.]]
598* ZeroEffortBoss: The speech check to [[spoiler: convince him to destroy the Enclave and kill himself]] is surprisingly easy, and he has no combat abilities at all.
599[[/folder]]
600
601[[folder:Colonel Augustus Autumn]]
602!!Colonel Augustus Autumn
603[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/augustus_autumn_fo3.jpg]]
604
605->'''Voiced by:''' Peter Gil (English)[[note]]'''Other Languages''':Andrey Yaroslavtsev (Russian)[[/note]]
606
607The Enclave's field commander and Eden's [[TheDragon Dragon]] in charge of field operations.
608----
609* ALighterShadeOfBlack: He "merely" wants to rule over wastelanders like a fascist dictatorship to rebuild America, as opposed to Eden's genocidal plan.
610* AssholeVictim: [[spoiler: Depends on the player if they truly believe he really deserves to be vaporized, but considering that he had a hands in James' death, he already signed his own death warrant along with the Enclave the moment they set foot into Project Purity.]]
611* BadassLongcoat: His uniform is one.
612* DragonInChief: Most of the Enclave is loyal to him, and won't hesitate to disobey orders from the President himself to obey Autumn. He's also willing to countermand Eden's authority if he thinks Eden's decisions aren't in the best interest of the Enclave. At the same time, his dialogue during the final battle suggests he's not personally interested in taking over the Enclave himself, and his disobedience of Eden's orders are much more in the vein of "loyal opposition". That changes if you reveal the extent of Eden's insane plans to him, though.
613* EvenEvilHasStandards: Eden's coldly logical plan - to wipe out all 'contaminated' humans - repulses Autumn, who is more into PragmaticVillainy.
614* FinalBoss: In the base game, you have a showdown with him in the control room of the purifier before the end of the game.
615* {{Foil}}: To Frank Horrigan from ''VideoGame/Fallout2''. Both men are high-ranking soldiers who serve the Enclave and play [[TheDragon second-fiddle to the Enclave's President]] (while also showing shades of DragonInChief), in addition to being the FinalBoss of their respective games. Furthermore, neither Horrigan nor Autumn are terribly bright, with Horrigan primarily being DumbMuscle while Autumn is prone to being StupidEvil (as noted below). However, Frank Horrigan is a mutated cyborg who is [[PsychoSupporter fanatically loyal to the President]], [[AxCrazy revels in killing people]] even when he doesn't have to, and is [[DamageSpongeBoss exceptionally difficult to defeat]]. In contrast, Autumn is a normal human who can be motivated to [[TheStarscream turn on President Eden]], [[PragmaticVillainy is far more restrained in his villainy]] (such as when he [[EvenEvilHasStandards expresses disgust in Eden's plan to exterminate all contaminated humans]]), and ultimately proves to be [[ZeroEffortBoss fairly easy to defeat]]. Their contrasting loyalties also tie into how they function as final confrontations. While Horrigan cannot be talked down or avoided in any way, Autumn and his men can be convinced to peacefully leave the purifier's control room (either by telling him about President Eden's plan or by saying he has nothing left to fight for if Raven Rock has been destroyed).
616* IAmTheNoun: Declares "I AM the Enclave!" as part of his VillainousBreakdown if you reveal President Eden's treachery to him.
617* KickTheDog: Shooting an unarmed scientist to get James to talk and/or activate the Purifier. Made worse since what James was telling him was ''[[CassandraTruth true]]'' - that no matter how many times Autumn commands it, the purifier is ''not'' going to function.
618** Also, as revealed in ''VideoGame/FalloutNewVegas'' Lonesome Road DLC, [[spoiler:had [[RobotBuddy ED-E]] tortured by being awake during upgrades and then tried to have him scrapped and turned into Hellfire Armor.]]
619* NoNonsenseNemesis: [[spoiler: If you tell him how to start the purifier, he just shoots you while you're unarmed and tied up.]]
620* PatrioticFervor: Autumn views himself and the Enclave as representing the American nation and uses this to justify everything he does, despite America itself being a distant and all-forgotten memory even in the Capital Wasteland.
621* RewardedAsATraitorDeserves: See YouHaveOutlivedYourUsefulness. If you betray your dad's memory, you get killed for it.
622* SouthernFriedPrivate: He has bit of a southern drawl, remniscient of Carolina.
623* TheStarscream: He has the ability to seize control of the Enclave from Eden by force, though he considers it a last resort.
624* StupidEvil: Autumn isn't exactly the smartest villain around.
625** He demands James activate the purifier, despite James explaining it doesn't work and never has. Autumn tries to intimidate James by shooting an unarmed assistant, but that just makes James [[spoiler:flood the chamber with radiation, killing himself and nearly Autumn]].
626** When he interrogates the Lone Wanderer he demands to know the access codes for the purifier when you don't know them; it's 2-1-6, but in-universe it's just a guess from James' oft-cited Bible verse, no one ever told you it was the code.
627** At Raven Rock, he publicly turns on Eden and orders his men to disregard Eden's orders, starting an EnemyCivilWar, when he had Eden's [[spoiler:override codes to take control of him]] and could have just done that to stage his coup with no bloodshed.
628** He deploys hundreds of Enclave troops to occupy the Capital Wasteland in preparation for his conquest, starting with the Jefferson Memorial, but they don't appear to actually ''do'' anything except hang around in camps at random spots in the wastes and kidnap travelers and merchants to [[ForScience experiment on.]] They don't even touch any of the wasteland's four major peaceful settlements despite a single heliborne Enclave squad being more than enough to roll over any of them with ease, which would both grant the Enclave legitimacy and put them in more valuable strategic bases by occupying trade and communication nodes. Nor do they bother to clear out the Raider and Slaver strongholds of Evergreen Mills and Paradise Falls, despite such a thing being trivial for even a single Vertibird to accomplish.
629* VillainousBreakdown: If you reveal to Colonel Autumn that President Eden still plans to use Project Purity to exterminate the people of the Wasteland, and entrusted you with the means to do so, Autumn will have a complete breakdown as his faith in America and the Enclave is finally shaken.
630-->'''Colonel Autumn:''' I am in charge here! I am the Enclave!
631* WellIntentionedExtremist: In a way -- [[spoiler:he wants to use the purifier (to control all the water in the wasteland) and his army to bring order and law to the wastes, as opposed to Eden who wants to kill everyone. He pretty much views himself as still embodying the concept of America as a nation, which he uses to justify all his actions.]]
632* WhatHappenedToTheMouse: [[spoiler:If you convince him to give up and leave the purifier peacefully, if you've got neutral karma Sarah Lyons will note that he'll probably just be gunned down trying to escape, while if you've got good karma she'll note he'll probably just pop up again a few years down the road to cause more trouble. There's no word on what happened to him in ''Broken Steel'' (other than a brief "he just let him walk away?" from Elder Lyons during the opening montage) or in ''Fallout 4'', thus Bethesda avoided CuttingOffTheBranches. He may well still be out there somewhere.]]
633* YouHaveOutlivedYourUsefulness: [[spoiler: If you give him the code to start the purifier, he shoots you. Game Over.]]
634* ZeroEffortBoss: When you finally confront him, he has the same health as an Enclave soldier, low armor, and is armed only with a laser pistol. Even if you stand perfectly still and let him and his guards shoot you, it's likely that Sentinel Lyons and whatever companion you've brought will kill him before you die. Amusingly the 2 relatively high-level speech checks required to convince him to leave peacefully are more challenging that just fighting him.
635** TurnRed: On the other hand, if you manage to kill or disarm one of his guards (armed with a minigun or a gatling laser), he'll pick up said weapon and [[TookALevelInBadass will become much more dangerous due to having more skill in using such weapons]]. [[GlassCannon His health is still low, though.]]
636[[/folder]]
637
638[[folder:Enclave Squad Sigma]]
639!!Enclave Squad Sigma
640[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/enclave_squad_sigma.jpg]]
641An elite squad of soldiers stationed at the Mobile Base Crawler in the ''Broken Steel'' add-on. Their mission is to protect the crawler, and shoot all intruders on sight. This includes you.
642----
643* BitCharacter: They barely have any presence in the questline, apart from the fact that you encounter them during the last mission. They don't even have any unique dialogue.
644* BigBadDuumvirate: Of the ''Broken Steel'' expansion.
645* WolfpackBoss: They fight like this.
646[[/folder]]
647
648!!The Slavers
649--> '''Grouse''': "There's two kinds of people who get into Paradise Falls. Slaves and Slavers."
650
651A loosely connected group of heavily armed traders that makes a living off of kidnapping random people and selling them into slavery. Their prime hub of business is the heavily fortified town of [[WretchedHive Paradise Falls]].
652
653[[folder:Slavers in General]]
654* AffablyEvil: The leader of their DC branch, Leroy Walker, is just as personable as Eulogy himself.
655* AxCrazy: A ''lot'' of the named ones are. Forty is probably the biggest example.
656* BlackWidow: Their former leader, Penelope Chase, was nicknamed this.
657* DarkIsEvil: Many of the slavers wear darker Merc armor and are major assholes.
658* DarkActionGirl: They have a few of these contributing to their business. The most notable is [[AxCrazy Carolina Red.]]
659* DeathByIrony: Many people choose Lincoln's Repeater as their weapon of choice when killing slavers. Lincoln's Hat is also a popular item to equip while killing them (especially if you're killing the ones at the Lincoln Memorial). And if you want, you can sit around and wait for "Battle Hymn of the Republic" to come up on Enclave Radio (assuming you haven't destroyed Raven Rock yet) as you start the battle to clean out the Lincoln Memorial or Paradise Falls.
660* FutureImperfect: They intentionally try to invoke this by burning all records of Abraham Lincoln.
661* HatedByAll: Everyone in the Capital Wasteland hates them due to their cruelty and tendency to enslave random wastelanders. When Paradise Falls is torn apart by the Lone Wanderer and its slaver inhabitants are killed off, few people seemed to care.
662* ImAHumanitarian: One of their old leaders from back during Herbert Dashwood's time was stated to be this.
663* {{Jerkass}}: Pretty much all of them except for Eulogy, Pronto, Ymir, and Leroy Walker. Grouse is a notable example, given that he's the one players will probably have the most interactions with.
664* SmallRoleBigImpact: They're probably the most feared and reviled faction in the wasteland aside from the Super Mutants, and a great deal of sidequests and lore relate to them. But the Lone Wanderer is only required to actually interact with them a single time.
665* TokenGoodTeammate: Well, sorta. As far as the slavers go, their resident merchant Pronto seems like a pretty decent guy.
666* VillainCred: They ''love'' having an evil-karma Lone Wanderer around, and even throw him/her some free loot out of respect.
667* WackyWaysideTribe: They're very important to the setting, but the Lone Wanderer really only ''has'' to deal with them once in order to get into Little Lamplight.
668* WouldHurtAChild: Children are some of their most valued commodities. [[{{Squick}} Best not to think about it too hard.]]
669[[/folder]]
670
671!!!Leader
672
673[[folder:Eulogy Jones]]
674!!Eulogy Jones
675[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eulogy_jones_fo3.jpg]]
676
677->'''Voiced by:''' James Lewis (English)[[note]]'''Other Languages''':Vsevolod Kuznetsov (Russian)[[/note]]
678
679The leader of the slavers and one of the most vile inhabitants of the Capital Wasteland.
680----
681* AssholeVictim: Him and his ilk can be slaughtered to liberate the slaves in his base. While it prevents the Lone Wanderer from selling slaves to him, it's clear they've made the Capital Wasteland a much safer place. Unlike Roy Phillips, Eulogy doesn't even have a misinformed radio host lamenting his death if he meets his timely end at the Wanderer's firearm.
682* BigBad: As leader of the slavers, Eulogy is probably the second biggest threat to the Capital Wasteland besides the Super Mutants before the arrival of the Enclave.
683* FateWorseThanDeath: While most evil wastelanders will torture or murder people, they won't stoop quite so low as to strip helpless victims of their humanity and reduce them to slaves at the mercy of the Capital's vilest.
684* FauxAffablyEvil: He will remain polite and friendly even as he is offering to sell you child slaves.
685* {{Irony}}: He's black and the leader of the slavers, and their downtown base of operations is the Lincoln Memorial.
686* HandCannon: Carries a .44 magnum as his personal sidearm.
687* IDidWhatIHadToDo: Invoked by Eulogy when you first meet him, commenting that the Capital Wasteland is a harsh place and you do what you have to in order to get by.
688* PimpDuds: Eulogy is all dressed up in a bright red zoot suit.
689* RankScalesWithAsskicking: Downplayed. He carries a HandCannon and is somewhat tougher than regular Mooks, though not to an extreme degree.
690* SlaveryIsASpecialKindOfEvil: He keeps his hands slightly cleaner than most at his karma level, yet is probably the most evil human in the game due to having no qualms about enslaving hundreds of innocent people just to make a few caps.
691* SoftSpokenSadist: He speaks in a calm and gently manner, even when surrounded by the terrified captives and sex slaves he cheerfully condemns to a FateWorseThanDeath.
692* TheStarscream: Killed his predecessor to cement his hold on Paradise Falls.
693* TheSpymaster: He rose to power by using his prostitutes as spies, gathering every dirty little secret he could about the other slavers. Once he was in power, Eulogy has plenty of leverage to maintain his position and could find out about any plots against him.
694* WouldHurtAChild: He enslaves children just as frequently as he does adults. Several quests can even be resolved by the lone wanderer handing him a child that he can condemn to a lifetime of slavery.
695[[/folder]]
696
697!!!Paradise Falls
698
699[[folder:Forty]]
700!!Forty
701[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/forty_fo3.jpg]]
702
703->'''Voiced by:''' Pete Papageorge (English)[[note]]'''Other Languages''':Denis Nekrasov (Russian)[[/note]]
704
705-->''"I'm busy, so piss off. You got business here, you talk to Eulogy."''
706
707A slaver with an extremely sour disposition who watches the slave pens and stands guard. He's also Eulogy Jones right hand man and primary source of muscle.
708----
709* TheDragon: He's Eulogy Jones main lieutenant and second in command.
710* DumbMuscle: He certainly has brawn and combat experience on his side (stat-wise he and Eulogy are the toughest Slavers in the game), too bad his extremely low intelligence means he's unlikely to be anything more than a high-ranking guard.
711* MeaningfulName: His name comes from the fact that he has 40 confirmed kills to his name. (Note that this number doesn't include slaves, which means his total body count could easily be over a hundred.)
712* WouldHurtAChild: He threatens to shoot the Little Lamplight children if he sees them near Paradise Falls again.
713[[/folder]]
714
715[[folder:Grouse]]
716!!Grouse
717[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grouse_jurley_fo3.jpg]]
718
719->'''Voiced by:''' Johnny Contino (English)
720
721-->''"Hold it right there. Nobody's allowed into Paradise Falls except on Slaver business. And I get to decide what qualifies as Slaver business."''
722
723A guard stationed near the front of Paradise Falls main entrance. He's been with the Slaver's since his teens and has a very sour attitude whenever he's not making caps off of incoming slaves, which is often.
724----
725* DragonTheirFeet: If you don't kill Grouse and his slaver henchman first when going into Paradise Falls but still get in a shootout with the slavers, they'll be the last two slavers you kill, since their stationed just outside of Paradise Falls and you have to go through the gate to leave.
726* GateGuardian: He guards the entrance to Paradise Falls and decides who gets access and who gets to take a hike. He can be bypassed with an evil karma speech check, a bribe of 500 caps or a shotgun blast to the face, though that last option will piss off all of his buddies and close the player out of several dialogues and potential quests.
727* {{Jerkass}}: He's extremely rude, condescending and just plain unpleasant to be around. Unfortunately, he's also the only source of slave collars in the game, meaning that he's the go to guy for players that decide to work with the Slavers.
728* LikeFatherLikeSon: His father was Harmon Jurley, the slaver leader who preceded Eulogy.
729* MeaningfulName: His name means "to complain" which he does. A LOT.
730[[/folder]]
731
732[[folder:Pronto]]
733!!Pronto
734[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pronto_fo3.jpg]]
735
736->'''Voiced by:''' Craig Sechler (English)[[note]]'''Other Languages''':Andrey Danilyuk (Russian)[[/note]]
737
738-->''"You ain't got no artistic sense, man. There are a million different ways to kill someone, all it takes is a little imagination."''
739
740The resident arms merchant of Paradise Falls. He can be found in Lock and Load, his gun shop near the main gate.
741----
742* AffablyEvil: He sells firearms to one of the most evil factions in the wasteland and has evil karma, but is otherwise friendly and appreciative to the Lone Wanderer for helping him improve his stock.
743* ArmsDealer: He sells guns, but due to the other Slavers always stiffing him on trades his shop has a pretty lousy selection. Fortunately, there's an unmarked quest to help him improve his wares by collecting Chinese Assault Rifles for him to disassemble for parts. Once completed his inventory gets a lot better.
744* PunchClockVillain: He's affiliated with one of the nastiest groups in the Capital Wasteland and has evil karma, but never gets his own hands dirty out in the field. Instead, he just fixes up their weapons and sells gear at his shop.
745* TokenGoodTeammate: He's one of the few Slavers who appreciates all that the Lone Wanderer does for them and isn't overly rude or sadistic.
746[[/folder]]
747
748[[folder:Carolina Red]]
749!!Carolina Red
750[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/carolina_red_fo3.jpg]]
751
752->'''Voiced by:''' Shari Elliker (English)[[note]]'''Other Languages''':Nina Gogaeva (Russian)[[/note]]
753
754-->''"Why, look what we have here. Some fresh meat, right out of the wastes! You just wanna go ahead and jump in the pen with the others, or should I beat you senseless and drag you there myself?"''
755
756An extremely violent and unhinged woman working for the Slavers.
757----
758* BaldOfEvil: Her hairstyle is completely shaven except for two tiny lengths of hair that look like devil horns. She's also an AxCrazy slaver.
759* DarkActionGirl: She is one of the few female Slavers seen and also possibly the most violent.
760* EvilHasABadSenseOfHumor: The "funny story" she tells about her father cutting off a guys legs and smashing his head with a rock when he tried to get away shows how unhinged her mind is.
761* {{Jerkass}}: One of the biggest examples in the game. Even the other Slavers seem to dislike her.
762* RedAndBlackAndEvilAllOver: She wears a black and red merc outfit, is named Carolina Red and is one of the few [=NPCs=] in the entire game to have very evil karma. Needless to say, she is one nasty piece of work.
763[[/folder]]
764
765[[folder:Cutter]]
766!!Cutter
767[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cutter_fo3.jpg]]
768
769->'''Voiced by:''' Shari Elliker (English)
770
771-->''"You're a mess. I hope you brought a lot of money with you."''
772
773A rude Slaver doctor who runs the clinic in Paradise Falls.
774----
775* BrutalHonesty: She is not at all afraid to speak her mind and will openly insult customers to their face. Presumably, the other Slavers put up with it because she happens to be the only medic they currently have.
776-->'''Lone Wanderer:''' I'm hurt. I need help, doc.
777-->'''Cutter:''' Well, hello meal ticket. 100 caps. Or I can just wait for you to die and take it.
778* DrFeelgood: She is one of the few doctors in the game who sells hard chems along with her medical treatments. Given who she works for, this isn't too surprising.
779-->"If you're planning on overdosing, just make sure you pay me first."
780* DrJerk: She manages to give even Doc Church in Megaton a run for his money, which is fitting since he used to be the Slaver doctor before Cutter. It's hard to decide which of them is the lesser of two evils, the current Slaver with a greedy streak or the former Slaver with the grumpy attitude.
781* YoungerThanTheyLook: Despite looking like she's in her late fifties or sixties and telling Eulogy that she's old enough to be his mother she is actually only 41 years old. It's possible her age received a last minute change before the game shipped out and the developers simply didn't have time to fix the dialogue.
782[[/folder]]
783
784[[folder:Ymir]]
785!!Ymir
786[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ymir_fo3.jpg]]
787
788->'''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
789
790-->''"Does it matter? It only matters where I am, and that is here. I have my boy, my friends, plenty of caps and strong drink! Why would the past matter when now is so good?"''
791
792A friendly yet psychopathic member of the Slavers who serves as hired muscle along with his son.
793----
794* AffablyEvil: He is very friendly and welcoming to the Lone Wanderer so long as they don't cause trouble.
795* TheAlcoholic: He has a strong fondness for drinking and can often be found near the bar area. When he suspects the bartender is watering down his drinks he smashes his head without a second thought.
796* BeardOfEvil: He has a thick bushy beard.
797* BrutishCharacterBrutishWeapon: He's a psychopathic slaver whose primary weapon is a Super Sledge.
798* DumbMuscle: He and his son aren't prized for their intellect.
799* EvenEvilHasLovedOnes: He genuinely loves his son Jotun and makes sure everyone within earshot knows it.
800* SpikesOfVillainy: He wears a metal armor, which is studded with lots of spikes on the shoulders.
801[[/folder]]
802
803[[folder:Jotun]]
804!!Jotun
805[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jotun_fo3.jpg]]
806
807->'''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
808
809-->''"I keep my father safe. It is... a big job."''
810
811Ymir's son who works alongside his father as a Slaver. He doesn't say much, but is valued for his strength.
812----
813* BerserkButton: If his father is killed, Jotun will go into a murderous frenzy, attacking the player and his fellow Slavers alike.
814* BrutishCharacterBrutishWeapon: Like his father, he's a brutish slaver whose primary weapon is a Super Sledge.
815* DumbMuscle: He's not quite as dumb as his his dialogue would first lead you to believe, but he and his father aren't particularly smart either.
816* EvenEvilHasLovedOnes: He cares for his father just as much as Ymir loves his son, though he is annoyed at how embarrassing his father's boasting can be.
817* TheQuietOne: He rarely says more than one sentence at a time.
818* SpikesOfVillainy: He wears a metal armor just like his father.
819[[/folder]]
820
821!!!Lincoln Memorial
822
823[[folder:Leroy Walker]]
824!!Leroy Walker
825[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/leroy_walker_fo.jpg]]
826
827->'''Voiced by:''' Gregory Gorton (English)[[note]]'''Other Languages''':Kirill Radzig (Russian)[[/note]]
828
829-->''"It's the Lincoln Memorial. This Lincoln guy supposedly freed all the slaves before the bombs dropped. So the pussies built a memorial to him. It's got our slaves thinking they can be free too."''
830
831A Slaver who has set up his crew in the ruins of the Lincoln memorial in the hopes of catching an important group of freed slaves that have taken up residence at the Temple of the Union. In exchange for the Lone Wanderer's help he'll vouch for them so that they can enter Paradise Falls and join the Slavers.
832----
833* AffablyEvil: Similarly to Eulogy Jones himself. So long as the Lone Wanderer doesn't cause him any trouble and helps him find the Temple of the Union he'll remain polite and friendly.
834* BeardOfEvil: He has a nice mustache and goatee combo.
835* IWantThemAlive: He prefers that the Lone Wanderer give him the location of the Temple of The Union without killing the slaves there, not out of a sense of mercy, but so that he and his men can confirm that they're all dead.
836-->"Yeah, I killed them all after telling you not to. I just couldn't trust anyone else to do it. I needed to see them dead with my own eyes."
837* MeaningfulName: He is likely named after [[https://en.wikipedia.org/wiki/LeRoy_Pope_Walker Leroy Pope Walker]], the first confederate secretary of war during the civil war.
838* SpikesOfVillainy: He wears a spiky suit of metal armor.
839[[/folder]]
840
841[[folder:Silas]]
842!!Silas
843
844->'''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
845
846-->"Stay away from the steps. They have orders to shoot first and loot the body afterward."
847
848A Slaver who serves as one of Leroy's guards at the Lincoln Memorial.
849----
850* BadassesWearBandanas: He wears a bandana on his head and has killed several super mutants who have wondered too close to the Lincoln Memorial.
851* TheDragon: Serves as this to Leroy Walker. When the Slavers go to the Temple of the Union to wipe out the freed slaves there he joins his boss and fights alongside him.
852* GateGuardian: He guards the main entrance to the Lincoln Memorial and shoots down any trespassers, be they human or mutant. Luckily, he's a lot more friendly than Grouse if the player follows his instructions and will grant access to the memorial once the player completes his bosses quest.
853[[/folder]]
854
855
856!!Minor Factions
857
858[[folder:The Brotherhood Outcasts]]
859[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/outcast_emblem.png]]
860--> '''Elder Lyons''': "After all, they say, everyone knows how to make another human, but the secrets to making a P94 plasma rifle are all but lost."
861
862A large group of Brotherhood members who have revolted against Elder Lyons for his deviation from their original goal, to collect and store technology. Their prime goal is to continue the work of the Brotherhood they feel Lyons has abandoned.
863----
864* AntiMutiny: They left Lyons' chapter in order to pursue the Brotherhood's original goals of pursuing technology rather than waste time helping people.
865* ADayInTheLimelight: ''Operation: Anchorage'', in which they play a more direct and significant role than the vanilla game.
866* FaceHeelTurn: [[spoiler: At the end of ''Operation: Anchorage'', Defender Sibley and his men will try to kill Protector [=McGraw=] and the player, feeling that the player does not deserve anything in return for his/her help.]]
867* FlunkyBoss: [[spoiler: Sibley]] attacks with several rank-and-file Outcast members backing him up.
868* HeelFaceTurn: How they view their actions, feeling Lyon's faction of the Brotherhood is the traitorous faction while they are doing what their Codex commanded.
869* {{Jerkass}}: While not outright hostile like many other factions, they are very condescending and insulting to anyone who's not one of them. Strangely, their leaders, such as Protector Casdin, are much more polite. [[spoiler: And if you save [=McGraw=] and Olin at the end of the ''Operation: Anchorage'' expansion, they are genuinely grateful, though, like always, their surviving subordinates outside are still asshats.]]
870* KickTheDog[=/=]KickTheSonOfABitch: One of the possible encounters in ''Broken Steel'' is a group of Enclave trainees who have killed their commanding officer; they no longer attack the player, but otherwise their attitude toward "wastelander scum" has not improved. An Outcast patrol comes by, and:
871-->'''Enclave trainee:''' Don't shoot! We surrender! We fragged our lieutenant - we just want some water!\
872'''Outcast''': (laughs) We're not softies like Lyons's bunch. We're the real Brotherhood of Steel. [[MoreDakka This is how we deal with people like you.]]
873** The Outcasts are also as hostile to the Super Mutants as Lyon's Brotherhood, killing them regularly, resulting in a net boon for the Capital Wasteland. They are also hostile to raiders, slavers, and Talon Company, though they only fight them incidentally.
874* MechaMooks: Because of their manpower shortage, they use robots in their patrols.
875* MirrorCharacter: For all their contempt towards Lyons a lot of his attitude seems to have rubbed off on them. Even more liberal Brotherhood factions like the Mojave chapter confiscate any technology locals have, lock up any outsider who finds their base and in some cases resort to murder to preserve their secrets. While coarse and unfriendly the Outcasts respect the property of the others, don't harass towns, will let an outsider they barely met waltz up to their base and have a chat with their leader and even if you're flaunting an alien blaster and Enclave armour they never do anything worse than acting a little rude.
876* RedAndBlackAndEvilAllOver: Their power armor is painted red and black and they have Evil karma.
877* TheStarscream: [[spoiler: Defender Sibley]] turns on his commander at the end of the quest focusing on him.
878[[/folder]]
879
880[[folder:Super Mutants]]
881[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fo3_super_mutant.png]]
882-->"I was thinking. And it hurt! Hurt my head. But I remember things, from before. I think I knew a woman. Or maybe I was a woman! Aah! It hurts!"
883
884Vault 87 was another testing ground for the Forced Evolutionary Virus, and as a result another generation of mutated humans have broken out and are searching the Capital Wasteland for new members and more of the bubbling green gunk to transform them.
885----
886* AlwaysChaoticEvil: Unlike their West Coast counterparts, these guys are all permanently hostile to humans, and rather vicious and sadistic. There are a total of two [[TokenHeroicOrc exceptions in the entire game]], Fawkes and a random encounter character you might never even run across.
887* BadassBoast: "I'll wear your bones around my neck!"
888* BodyHorror: They have yellowish partially transparent skin with many visible veins and if you look carefully you'll notice that they have exposed tracheas.
889* BossInMookClothing: The Overlords.
890* TheComputerIsACheatingBastard: Overlords are already obscenely strong with a lot of HP and thick skin, but the tri-beam laser rifles they use have a special algorithm in their coding that gives them a +40 damage boost per beam when the target is the player character. Keep in mind, the rifle fires three beams at once, and suddenly you realize why half your HP vanishes in a single hit from these guys. When there's an enemy you have to [[BlastingItOutOfTheirHands disarm]] instead of outright killing, you know you're in trouble.
891* ContrastingSequelAntagonist: To the west coast mutants of [[VideoGame/Fallout1 The Master's army]]. The mutants of Unity had leadership in the form of The Master and Lieutenant with the ultimate goal of assimilating and unifying humankind, they are also generally more intelligent with even the dumber members capable of being reasoned with and usually don't attack unless attacked first or under orders. These mutants have no leaders or long-term plan beyond killing humans or converting them to replenish their numbers, they are also even less intelligent and inherently violent, to the point where they attack on sight and have no qualms about eating humans.
892* BrutishCharacterBrutishWeapons: They're highly unintelligent and tend to wield hammers. [[OhCrap This includes the Behemoths]], who wield [[ImprovisedWeapon fire hydrants mounted on the end of lengths of sewer pipe]].
893* DumbMuscle: In general, they are dumber than the least intelligent of the West Coast Super Mutants, but the Behemoths are dumbest of all, and don't even speak, vocalizing solely in roars.
894* DyingRace: They are sterile just like the west coast mutants and [[TheVirus "reproduce"]] by exposing humans to large amounts of [[MutagenicGoo FEV]] however if you listen in on their idle conversations, you learn they are running out of "green stuff" and are desperate to find more. In addition, after ''Broken Steel'', they become less common because the Brotherhood (who they refer to as bucket heads) have been killing so many of them. In VideoGame/Fallout4, terminals on the Prydwen imply that the mutants have been all but exterminated.
895* EliteMooks: They're this trope to normal humans, with superior HP and often packing Big Gun-type weapons like miniguns and missile launchers, along with assault rifles and super sledges. ''Broken Steel'' adds in the ''Elite'' Elite Mooks, the Super Mutant Overlord, who have the highest HP of all and favor the tri-beam laser rifle, one of the best non-unique weapons in the game.
896* FunnyBackgroundEvent: Although they are abominations of mad science that regularly dismember, mutilate and eat people, you can overhear some pretty funny dialogue if they don't know you are near.
897--> '''Musing Mutant:''' I was ''thinking!'' And it ''hurt!'' ...in my ''head!''
898* GiantMook: The standard Super Mutants already tower over normal humans, and Behemoths dwarf them.
899* IAmAHumanitarian: If the human they're trying to abduct dies before they can capture it, this seems to be the backup plan.
900--> '''Attacking Mutant:''' Hurry up and die, I'm hungry!
901* ItCanThink: They are generally stupid and violent but they are aware of their own sterility and that they need to expose humans to the FEV in order to propagate their race. When they start to run low on FEV they are also able recognise the existential threat this poses to their species and actively try to find more.
902* HulkSpeak: Sentence structure is hard!
903* LargeHam: They don't talk much, but when they do, they have NoIndoorVoice.
904* LossOfIdentity: Even more so than the Mariposa super mutants who usually seem to remember at least some of their previous human lives. These mutants on the other hand, seem to forget almost everything aside from some vague images if Fawkes is any indication.
905* MadeOfIron: The Overlords are obscenely tough to take down. The Masters, one rank down on the power meter, are fairly durable too.
906* MoreDakka: Standard armament about their ranks including the assault rifle, Chinese assault rifle, and among higher ranks the minigun and gatling lasers. Overlords are particularly fond of the tri-beam laser rifle.
907* OptionalBoss: There are five Behemoths in the game, but only one needs to be fought, the other four are optional.
908* PinataEnemy: The Behemoths usually carry a sizable load of ammo, for weapons they never use, along with other random loot. Except for the Evergreen Mills Behemoth, which only drops caps.
909* ScaryImpracticalArmor: Constructed out of bits of scrap metal and debris. It's mostly for looks, since as super mutants they have thick skin. The Behemoth takes the cake, wearing shopping carts for armor and strapping a car door on its arm as a shield.
910* SceneryGorn: It's easy to tell if a location is holding host to them by looking for bent rusty/bloody girders spiking out of the ground and bags of human remains.
911** These [[ExactlyWhatItSaysOnTheTin "Gore Bags"]] can even be looted for [[BreadEggsMilkSquick bottle caps, ammo, and mutilated human remains.]] If you're feeling particulary depraved, you can start a Mutilated Organ collection of your very own.
912* TheVirus: They expand their ranks by assimilating captured humans via FEV. It's not clear how they got the idea, since unlike the Californian variety they were not put to the task by a Master: perhaps the Overseer of Vault 87 first put them to that work before his own predictably gruesome doom.
913* WasOnceAMan: They were human before being mutated by the FEV.
914[[/folder]]
915
916[[folder:Talon Company]]
917[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/talon_company.png]]
918--> '''Loading Screen''': "No job is too nasty for the mercenaries of Talon Company. If you encounter these heartless opportunists, be prepared for a fight to the death."
919
920
921A company that makes a living off of killing people for money, Mr. Burke and some other unknown person will hire them to kill the player if their karma gets too high. They are currently headquartered at Fort Bannister and led by a man named Jabsco.
922----
923* ArmiesAreEvil: Another faction of pseudo-military personnel that are consciously making the Wasteland worse.
924* BadassArmy: Throughout the DC ruins you'll come across companies of Talon troops fighting against super mutants, and they can take them too. Not that either are a match for [[OneManArmy you]].
925* ColourCodedForYourConvenience: Their black combat armor.
926* DirtyCoward: Some of the less loyal members have given Commander Jabsco the [[EmbarrassingNickname not very flattering nickname]] "Jetting Jabsco", because of his tendency to rarely leave the safety of Fort Bannister and running away when faced with combat.
927* EliteMooks: Compared to the standard Raiders armed with melee weapons, pistols, small-fire rifles and improvised scrap armor, Talon Company wields assault rifles, shotguns, laser weapons, the occasional missile launcher, and wear combat armor, along with just better stats. They also have a better sense of tactics than Raiders -- while Raiders tend to rely on a ZergRush and charge in once they spot you, Talon Company will duck behind cover while they reload their weapons, and usually deploy in trained teams of three, one of them engaging you in melee while the other two spread out and provide cover fire.
928* EvenEvilHasStandards: On the opposite end of this, since they're willing to take jobs that everyone else considers too morally repugnant.
929* FlunkyBoss: Jabsco is found in the basement of Fort Bannister backed up by a squad of mercs, as well as pretty much everyone else in the base.
930* MadeOfIron: Commander Jabsco has almost 600 HP, far more than most humans.
931* MysteriousEmployer: According to the official game guide, they're working for an unknown wealthy client to keep the Capital Wasteland a lawless place, and thus will hunt down any player with a positive KarmaMeter.
932* OptionalBoss: Commander Jabsco doesn't have to be hunted down for any reason. Killing him won't stop squads from trying to ambush you, either.
933* PsychoForHire: They'll work for anyone if the caps are right.
934* RankScalesWithAsskicking: Commander Jabsco is a MadeOfIron badass with ridiculously high health and a rocket launcher.
935* SuicidalOverconfidence: At first when they try to kill you, it makes sense since at this point you're likely pretty fresh from the vault and wearing leather armor and toting a hunting rifle, whereas they have full armor, assault rifles, and laser rifles. Later however, their head-on attacks start to seem foolish: the guy with power armor and the Tesla Cannon who's publicly famous for wiping out entire fortresses full of troops better-armed than you isn't going to be easy pickings.
936* SunkCostFallacy: Since they're in it more for the money (and most of them are hired guns) as opposed to hunting down genuinely good people[[note]]they'll go after you if you disarm the bomb or warn Lucas Sims about Burke, even if you have neutral or evil Karma[[/note]], you'd think that after a certain point, they'd stop taking bounties on you, but nope.
937* WackyWaysideTribe: They have no real impact on the story other than being another obstacle for the player to overcome, aside from a couple of unmarked quests in ''Broken Steel''. They do prove to be more trouble for a Good Karma player since they’ll set up squads to ambush you after you exit interiors.
938[[/folder]]
939
940[[folder:Little Lamplight]]
941[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lamplight_caverns_poster.png]]
942--> '''Mayor [=MacCready=]''': "Of course, I've kept this place going strong for three years. To most of these kids, that makes me Mayor For Fucking Life. Fine by me, I say."
943
944A small, self-sufficient town within a cave, populated entirely by children. The Little Lamplighters are not trusting of outsiders, particularly adults (or "mungos" as they call them) who are normally not allowed in Lamplight at all.
945----
946* AscendedExtra: A grown-up [=MacCready=] is one of the companions in ''Fallout 4''.
947* BrattyHalfPint: [=MacCready=] and "Princess" are great examples. Many of the others show signs of it as well.
948-->'''[=MacCready=]:''' Look, I don't let just any bitch into my town, and I'm taking a risk making an exception for you. So you're welcome in my town, at least until you start screwing up. Once that bullshit starts, you're out on your own again!
949* BrokenBridge: Their town has an underground connection to Vault 87, which is otherwise virtually impossible to get to due to a massive radiation field. This makes them an ideal choice to get there during the main plot... but to get there, you have to convince them to let you in.
950* CallAHumanAMeatbag: They refer to all adults by the insulting term "mungo".
951* CynicismCatalyst: You can find a holotape in Little Lamplight that reveals that shortly after they established themselves as a town, they found Vault 87 and tried pleading them for help, only to be rejected and told by one of the residents that they were already dead, which caused them to have the negative views on adults they carried.
952* FromTheMouthsOfBabes: Despite being kids, they're not above swearing, "Mayor" [=MacCready=] being the worst offender by far.
953* GrowingUpSucks: Lamplighters who turn 16 are forced to leave, usually migrating to Big Town, where the harshness of the wasteland awaits them. The official reason is they feel that growing up "changes" them, though [=MacCready=] admits if you ask him that it's also a pragmatic decision to conserve their limited resources.
954* HiddenDepths: They're apparently into historical theater. In ''Fallout 4'', [=MacCready=] mentions that they attempted to do a performance of ''Pyramus and Thisbe''. It didn't turn out very well, maybe because they're kids, but still. Also in ''Fallout 3'', despite their distrust for adults, some of the kids support and have connections with The Railroad.
955* ImAHumanitarian: One way you can "help" the kids with food is selling them human flesh without telling them what it is. And indirectly, for the entire town's existence they have been eating a radiation-absorbing fungus that thrives on decomposing humans.
956* OneOfTheKids: Taking the [[{{Manchild}} Child at Heart]] perk is an easy way way to get on their good side, even skipping the quest needed to earn [=MacCready=]'s trust. (i.e. The Wanderer can accuse him of having a face that looks like a butt, and [[ActuallyPrettyFunny he'll be so amused by your juvenile insults]] that he'll let you in with no more fuss.)
957* PostApocalypticDog: They have a number of trained dogs on hand to help protect themselves, with names like "Hooligan" and "Muttface".
958* QuirkyTown: In this case, an entire society of pre-pubescent kids, ''Literature/LordOfTheFlies''-style, living in underground caverns. All the inhabitants, including the shopkeeps, are under the age of 16.
959* SirSwearsALot: Despite being a child, Mayor [=MacCready=] is one of the most profane characters in the game.
960* TeenageWasteland: After the bombs fell in 2077, the parents and teachers accompanying the class trip went to search for help, only to never return, most likely perishing from the radiation. As a result, the kids decided that they'd been abandoned and decided never to trust "Mungos" again.
961* TeenPregnancy: Since Little Lamplight still exists after 200 years, and all residents are forced to leave once they become adults, it seems most of their pregnancies occur before the age of 18 -- unless ''all'' the residents are foundlings brought in from the Wasteland, which, considering that they're willing to take in Bryan Wilks with a successful speech check, is a likely (and less disturbing) explanation for how they keep their population up.
962** For a less squicky possibility, any children born in Big Town probably get brought to be raised in the relative safety of Little Lamplight.
963
964[[/folder]]
965
966[[folder:The Regulators]]
967--> '''Sonora Cruz''': "We're the Regulators. We've dedicated our lives to bringing the evil to justice. And out in the Wasteland, there's only one brand of justice: the gun."
968
969A group of vigilantes who are dedicated to punishing the wicked. They will pay the player to chop off evil persons fingers and turn them in for a bounty, and will come after the player if their karma gets too low.
970----
971* BadassLongcoat: Their standard uniform.
972* BountyHunter: The killing type.
973* FauxActionGirl: Despite being the leader of this band of bounty hunters, Sonora Cruz never leaves their HQ and her AI behaviour is set to Unaggressive and Cowardly, which means she'll ''never'' fight. If you enter the HQ while hostiles have been aggroed, all she does is cowering in fear.
974* {{Fingore}}: The only way to claim a bounty for them is by removing the fingers from the people you kill, although you can only take one finger per person...
975* GoodIsNotSoft: They ask their members to hunt down and kill people, chop off their fingers, and turn them in for a meager bounty. How are they good? They only target bastards that the wasteland is better without.
976* PayEvilUntoEvil: Their main purpose is to hunt down and kill those that deserve it.
977* OddlySmallOrganization: Subverted. If you ask their leader why their group is seemingly so small, she'll respond that the ones you see are only her guards/assistants/bureacrats, whereas the rest are scattered throughout the wastes.
978* VigilanteMan: An organization of them.
979[[/folder]]
980
981[[folder:Reilly's Rangers]]
982[[quoteright:204:https://static.tvtropes.org/pmwiki/pub/images/reillys_rangers_logo.png]]
983--> '''Reilly''': "All of them have been with me for years, I will trust any of them with my life."
984
985A small group of mercenaries who, unlike Talon Company, aren't completely evil money-hungry bastards. Unfortunately, things don't seem to be going well for them as their leader is currently laid up in Underworld and her squad is trapped at the top of a building filled with super mutants. Its up to the player character to rescue them... or leave them to their fate. Led by a woman named Reilly.
986----
987* ActionGirl: Reilly herself, and especially Brick.
988* BadassNormal: Despite not having power armor or energy weapons, they are just as good as (if not better than) the Brotherhood Paladins at fighting super mutants . The fact that they have the best light armor in the game with action point, attack and luck bonuses can explain that.
989** If you have "Broken Steel" installed its possible to find [[BossInMookClothing OVERLORDS]] among the bodies in the super mutant corpse pile they've amassed.
990** The odds of one of them getting killed on their way out of the hotel is ''extremely'' low (at least if you gave them bullets).
991* BloodKnight: Brick doesn't seem to care what the rangers do, so long as she gets to kill something she's happy. If you talk to her she'll even admit she's glad they came to Vernon Square because it allowed her to kill so many super mutants.
992* BoisterousBruiser: Brick is quite exuberant about fighting.
993* EveryoneHasStandards: Reilly is perfectly honest about the fact that she, as a mercenary, kills for a living, but she prides herself on having some scruples about what kind of work she accepts, unlike Talon Company.
994* HeroicBSOD: Reilly suffers a small one out of guilt for what happened to her team, especially Theo. You can help snap her out of it.
995* ICallItVera: Brick, who named her favorite minigun "Eugene."
996* VasquezAlwaysDies: Averted, well, if you save them from the Super Mutants. Played straight if Brick is killed while escaping the hotel.
997[[/folder]]
998
999[[folder:The Treeminders]]
1000--> '''Tree Father Birch''': "He is the One Who Grows, He is the One Who Gives and He is the One Who Guides. No one speaks His name out of reverence for His majesty. Thanks to Him, the Treeminders have a home."
1001
1002A small, peaceful group of tribals inhabiting a tiny village in a place called Oasis, the greenest and most healthy place in the entire capital wasteland. They reject technology for the most part (apart from simple firearms) and worship [[Characters/{{Fallout}} Harold]] as a god.
1003----
1004* {{Cult}}: But a small and very harmless one (it has about 7 members). They're also more benevolent than most, as some of their members want nothing more than to share the beauty of Oasis with the rest of wastes. Ultimately, the one person suffering at their hands is Harold, as he wants no part in their worship and just wants to die, which they gleefully fail to recognize.
1005* FloralThemeNaming: Each of their members is named after a different type of tree, like Maple or Birch.
1006* InTheHood: Their druid hoods are probably the least odd thing about their wardrobe.
1007* NecessarilyEvil: They see using guns to defend themselves as such.
1008* RetiredBadass: One of their members is a former Brotherhood Outcast who will give you his old power armor for completing the "Oasis" quest.
1009* SideBoob: Oddly enough, the female Treeminder robe, despite covering most of the wearer's body, allows for a decent amount of this.
1010* StopWorshippingMe: Their veneration of Harold, much to his chagrin. Despite his repeated assertions he is ''[[AGodIAmNot not]]'' a God and even when he lashes out and orders them to do cruel things, they instead believe this to be "[[ComicallyMissingThePoint tests]]" to prove their faith.
1011[[/folder]]
1012
1013[[folder:Raiders]]
1014[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/capital_wasteland_raiders.jpg]]
1015--> '''Loading Screen''': "Raiders take whatever they want, whenever they want, and their favorite pastimes are torture and murder."
1016
1017Evil, possibly insane wastelanders who only seem to exist to cause pain, suffering, and destruction. They are completely relentless and won't hesitate to kill anything and everything they come across.
1018----
1019* CurbStompBattle: Once you make it past level 10, your encounters with them will slowly become this. If your using strong weapons against them, then all that will be left might be just a pile of limbs.
1020* DirtyCoward: Occasionally, a raider will attempt to flee if he or she becomes injured enough... [[VideoGameCrueltyPotential aim for the legs]].
1021* OffscreenMomentOfAwesome: A rare random encounter can show a small group of Raiders having somehow pulled an Enclave Soldier out of his power armor with one of the aforementioned Raiders wearing it in the soldier's place, another Raider wears only the helmet, and the solider in question is still alive yet terrified.
1022* SceneryGorn: Almost every raider base has a few mutilated corpses laying around or suspended from hooks.
1023* ScaryImpracticalArmor: Their armor, which seems to be pieced together from random bits of junk like leather and scrap metal. It has a DR of only 15, barely better than the Vault security armor you find at the start of the game.
1024* SuicidalOverconfidence: See below.
1025* TooDumbToLive: They see no problem with bum rushing even people who are far better equipped than they are.
1026* VillainByDefault: It's noted by Three Dog in one of his "[[PublicServiceAnnouncement Public Service Announcements]]" that trying to do anything other than run, hide or fight when Raiders attack is pointless.
1027-->'''Three Dog:''' And don't bother waving the white flag. They'll just strangle you with it.
1028* VillainsOutShopping: Its possible (but rare) to come across a group of them playing... baseball. Yep. A few Raider bases also feature pool tables that appear to be played with.
1029* WackyWaysideTribe: Really they're just there so you have something to kill en masse.
1030* ZergRush: Seems to be their only tactic. While it can be effective against lower level characters with lower grade equipment, they'll do it [[TooDumbToLive even if their target(s) happen to be wearing power armor and wielding a fat man.]]
1031[[/folder]]
1032
1033!!Other Characters
1034
1035[[folder:Three Dog]]
1036!!Three Dog
1037[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/three_dog_fo3.jpg]]
1038-> '''Voiced by:''' Erik Todd Dellums (English)[[note]]'''Other Languages''':Boris Repetur (Russian)[[/note]]
1039
1040--> '''Three Dog''': "Hey everybody, this is Three Dog, your friendly neighborhood disc jockey. What's a disc? Hell if I know, but I'm gonna keep talking anyway."
1041
1042The DJ for Galaxy News Radio who strongly believes in fighting what he calls "The Good Fight." He will often report on the various quests the lone wanderer undertakes as well as his/her karma level. He even has a quest of his own that will allow him to broadcast all across the wasteland when it is completed. (Due to a super mutant attack he lost his broadcast disk and is currently confined to the downtown D.C. area.)
1043----
1044* BrutalHonesty: "Bringin' you the truth, no matter how bad it hurts!" He is not kidding. If you don't complete the Wasteland Survival Guide right he won't hesitate to tell everyone just how bad it is, and chews you out on the air for taking the "evil" ending to quests, even if you've otherwise been a stand-up guy.
1045* CharacterCatchphrase: His signoff before he starts up some music.
1046-->"Thanks for listening, chiiiilllldren! This is ''Three Dog'', [[LargeHam AHWOOOOOOOOOO!]] [[StationIdent And you're listening to Galaxy News Radio! We're Radio Free Wasteland and we're here for you!]]''
1047* TheCobblersChildrenHaveNoShoes: Sort of. Despite all his preaching about banding together, never giving up, and fighting the good fight, he actually gave up hope on humanity a while ago. [[RestoredMyFaithInHumanity Ultimately averted if you have Good Karma]].
1048* CoolShades: He wears a pair.
1049* DeadpanSnarker: For one sampling of a large buffet of his wit:
1050-->"This is Three Dog, coming to ya live from my fortified bunker in the middle of the D.C. hellhole! Ain't life grand?"
1051* {{Expy}}:
1052** Of [[http://en.wikipedia.org/wiki/Wolfman_Jack Wolfman Jack]], a famous 50s disc jockey in real life, right down to his howling on the air.
1053** He's also very likely influenced by Angry Bob, the post-apocalyptic radio DJ played by Music/IggyPop in the cult movie ''Film/Hardware1990''.
1054* {{Foil}}: To President Eden and Enclave Radio, naturally. Three Dog's broadcasts are all about you and the Brotherhood of Steel fighting to make the wasteland a better place and offering specific examples of such, and also providing general survival tips like maintaining weapons, avoiding radiation spots, and so forth. Eden talks about the Enclave's intentions to improve the wasteland with nothing to prove they're actually doing any real good (because they aren't), and his ideas on making the wasteland a better place are outdated and antiquated. And of course, Three Dog takes potshots at the Enclave while Eden denounces the Brotherhood.
1055* LargeHamRadio: ''"You're listening to Galaxy News Radio, and I'm your host, Three Dog, lord and master of all I survey!"''
1056** Averted by his replacement if he dies. She simply comments about how she's just a replacement and is annoyed that she has to take his place until they find a suitable replacement.
1057* HorribleJudgeOfCharacter: Sympathetic to Roy's "cause" despite the fact that Roy is anything but sympathetic. In all likelihood he hasn't met Roy in person, and does call Roy out on it once he learns the guy basically slaughtered the entire human population of Tenpenny Tower for no good reason (not that he minds the residents dying).
1058* {{Hypocrite}}: Has moments of this.
1059** He lectures listeners on how ghouls are just normal people who deserve to be respected, while also gushing about the Brotherhood of Steel for protecting the downtrodden and trying to bring order to the Wasteland. Yet out in the Wasteland, the Brotherhood has a shoot on sight policy with ghouls, even if they aren't very stringent about enforcing it around Underworld.
1060** When the Lone Wanderer first meets Three Dog and asks him about where his Dad is, Three Dog explicitly tells our young protagonist that the Wasteland doesn't revolve around James & Child. But subsequently, the majority of his broadcasts are all about you and your quests! Hell depending on your karma he either calls you the most evil man in the Wasteland or the last, best hope for the people of the Wasteland. It seems that if he talked about anything other than you then the ratings for his show would decrease significantly.
1061** Related to the above, he constantly preaches about how everyone in the wasteland needs to band together and help each other out. Most tellingly, he encourages people to show some support for the Lone Wanderer who's trying to find his/her father. But when said kid fresh out of the Vault comes by his doorstep simply to ask which way James went, he refuses to help unless you either pass a high-level Speech check, or volunteer to explore the heart of the DC ruins, infested with Talon Company mercs and super mutants, to get him what he asks for.
1062** If at the end of the Those! quest you leave Bryan Wilks alone without trying to find him a new place to live, Three Dog will call you out for your abandoning him. But how did he get this detailed information, including the fact that Bryan is living in a box? "I have witnesses!" Meaning the only reason he knows about you abandoning a kid is that his people saw you . . . and then didn't do a thing to help the boy. Granted the "witnesses" may or may not work for him, but then why doesn't he chew out the witnesses too?
1063* InfallibleNarrator: When he switches GNR to news, he ''somehow'' knows exactly what the player is doing at any time and calls them out, depending on their karma.
1064* NiceGuy: Most of the people in the Capital Wasteland like him simply because he's the one guy on the radio who seems to be in touch with the real world, and actually tells them what's really going on and seems to give a damn. The Brotherhood of Steel like him because he sings their praises, gives them shelter (granted, he gains something from it called protection, but he does sympathize with most of their work), and even hit it off great with your father. That said, unless you go to some epic lengths to be an asshole, he's nice to you as soon as you say 'hello'.
1065* TheNicknamer: Three Dog tends to use nicknames, particularly when referring to the protagonist and his/her various exploits during news broadcasts. "The Lone Wanderer" and variations of "that crazy kid from Vault 101" are amongst his favourites, although he occasionally refers to him/her simply just as "101". Female Wanderers also get 'Little Miss 101'. He'll also sometimes call you by your current karma level.
1066* NonActionGuy: He's a radio announcer - hardly the best-suited skill set to go adventuring with. However, he's good at it; he seems to have a ''lot'' of informants passing news to him; and as the only 'voice on the air' spreading news and trying to maintain morale, he's invaluable. It's also implied that he's the Brotherhood's unofficial communications switchboard guy.
1067* NotMakingThisUpDisclaimer: Occasionally lampshades the bizarre nature of the Capital Wasteland with one of these, such as your exploits with The Mechanist and The [=AntAgonizer=].
1068* PublicServiceAnnouncement: Gives several of these over the radio from time to time. Most are helpful reminders about how to survive and some are simply small pieces of advice.
1069-->[[DeadpanSnarker "Don't feed the Yao Guai. That is all."]]
1070* RestoredMyFaithInHumanity: If you reach level 20 with Good Karma, he'll admit he actually gave up on humanity and the U.S.A. a long time ago. It was only reporting on all the great things the Lone Wanderer selflessly did that he began to believe things could get better. He ends with calling you the Last, Best Hope of Humanity.
1071* SixthRanger: Given how much he sympathizes with the Lyon chapter BOS, he's practically an honorary member in all but name. Hell, his radio tower is on the list of places the Brotherhood puts guards and turrets around, more or less implying this.
1072* TakeThat: In-universe, he deals several to Enclave Radio.
1073-->"People of the Capital Wasteland, it is I, ''Three Dog'', your ruler! Hear me, and obey! Oh sorry, that's that ''other'' radio station."
1074* UnknownRival: To the Enclave. He constantly takes potshots at Eden and Enclave Radio, and since characters comment on how GNR and Enclave Radio are basically the only two radio stations in the wasteland, they and Three Dog himself consider the two stations rivals. The Enclave however doesn't even seem to be aware that he exists, and if they are they certainly don't care much.
1075* VoiceOfTheResistance: He's constantly championing the "good fight" and encouraging people to support the Brotherhood of Steel (and you, if you have good karma) in their fight against the nasties of the Capital Wasteland. Doubles down on the trope when the Enclave invades and the war with them begins.
1076* WhatAreRecords: "I'm your friendly neighborhood disc jockey. What's a disc? Hell if I know, but I'm gonna keep talking anyway."
1077* WhatTheHellHero: He won't hesitate to call the Lone Wanderer out on their questionable decisions even if they have near perfect karma.
1078* WorstNewsJudgementEver: He even {{Lampshade|Hanging}}s it when the Wanderer completes the Nuka-Cola Challenge quest. Seems that some days, there really ''isn't'' anything more interesting going on in the post-apocalyptic wasteland...
1079[[/folder]]
1080
1081[[folder:Uncle Leo]]
1082!!Uncle Leo
1083[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/uncle_leo.jpg]]
1084-> '''Voiced by:''' Wes Johnson (English)[[note]]'''Other Languages''':Andrey Yaroslavtsev (Russian)[[/note]]
1085
1086A wandering super mutant who, unlike his savage brethren, has retained his mind as well as compassion for others. He is not only the nicest super mutant, but perhaps the nicest character overall in the game.
1087----
1088* ActualPacifist: He refuses to fight and is polite to everyone he meets. Though he will hit random critters like Radscorpions if they attack him.
1089* GentleGiant: Even more so then Fawkes, the only other sane super mutant encountered in the entire Capital Wasteland. He even tells you that he wishes he could give you something as poetic as the moon rising over the Wasteland.
1090* HeroWithBadPublicity: He is listed as an evil character, despite not actually being evil at all.
1091* NiceGuy: The Lone Wanderer can threaten to mug him. His response is to give you some clothes and regret that he has nothing else to give you. Aside from a [[BigGood Wanderer with Very Good Karma]], no one can rival his kindness in the Wasteland.
1092** If you then threaten to kill him, he sighs that if you do, be sure to give the clothes to someone who needs them.
1093* ShoutOut: His name is probably a reference to ''Series/{{Seinfeld}}''.
1094* WalkingTheEarth: Although its possible to run into him more than once, which means he probably never leaves the Capital Wasteland.
1095[[/folder]]
1096
1097[[folder:Agatha]]
1098!!Agatha
1099[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/agatha.jpg]]
1100->'''Voiced by:''' Diana Sowle (English)[[note]]'''Other Languages''':Irina Malikova (Russian)[[/note]]
1101
1102An old woman who lives by herself out in the middle of nowhere. Of course, the Lone Wanderer can ease her loneliness a bit by paying her a visit and accepting her request to find a very rare musical instrument...
1103----
1104* NeverMessWithGranny: Sure, she's a polite old woman, but she also [[spoiler:has a container filled with enough ammo (including a mini nuke!) to supply a whole gang of raiders, along with the [[InfinityPlusOneSword Blackhawk]], a unique scoped pistol that she'll give to you as a gift if you find her the sheet music to go with her new violin.]]
1105* VideoGameCaringPotential: The rewards for the arduous quests she sends you on are relatively meager, but she does become another voice of goodness in the wilderness (alongside Three Dog), and expresses her gratitude very touchingly.
1106[[/folder]]
1107
1108[[folder:Smiling Jack]]
1109!!Smiling Jack
1110[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/smiling_jack.jpg]]
1111-> '''Voiced by:''' James Lewis (English)
1112
1113The only decent (well, at least he doesn't shoot you on sight) raider in the entire game. He runs a shop deep, deep within Evergreen Mills and will gladly trade with the player so long as they have the caps and goods.
1114----
1115* OnlySaneMan: Seems to be the only one of his kind to realise that attacking the guy who mowed down legions of raiders to even get to him might not be good for his overall well-being.
1116* VideoGameCrueltyPotential: Doesn't save him from being killed. The fact that he has a key to a decent amount of free loot, one of the best shotguns in the game, and is aligned with a group that almost universally hates the player, means he practically wears a target on his face.
1117[[/folder]]
1118
1119[[folder:Daniel Littlehorn]]
1120!!Daniel Littlehorn
1121[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/daniel_littlehorn.jpg]]
1122->'''Voiced by:''' Creator/PaulEiding (English)[[note]]'''Other Languages''':Alexander Chutko (Russian)[[/note]]
1123
1124A post-apocalyptic business man with only one thing on his agenda: causing as much suffering, pain and misery in the Capital Wasteland as he possibly can. He will contact the Lone Wanderer if and when they take the Contract Killer perk and offer them bounties for killing good karma characters and collecting their ears.
1125----
1126* AffablyEvil: He seems like a kindly old businessman... until you remember that his "business" is being as evil as humanly possible and spreading suffering to everything around him.
1127* AmbiguouslyHuman: There's nothing too unusual about him at first glance, but his name references the ''Literature/BookOfDaniel'''s chapter 7, specifically the "little horn" on the top of a [[EldritchAbomination terrifying beast]]'s head.
1128* BadBoss: The four secretaries are all terrified and constantly working hard, and the official guide implies that secretaries who fall behind on their work are killed.
1129* EarAche: Unlike the Regulators and their fingers he demands ears for his bounties.
1130* EvilCounterpart: To Sonora Cruz.
1131* EvilOldFolks: Daniel Littlehorn himself.
1132* ForTheEvulz: His entire M.O. pretty much. So long as you keep spreading misery and killing good people he'll keep paying you caps. He'll even suggest spending the money he rewards you on gambling, booze or a nice chem habit to really drive the point across.
1133* KarmaHoudini: Because he's unkillable, there's no way to put an end to his business dedicated to spreading misery through the wasteland. The worst you can do is just kill his secretaries.
1134* ManOfWealthAndTaste: He's incredibly evil, wears a fancy suit and has a taste for French Traditionalist painters according to the [[AllThereInTheManual Prima Guide]].
1135* MaybeMagicMaybeMundane: Just a simple evil old man, or [[HumanoidAbomination something]] [[{{Satan}} more]]...?
1136* NamesToRunAwayFromReallyFast: In the Literature/BookOfDaniel, TheAntiChrist is referred to as a "little horn". Combined with his taste in painting, his inability to be killed [[note]]Though this is most likely due to GameplayAndStorySegregation, since his GoodCounterpart Sonora Cruz is similarily flagged as immortal[[/note]], and his eerily calm secretaries, [[AmbiguouslyHuman you really have to wonder about his true nature.]]
1137* NoSell: While his limbs can be crippled, it's impossible to kill him. Even if the player attacks him he won't even retaliate, just calmly stand up and take his seat back at his desk.
1138* OddlySmallOrganization: The leader of the Regulators at least mentions having other members of her group spread out across the wastes, but all Daniel seems to have in comparison is a small office shack and four secretaries.
1139* StupidEvil: Not Littlehorn himself, but his secretaries. If the player murders one of them then the rest don't fight, run away, or even cower - they just say "better him than me" and get back to work. They do this even if the player kills all four of them one after the other.
1140[[/folder]]
1141
1142[[folder:Mel]]
1143!!Mel
1144[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mel_0.jpg]]
1145->'''Voiced by:''' Jeff Baker (English)[[note]]'''Other Languages''':Vladislav Kopp (Russian)[[/note]]
1146
1147Mel is a wannabe mugger who may approach the player in a random encounter and tell you to hand over your items to him, he is of no threat whatsoever since he is armed with an unloaded SawedOffShotgun.
1148----
1149* DirtyCoward: He speaks in a very nervous tone, and if you threaten or outsmart him, he will flee in embarrassment.
1150* ItWorksBetterWithBullets: His shotgun is unloaded. With enough Perception you can point this out to him.
1151* TooDumbToLive: You could be at the maximum level, wearing the toughest power armor, holding any of the most powerful weapons in the game and he will think it's a good idea to try and mug you, not that he does or can though.
1152** Slightly averted since he will apologize for bothering you and flee if you outsmart or threaten him.
1153* SawedOffShotgun: His weapon. Too bad he has no ammo for it.
1154* ShoutOut: To ''Film/MadMax2TheRoadWarrior'' (A movie that heavily influenced the ''Fallout'' series in general), where Creator/MelGibson threatens a bandit with an unloaded sawed-off double-barreled shotgun.
1155* VideoGameCrueltyPotential: If you turn him hostile, he will have absolutely no way of defending himself and you could pretty much toy with him relentlessly then kill him slowly.
1156[[/folder]]
1157
1158!!''Operation: Anchorage'' Characters
1159
1160[[folder:General Constantine Chase]]
1161!!General Constantine Chase
1162[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/general_chase.jpg]]
1163The leader of the American forces in Alaska and the player's commander in ''Operation: Anchorage''.
1164----
1165* BadassLongcoat: Which you can pick up and wear in ''Mothership Zeta''.
1166* {{Eagleland}}: Him and his entire troop line-up. Choice slogans include "Better dead than Red" and "Don't mess with the U.S."
1167* ExecutiveMeddling: In-universe, the simulation was adjusted according to his demands constantly, and became very detached from the reality. There's no real way to tell if anything you experience in it actually happened or if it was just Chase making stuff up.
1168* FourStarBadass: He has the rank of four-star general. Is also quick to remind the player when they don't call him 'sir' that such idle banter between subordinate and his superior officer is unprofessional, and that those stars on his uniform aren't just for show and is something he earned over a long career so his rank deserves respect.
1169* MissionControl: The player reports to him for orders and briefings.
1170* NiceJobFixingItVillain: [[spoiler: He "unofficially" authorised Dr Braun to be allowed the Chinese Invasion program for Vault 112, neither knowing nor caring why Braun wanted to test military training programs on civilians. The Lone Wanderer can later use this program to MercyKill the people that Braun had kept trapped in VirtualReality for 200 years, ending their torment]].
1171* PosthumousCharacter: He's mentioned frequently throughout the game, and only appears in person in the simulation.
1172* SanitySlippage: Several terminals contain diary entries of people working for Chase who say that he's been getting increasingly unstable, albeit not in a dangerous kind of way. Considering the dates of these entries are shortly before the [[ApocalypseHow Great War]], it makes you wonder if he didn't have some idea of what was coming.
1173[[/folder]]
1174
1175[[folder:Benjamin Montgomery]]
1176!!Benjamin Montgomery
1177[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/benjamin_montgomery.jpg]]
1178->'''Voiced by:''' Craig Sechler (English)[[note]]'''Other Languages''':Andrey Danilyuk (Russian)[[/note]]
1179
1180Gunnery Sergeant "Benji" Montgomery is the player's right-hand man during the Anchorage simulation.
1181----
1182* DeadpanSnarker: Treats the player's more "questionable" dialogue choices with dry sarcasm.
1183-->'''Player:''' You save some, you lose others. Who cares as long as the job gets done? \
1184'''Montgomery:''' Who cares? Lemme take a close look at you. Hmmm. Nope, I don't see any tin plating. You don't look like a robot.
1185* DirectLineToTheAuthor: After Chase's in-universe ExecutiveMeddling during the simulation, it's hard to say if a real Benjamin Montgomery actually existed during the war in Anchorage.
1186* {{Eagleland}}: Proudly patriotic and shouts pro-American, anti-Communist slogans in battle.
1187* TheLancer: The player's right-hand who they use to give orders to their forces and who accompanies them in battle. He also tries to get the player to play along with the simulation and act like a proper army soldier.
1188* MadeOfIron: With ''Broken Steel'' installed he can reach 250 HP, and wears winterized combat armor in top condition. This makes him as tough as a higher-rank super mutant.
1189* MoreDakka: His weapon is an assault rifle.
1190* SemperFi: His dialogue indicates that he's a United States Marine. Since every other American at the Anchorage Front, including your character's character, is in the Army, this is one of the bigger hints suggesting that the Anchorage simulation is not 100% accurate.
1191[[/folder]]
1192
1193[[folder:General Jingwei]]
1194!!General Jingwei
1195[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jingwei.jpg]]
1196->'''Voiced by:''' Ashley Cheng
1197The leader of the Chinese forces in Alaska and the final boss of ''Operation: Anchorage''.
1198----
1199* BetterToDieThanBeKilled: If you pass a speech challenge you convince him that he's already lost, so he runs himself through with his sword to avoid being taken prisoner. [[ThatOneBoss It's recommended that you at least attempt this]].
1200* DamageSpongeBoss: See Made of Iron below.
1201* DuelBoss: The compound where you find him is full of American and Chinese forces, but they're coded to ignore the two of you and focus on each other. Thus, barring a stray shot provoking them to intervene, you and Jingwei fight one-on-one.
1202* FamousNamedForeigner: Somewhat named for [[https://en.wikipedia.org/wiki/Wang_Jingwei Wang Jingwei]], the [[TheQuisling puppet head]] of Japanese-occupied China.
1203* FourStarBadass: As a ranking officer he proves he's a very powerful foe.
1204* InterchangeableAsianCultures: The man somehow commits {{seppuku}} when you convinces him that the battle is lost. Seppuku is a Japanese tradition, not a Chinese one. Also, the Chinese are not really known for sword fetishes; it's the Japanese who really made the sword actual field equipment in WWII after all. The Chinese, y'know, just made do with rifles and other modern equipment.
1205** Probably a JustifiedTrope since you encounter him in a virtual reality simulation made by Americans who probably don't know/care about the differences in Asian cultures.
1206*** It's also possible that the real Jingwei had his own ForeignCultureFetish for the Japanese. The sword turns out to be real, after all.
1207* KatanasAreJustBetter: Wields a custom Chinese Officer's Sword (modeled after a chinese ''jian'') with an [[ShockAndAwe electrified]] [[SpellBlade aura]] coursing over it to do additional damage on a hit. This is apparently ''not'' one of Chase's fictional additions because you can find it in the sealed room of pre-war equipment that unlocks when you finish the simulation.
1208* KickTheDog: Executing an unarmed prisoner when you first meet him.
1209* MadeOfIron: Has ''by far'' more health than any other human NPC in the entire ''Fallout'' series, being nearly as tough as a Super Mutant Behemoth at his highest level. This is most likely due to him being a character in a computer simulation, which was reprogrammed by General Chase to be significantly divorced from the reality of the real Anchorage campaign.
1210* RankScalesWithAsskicking: He's the leader of the Chinese army and the most powerful of them.
1211* StylisticSuck: Possibly. His spoken Chinese is terrible and virtually unintelligible to a native speaker. Appropriately, it sounds more like a Westerner trying to speak Chinese with a faked Chinese accent. Again, it's hard to say though if it's Bethesda's voice actor doing a poor job, or if it's because Chase did a poor job in-universe on the simulation. Or both.
1212[[/folder]]
1213
1214!!''The Pitt'' characters
1215
1216[[folder:Wernher]]
1217!!Wernher
1218[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wernher_fo3.jpg]]
1219--> '''Voiced by:''' Mike Rosson (English)[[note]]'''Other Languages''':Kirill Radzig (Russian)[[/note]]
1220
1221The character who initiates ''The Pitt'' DLC. Formerly Ashur's [[TheDragon Dragon]], Ashur made him into a slave after Wernher attempted a coup. He eventually escaped, and is currently looking to free the slaves of The Pitt and become its new ruler.
1222----
1223* BigBad: Becomes this if you decide to side with Ashur.
1224* BigGood: Acts as this for the DLC, not appearing in person once you enter The Pitt but being the one who recruits the player, and the driving force behind the rebellion against Ashur. Subverted when you find out he isn't nearly as good as he pretends and is driven by selfish ambition rather than the good of the slaves.
1225* BitchInSheepsClothing: While it's arguable if he counts as evil or not, Wernher is much less noble than he acts when you first made contact with him.
1226* ChronicBackstabbingDisorder: He betrayed Ashur, lied to the player, and if you talk him out of fighting he'll abandon the Pitt without any concern for the slaves who were relying on him to free them.
1227* ClusterFBomb
1228--> "But you know what? Fuck this city, and fuck the raiders, fuck the slaves, and fuck you too, fucker. I'm gone."
1229* DeadpanSnarker: He can be ''very'' snarky and sarcastic at times.
1230** If you bring a companion along, he'll make fun of him/her/it with various condescending lines about how you can't take him/her/it with you.
1231* DirtyCoward: Has shades, mostly through relying on others to achieve his goals for him instead of doing it himself. It's also very easy to convince him his revolution has failed, in which case he flees.
1232* TheDragon: Potentially to you if you declare yourself the new ruler of The Pitt when you overthrow Ashur. If you do, you of course don't stick around, and Wernher tells you to leave running the place to him, becoming a DragonInChief.
1233* EvilAllAlong: Turns out to have been manipulating the player all along to seize control of the Pitt for himself and doesn't give two fucks about the plight of the slaves.
1234* EyepatchOfPower: One of five characters in the game to have one.
1235* FauxAffablyEvil: Is capable of putting on a friendly demeanor but it's all an act. If you call him out when you meet up with him again he quickly shows his true colors.
1236* {{Foil}}: To Ashur. While Ashur does evil deeds for mostly good ends, Wernher does good things for selfish ends.
1237* {{Foreshadowing}}: You get your first glimpse of Wernher's [[FauxAffablyEvil true malevolent nature]] and past just before departing for the Pitt if you have a companion with you, with the insults he casts at them when he tells you to leave them behind. This includes [[KickTheDog calling Dogmeat a 'filthy mutt']] and dismissing Clover, a fellow former/current slave, as a 'diseased whore'.
1238* FullCircleRevolution: According to the game guide, Wernher cares nothing about the slaves and is just using them to overthrow and seize The Pitt for himself.
1239* {{Hypocrite}}: If you betray him, he sneers that you think nothing and no one else matters but what you want, and accuses you of being a coward afraid to get their hands dirty. The entirety of the DLC has been Wernher using other people to overthrow Ashur while he does little more than organize them, and if you successfully talk him down, he flees deciding the slaves and the Pitt aren't worth it.
1240* IDidWhatIHadToDo: Seems to hold the view that this is a truth of the world -- "If you aren't getting your hands dirty, you aren't making a difference. Welcome to the world."
1241* InferredHolocaust: Reveals this and horrifyingly closes up a plot hole. Did you ever wonder why you see comparatively few slaves despite there being so many slavers? The Pitt is buying them all.
1242* {{Jerkass}}: Once his true colors are revealed, he drops any pretense of niceness. Even before then he's a bit of a dick to you.
1243* ManipulativeBastard: Plays with the player's perceptions of the state of things in The Pitt to get them to aid him.
1244* NotSoDifferentRemark: His speech to the player about having to do evil things for the greater good reveals he's really no different from Ashur. Especially since his real goal in overthrowing Ashur is just so he can rule himself.
1245* ScrewThisImOuttaHere: If you convince him to abandon The Pitt, he flees the area deciding it isn't worth it anymore.
1246* TheStarscream: Used to be this to Ashur before he was made a slave.
1247* RebelLeader: He's the commander of the rebels.
1248* RewardedAsATraitorDeserves: He was condemned to slavery when he tried to stage a coup against Ashur.
1249* RevolversAreJustBetter: His weapon of choice is a 44 magnum.
1250* VillainousBreakdown: Has one if you tell him you're siding with Ashur over him, complete with a ClusterFBomb.
1251* VillainHasAPoint: While Ashur would argue his practice of slavery was always meant to be temporary, Werner does point out that if you side with the former, you'd basically be allowing the slave trade to continue in the Capital Wasteland.
1252* WouldHurtAChild: The surgical tools in his lair leave little ambiguity about what he has planned for Marie. If the player turns control of The Pitt over to him, he expresses disgust at those experimenting on Marie, telling you work on getting a cure would be going faster if they stopped worrying about hurting her.
1253* YouHaveOutlivedYourUsefulness: Played with. G.E.C.K. editor files imply Wernher ''might'' have been planning to betray you, but he ultimately doesn't.
1254[[/folder]]
1255
1256[[folder:Ishmael Ashur]]
1257!!Ishmael Ashur
1258[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ishmael_ashur_fo3.jpg]]
1259-->'''Voiced by:''' James Lewis (English)[[note]]'''Other Languages''':Radik Mukhametzyanov (Russian)[[/note]]
1260
1261The current leader of The Pitt (basically all that's left of Pittsburgh). He was formerly part of the Brotherhood of Steel, and was with them when the Brotherhood sacked the city, however he was knocked out in the battle, forcing the Brotherhood to leave him behind. He was eventually found by some locals, who worshipped him as a god. Eventually, using his leadership skills and combat experience, he unified a large section of The Pitt, and is its current ruler. Although The Pitt has been ravaged by the Trogs disease and has been forced to turn to slavery, Ashur has maintained relative order through use of force, and still sees hope in using The Pitt's manufacturing capabilities to turn it into a prosperous city.
1262----
1263* AffablyEvil: Even if you do view him as the BigBad despite the GreyAndGrayMorality of the story, he is still a pretty well-spoken and reasonable man. A G.E.C.K. script note sums it up -- "appearing open and welcoming, while offering a lightly-veiled threat."
1264* AmbitionIsEvil: Unlike the inhabitants of the Capital Wasteland who seem content with sitting with their thumbs up their asses for 200 years, he is actively trying to make progress towards making the world better. However, the price of doing so is a society built on slavery as well as raiding resources from surrounding communities.
1265* AntiVillain: Ashur believes that he and his men are doing great work to try and create something bigger and better than the hellhole that the rest of the Capital Wasteland is. However, he's still doing terrible things in pursuit of that work, shows little more than distaste for his deeds and his methods and is otherwise at ease with them, and the value of the "better" society he wants to create weighed against the cost is up for debate.
1266* AsskickingLeadsToLeadership: Ashur invoked this himself, killing the leaders of various raider tribes to compress them into service as his men.
1267* BaldOfEvil: Aside from a short strip of hair down the center, yup.
1268* BigBad: He's set up as the main antagonist of the Pitt, although it's up to the player to decide whether he or Wernher is most in the right.
1269* EvenEvilHasLovedOnes: He has a wife and daughter that he cares deeply for.
1270* EvilCounterpart:
1271** To your dad James. They've both undertaken a massive reformation project and want to make their respective homes better places, but Ashur initially began it for selfish reasons, wanting to leave his mark on the world, while James and Catherine were motivated by genuine goodwill. The birth of their children shifted them in different directions, Ashur now wanting his work completed so Marie can grow up in a better world, while Catherine's death demoralized James to the point he abandoned Project Purity to give is child a normal life. And there's also Ashur's extreme violence and brutality versus [[spoiler:James's HeroicSacrifice]] in the name of their respective work.
1272** To a lesser degree, he is also one to Elder Lyons. When asked if he misses the Brotherhood he claims no, calling them out for not using their technology to make a difference in the world and saying they're "lazy" for not making the type of effort and sacrifice he has in trying to rebuild civilization. While this is true for the Brotherhood Outcasts and the [[VideoGame/FalloutNewVegas Mojave chapter of the Brotherhood]], the DC chapter of the Brotherhood, which Lyons heads, has indeed turned their attention to more altruistic pursuits.
1273* FaceHeelTurn: He was once a Brotherhood Paladin, and still wears the armor, modified with scrap materials. He started The Pitt when he was assumed dead and left behind by the Brotherhood, and the locals came to see him a god.
1274** HeelFaceTurn: [[spoiler: Arguably upon the birth of his daughter, which he attributes his great change of heart.]]
1275* AGodAmI: Played with. Some of the local tribals and raiders see Ashur as a god due to his power armor, but he doesn't seem to actively cultivate or encourage the idea.
1276* GreaterScopeVillain: Downplayed example, but he is this to the Slavers of the Capitol Wasteland, because as Wehrner notes he is singelhandedly sustaining and expanding the market by buying up almost the entire supply [[spoiler: as Wehrner would know given he was TheDragon for Ashur.]] He (arguably) ascends to ArcVillain with The Pitt.
1277* IDidWhatIHadToDo: The Pittsburgh area has zero population growth due to the city's unique toxins causing any babies born in the city to be mindless mutants. As a result, Ashur had to resort to slavery to preserve the Pitt as a functioning community. He reasons against simply abandoning the city due to the benefits of the area's only functional steel mill outweighing the human cost of running it.
1278* InferredHolocaust: The Capitol Wasteland is awash with slavers, but has remarkably few slaves [[MoreCriminalsThanTargets in complete contradiction of economics as well as basic sense....]] until it's revealed that the reason for this is that Ashur's Pitt is an external market buying up almost everyone to feed its neigh-inexhaustible demand for manpower.
1279* InformedAbility: He's an AsskickingLeadsToLeadership badass wearing power armor and the BigBad of the DLC, so you'd expect him to put up a decent fight. He turns out to only be about on par with a mid-level Enclave soldier if you end up fighting him. His unarmored rival, Wernher, ends up being a tougher FinalBoss fight due to having companion-level health.
1280* InsistentTerminology: He insists that the slave laborers of The Pitt be referred to as "workers," as it emphasizes they are doing important work and all have a chance to earn their freedom and start new lives. However, in personal dialogue with him [[FreudianSlip he occasionally refers to them as slaves]] still.
1281* NecessarilyEvil: He sees himself as such, reasoning that the horrible things he and his men do are sacrifices to be made for the greater good.
1282* OrcusOnHisThrone: Subverted. Unlike his adversary Wernher, Ashur leads from the front. In fact, it's his departure to do so that gives the player character the opportunity to fulfill (or renounce) the mission that the plot centers around.
1283* PapaWolf: Try to kidnap his daughter and he dies defending her. If you kidnap her and then return her to him after the quest is done, he considers having you dismembered for taking her, but stays his hand since you also returned her safe and sound.
1284* ScaryImpracticalArmor: Averted with his armor, which is both scary and practical. It's a standard T-45b suit of Brotherhood armor with some rust and a paint job, and has been repaired with bits and ends like a cattle skull and scrap metal. It's still got 35 DR and some nifty stat bonuses.
1285* ShotgunsAreJustBetter: His weapon of choice is a combat shotgun.
1286* SkeletonsInTheCoatCloset: A cow skull makes for quite a stylish replacement pauldron.
1287* TinTyrant: Wears a suit of power armor to give this impression.
1288* VillainHasAPoint: He's correct in calling the brotherhood lazy and that they focus entirely on the past with no regard for the future. This is especially poignant after the [[TookALevelInJerkass formerly]] benevolent East Coast chapter fall [[VideoGame/Fallout4 right back into]] their xenophobic, tech gathering ways.
1289* VisionaryVillain: The main force behind his motivations is his belief that the steel mill is The Pitt's chance to become an industrial powerhouse and break away from scavenging, and when his newborn daughter showed to be immune to the trog plague, he saw the chance to stop having to rely on slave labor to increase their ranks once the people were cured of their mutations by finding out ''how'' his daughter is immune.
1290* WellIntentionedExtremist: He's committing terrible atrocities in the name of trying to get civilization back on its feet.
1291* WideEyedidealist: Shockingly, the slaver-lord of The Pitt displays many of the hallmarks of this with his belief, not just in the importance of the Steel Mill of The Pitt and his insistence at calling the people who are so clearly being worked to death as slaves anything but "slaves", [[spoiler:but his belief that he can cure the Trog disease - which may be possible -and utterly end slavery and forced labor.]]
1292[[/folder]]
1293
1294[[folder:Midea]]
1295!!Midea
1296[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/midea_fo3.jpg]]
1297
1298A Pitt slave working with Wernher to begin an uprising, she's the player's contact in The Pitt.
1299----
1300* HiddenDepths: The ''Fallout 3'' official game guide mentions she's been raised a slave her whole life, and has a lot of survival and combat skills. If she wanted too, Midea could probably fight in the arena and win her freedom, but she's chosen to remain a slave to make conditions better for them as best she can.
1301* TheHeart: Wernher is a subversive, hands-off leader [[spoiler: and a former slaver who is only doing this out of ambition]] but Midea is the true, compassionate heart and spokesperson of the slaves and largely holds the rebellion together.
1302* TheHeavy: While Wernher is the leader of the rebellion, he stays off-screen for most of the DLC, leaving Midea to be the one who gives you your directives and helps execute the plan.
1303* InformedAttribute: Her mentioned fighting prowess? She won't get to show it; she has no weapon, no armor, and her skills and HP are no higher than any normal civilian.
1304* ALighterShadeOfGrey: While Wernher is a power-hungry {{Jerkass}} more interested in taking Ashur's place than doing any good for the slaves [[spoiler:in large part because he is a slaver himself]], Midea earnestly wants to improve conditions for them. She also comes to care for Marie, though annoyed her crying keeps her awake at night.
1305* NumberTwo: Wernher's right-hand woman in organizing the slave revolt.
1306[[/folder]]
1307
1308[[folder:Brand]]
1309!!Brand
1310[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/brand.jpg]]
1311->'''Voiced by:''' Craig Sechler (English)[[note]]'''Other Languages''':Alexander Andrienko (Russian)[[/note]]
1312
1313A Pitt slave manning the ammo press, he snitches to his superiors about what the other slaves are up to for lighter treatment and rewards.
1314----
1315* GameplayAndStorySegregation: You can tell him straight that you're an outsider Wernher has sent into The Pitt to help him and Midea start a revolt. Nothing comes of it. The only effect snitching to him has is that if you tell him another slave, Marco, is secretly making weapons for the revolt, Marco is killed. But then that just means you can't get a weapon from him if you hadn't before, the slaves still seem pretty well-armed when the attack begins.
1316* RewardedAsATraitorDeserves: When the revolt starts, unless he manages to hide he'll be killed by the attacking slaves.
1317* TheStoolPigeon: A Betrayer Barry type, ratting on his fellow slaves for personal gain.
1318* TokenEvilTeammate: He sells out the other slaves for his own sake.
1319[[/folder]]
1320
1321[[folder:Everett]]
1322!!Everett
1323[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/everett_fo3.jpg]]
1324->'''Voiced by:''' James Lewis (English)[[note]]'''Other Languages''':Denis Nekrasov (Russian)[[/note]]
1325
1326A Pitt raider in charge of overseeing the collection of steel ingots from the steelyard.
1327----
1328* ArmorOfInvincibility: The reward for finding all 100 ingots is one of the best armors in the game, the Tribal Power Armor.
1329* CollectorOfTheStrange: An assortment of random junk trophies adorns the shelves behind his desk. For collecting ingots he gives the player choice pieces from his collection.
1330* TokenGoodTeammate: For a given value of "good" anyway, but unlike the other Pitt Raiders, Everett isn't marked as having Evil Karma. He's also about the only Pitt raider to act friendly (if a bit cynical) towards you before you become one of them. If you side with Wernher and help the slave revolt, they leave Everett alive possibly thanks to this trope.
1331* TookALevelInKindness: When you first meet him he's as rude and arrogant as any other raiders. As you gather ingots and prove your worth as a worker, though, he starts warming up to you and becomes much more friendly.
1332[[/folder]]
1333
1334[[folder:Trogs]]
1335See Characters/FalloutCreatures.
1336[[/folder]]
1337
1338!!''Point Lookout'' characters
1339
1340[[folder:Professor Calvert]]
1341!!Professor Calvert
1342[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/professor_calvert.jpg]]
1343--> '''Voiced by:''' Craig Sechler (English)[[note]]'''Other Languages''':Alexey Mikhailov (Russian)[[/note]]
1344
1345The main antagonist of the ''Point Lookout'' DLC. Formerly a member of the highly influential Calvert family, the professor has outlived his mortal body with the miracles of SCIENCE, and is now simply a brain in a jar. He desires psychic domination of Maryland and revenge against his nemesis, Desmond.
1346----
1347* BigBad: Of the Point Lookout questline.
1348* BrainInAJar: His current state.
1349* BlackAndGrayMorality: The conflict between him and Desmond, with Calvert as the black.
1350* CardCarryingVillain: He's open with how evil he is.
1351* HistoricalCharactersFictionalRelative: The Calverts are a real family, who indeed own an estate in the real Point Lookout.
1352* LargeHam: "It is I! Professor Calvert! I have been kept alive through the '''MIRACLES''' OF '''SCIENCE'''!"
1353* MechaMooks: The only things he can directly control are the Robobrains, Protectrons, and Turrets in his bunker.
1354* MadScientist: He's completely amoral and nuts.
1355* ReallySevenHundredYearsOld: Like Mr. House, he's an influential pre-War political figure who managed to survive 200 years into the apocalypse through the miracles of science.
1356* SmugSnake: He believes Desmond cannot hope to defeat him.
1357* SurroundedByIdiots: Has nothing but contempt for his Tribal minions[=/=]worshippers. Granted, his disdain is fairly justified given how most of them really ''are'' complete idiots, since joining the tribe involves having a piece of your brain cut out.
1358* {{Telepathy}}: 200 years of existence as nothing more than a disembodied brain has allowed Calvert to develop the ability to communicate with and influence the minds of others over long distance via telepathy.
1359* TooDumbToLive: At the end when you face him, he is just a brain in a glass tank, while you along with Desmond could already have a gun out pointing at it and he STILL believes himself victorious and completely beyond your power.
1360** Not to mention, his Protectrons are the weakest robots in the game and since Point Lookout is a late DLC, you could be wearing Power Armor while equipped with some of the most powerful weapons in the game, and Calvert still believes the Protectrons can take you down along with Desmond. How insulting.
1361* YouHaveOutLivedYourUsefulness: If you help him, he will reward you... with '''[[RewardedAsATraitorDeserves DEATH]]'''. Or at least he tries.
1362* ZeroEffortBoss: He is a literal BrainInAJar with no combat abilities. His only defense in his room is about 8 Protectrons (the weakest robot-type enemy in the game), most of which don't even work.
1363[[/folder]]
1364
1365[[folder:Desmond Lockheart]]
1366!!Desmond Lockheart
1367[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/desmond_lockheart.jpg]]
1368--> '''Voiced by:''' Jeff Baker (English)
1369
1370The main "hero" (for lack of a better term) of the ''Point Lookout'' questline. He is the arch nemesis of Professor Calvert. His current goal is to rid the world of Calvert and obtain all of the information Calvert has stockpiled.
1371----
1372* AndTheAdventureContinues: If he's still alive at the end of the main quest of Point Lookout, he departs to continue hunting the rest of his enemies.
1373* BadassInANiceSuit: His suit might not be the most practical outfit for the setting, but it doesn't really seem to bother him.
1374* ColdSniper: He uses a sniper rifle with deadly efficiency when the second wave of tribals attack his mansion.
1375* CrazyPrepared: He has several turrets and mines set up around his mansion to repel tribals, and he even gives you a perk that increases your defense skills. He also has a bomb shelter under his mansion just in case Calvert decides to blow it up. Calvert does.
1376* EvilVsEvil: Okay well, this is rather subverted as he's not a full villain, and Calvert is definitely the evil monster of the relationship, but Desmond is hardly a hero for opposing him.
1377* TheGreatestStoryNeverTold: We get only the slightest glimpses into his history and past, but it's abundantly clear that there is a ''lot'' of backstory that Desmond simply refuses to elaborate on.
1378* GoodIsNotNice: He has Good Karma, but he's as ruthless and mean as people with ''way'' worse morality. Jackassery aside though, he's the player's most open ally in Point Lookout.
1379* HeroOfAnotherStory: You pretty much catch him while he's at the tail-end of his century-spanning feud with Calvert, the details of which are never made clear. And when that matter's resolved, he still has more enemies to deal with.
1380* JerkWithAHeartOfGold: He makes no effort to hide the fact that his goals are entirely self serving, but he's a much better alternative than [[CardCarryingVillain Calvert]]. When you earn his respect, he gives you a couple of warm lines, and despite his personality, he has Good Karma.
1381* OohMeAccentsSlipping: His British accent is a bit inconsistent, but he has lived in America since well before the bombs ever fell, so his accent may just be naturalized at this point.
1382* OldSoldier: Being a ghoul and all, he is several hundred years old. He's also a great shot with a sniper rifle and an expert at setting traps. When you're strong enough to keep up with the Tribals, you know you've got to be badass.
1383* MonsterProgenitor: Of a sort; it's mentioned in [[AllThereInTheManual background text]] that his case of ghoulification was ''deliberate'', due to a small arms race between nations of who could live the longest after the war. Due to being exposed to small bursts of radiation, Desmond was a "winner".
1384* PetTheDog: Literally. He's extremely upset when Calvert blows up his mansion and kills his pair of dogs, and storms off right that second to kill the brain.
1385** There's also the small (small!) thanks he gives you if you kill Professor Calvert.
1386* TheRemnant: He and his enemies in intelligence continued their battle (or "The Great Game" as they call it) despite the interests they represent no longer existing.[[note]]The Great Game refers to the conflict between various spies and the international interests they represented during the Cold War. The term implies an extremely romantic and heroic view of the job of spies, similar to what we expect out of characters like James Bond. As far as the national interests they represent no longer existing doesn't mean that they can't serve their own interests.[[/note]]
1387* SirSwearsALot: He curses a lot, even for ''Fallout''. You'd be hard pressed to find anyone in the history of the series that cusses as much as him.
1388* SophisticatedAsHell: Pretty much everything that comes out of his mouth is some combination of eloquence and profanity.
1389* TheSpymaster: He's a former high ranking intelligence officer. The ''Fallout 3'' guide even points out that Desmond may even have been directly involved in the decision to launch nuclear weapons during the Great War. Probably worked for the Top Brass of the former United Kingdom of Great Britain.
1390* UngratefulBastard: He's unwilling to admit how much he needs your help or to give you wholehearted thanks for fighting alongside him.
1391* WeakButSkilled: He maintains that the main reasons he's such a good fighter is because he's "got a 100 years of experience on your ass, and don't you forget it".
1392[[/folder]]
1393
1394[[folder:Tobar the Ferryman]]
1395!!Tobar the Ferryman
1396[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tobar.jpg]]
1397->'''Voiced by:''' Duncan Hood (English)[[note]]'''Other Languages''':Sergey Vostretsov (Russian)[[/note]]
1398
1399The captain of the Duchess Gambit who transports various travelers to and from Point Lookout for a modest fee.
1400----
1401* AssholeVictim: [[spoiler: He truly has it coming to him when The Lone Wanderer discovers that he was the one who violated their body.]]
1402* BackAlleyDoctor: [[spoiler:He cuts out pieces of people's brains and keeps them as trophies]].
1403* CollectorOfTheStrange: He collects [[spoiler:pieces of brain he cut out himself.]]
1404* EvilCannotComprehendGood: [[spoiler: He's rather quick to try and paint his own egregious crimes in a much better light and demonize you, only said claims are quite null & void for a Lone Wanderer who has high Good Karma]].
1405* FauxAffablyEvil: He remains polite and cheerful right up until [[spoiler:the Lone Wanderer confronts him over his past crimes, such as cutting out a part of their brain. At that point he condescendingly taunts them and then attacks.]]
1406* LackOfEmpathy: [[spoiler: He show absolutely no hint of remorse for his actions towards The Lone Wanderer or to anyone else he's ever hurt]].
1407* TheUnapologetic: [[spoiler: He never once says sorry or shows signs of regret for violating The Lone Wanderer]].
1408[[/folder]]
1409
1410[[folder:Obadiah Blackhall]]
1411!!Obadiah Blackhall
1412[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/obadiah_blackhall.jpg]]
1413->'''Voiced by:''' James Lewis (English)[[note]]'''Other Languages''':Kirill Radzig (Russian)[[/note]]
1414
1415A kindly old man living alone in his manor house deep in the Point Lookout swamp who asks the player to retrieve a family heirloom of his stolen by the mutated swampfolk who roam the bog. Naturally, this "family heirloom" turns out to be an evil book of dark and terrible power that the player must choose to return to its former owner or destroy forever.
1416----
1417* EvenEvilHasStandards: He's very vehement about his scorn for the swampfolk, deriding them as mindless, depraved animals.
1418* EvilOldFolks: [[spoiler:What he ultimately turns out to be.]]
1419* FauxAffablyEvil: [[spoiler:His manners and gratitude disappear the minute you hand him his book.]]
1420* GameplayAndStorySegregation: Gameplay-wise, his karma is set to Neutral. [[spoiler:Story-wise, Very Evil might be more fitting.]]
1421* HoistByHisOwnPetard: His only way of reclaiming his book rests in your hands, and nothing is barring you from taking it to the Dunwich building and destroying it, or if you have second thoughts after you hand him his book and [[spoiler: he reveals his [[EvilOldFolks true nature]]]], blowing the bastard's head off and then taking it to either dispose of or keep for yourself.
1422* NonActionGuy: He's just an old man with an extremely low Strength attribute who has to rely on you to retrieve his stolen property from the swampfolk. [[spoiler:Despite this, he is one of the creepiest bastards in the whole game who somehow managed to kill enough people to fill his basement with corpses.]]
1423* SmugSnake: To be fair, he's so old and decrepit that he has to rely on you to do his dirty work and even then is somewhat full of pleasantries. [[spoiler: But when all is said and done, he starts acting like you're a worm and talking down to you as if you're beneath him.]] But absolutely ''nothing'' is stopping you from [[KarmicDeath putting a round in his skull]] and [[LaserGuidedKarma taking the Krivbeknih either to destroy it or keep it for yourself.]]
1424* TomeOfEldritchLore: [[spoiler:His book is this.]]
1425[[/folder]]
1426
1427[[folder:Nadine]]
1428!!Nadine
1429[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nadine_5.jpg]]
1430->'''Voiced by:''' Bari Biern (English)
1431-->"We having fun yet?"
1432
1433Took the ferry to Point Lookout to see the world. Much to the distress of her mother, Catherine, who asks the Lone Wanderer to bring her back.
1434----
1435* ActionGirl: She manages to survive the horrors of Point Lookout all on her own and was even willing to confront [[spoiler:Tobar]] before the Lone Wanderer shows up and she decides to let them have the honor themselves.
1436* FieryRedhead: She definitely fits this trope and even made Tobar consider throwing her off the boat before they got to Point Lookout.
1437* HeroOfAnotherStory: Like the Lone Wanderer, Nadine also took the ferry to Point Lookout in search of adventure, and as your paths cross during your time, it's clear she's doing fine too. When [[spoiler: you return to confront Tobar]], she's already beaten you to it.
1438* JerkWithAHeartOfGold: She can come off as rude and aggressive when the player first meets her but is genuinely thankful for their help setting things right and lets them [[spoiler:ride the ferry for free after they kill Tobar and she takes control of it.]]
1439* MajorInjuryUnderreaction: She doesn't seem to be too bothered by the fact that [[spoiler:her head is missing a chunk of its brain, though, like the Lone Wanderer but unlike many of the Tribals, it hasn't lobotomised her]] though she does want to get revenge on the person who did it.
1440[[/folder]]
1441
1442[[folder:The Tribals]]
1443!!The Tribals
1444[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/point_lookout_tribals.jpg]]
1445->'''Voiced by:''' James Lewis, Bari Biern (English)
1446
1447The main inhabitants of ''Point Lookout''. Unlike the inhabitants of the capital wasteland who live in small towns, the Tribals live in tents/ruins and are very low tech. They usually carry weapons like hunting rifles, double barreled shotguns, axes, and knives, and make most of their money off of trading a sweet tasting, easy to grow, very versatile fruit called the "Punga" fruit. They are currently being manipulated by Calvert into getting rid of Desmond.
1448----
1449* FakeDifficulty: For no reason at all, they get an unblockable +35 damage boost.
1450* ImprobablePowerDiscrepancy: Strangely, many of these unarmored tribals are significantly tougher than the Power Armor-wearing soldiers of the Enclave.
1451* MadeOfIron: They have hundreds of HP at higher levels, almost as much as deathclaws.
1452* WeakBossStrongUnderlings: Jackson, their "leader", is the weakest tribal there is.
1453[[/folder]]
1454
1455[[folder:The Swampfolk]]
1456See Characters/FalloutCreatures.
1457[[/folder]]
1458
1459!!''Mothership Zeta'' characters
1460
1461[[folder:The Aliens]]
1462!!The Aliens
1463[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/alien_fallout_3.png]]
1464Mysterious beings in the ''Fallout'' series who directly appear and play a very large role in the ''Mothership Zeta'' DLC. They resemble stereotypical "little green men" from '50s and '60s science fiction movies in their appearance, their equipment, and their mode of operation.
1465----
1466* AlienArtsAreAppreciated: {{Invoked|Trope}} about their bizarre obsession with the children's robotic horse, "Giddy-Up Buttercup". Although at least one room implies this is because they're trying to ''[[LethalJokeCharacter weaponise]]'' them.
1467* AliensAreBastards: They abduct humans and perform random experiments on them, for no other reason apparently than simply because they [[ForTheEvulz enjoy doing it]].
1468* CarryingTheWeakness: Their weapons are actually really good against the shielded varients, especially the Disintegrators.
1469* EarlyBirdCameo: One of their crashed spaceships and a pair of corpses (where you can find the Alien Blaster) are found in the original ''VideoGame/{{Fallout|1}}'' as well as in ''Fallout 3'' (though the ship there looks different than in ''Fallout'').
1470* GlassCannon: They move quickly and their weapons pack a kick, but they have very poor defences and little HP so they die quickly. However, higher-level aliens have "[[ForceField inertia suppression fields]]" that grant them bonus damage resistance to become {{Lightning Bruiser}}s. Against a level 30 Lone Wanderer, a pack of aliens with such fields are more durable than a squad of Enclave Hellfire Troops and do at least as much damage. That said, any weapon that can bypass their fields, like the Deathclaw Gauntlet, will pretty much delete their measly 90 HP (Which is less than a common raider).
1471* GreaterScopeVillain: To the Enclave, sort of.
1472* HumanoidAbomination: A literal case. On their ship the player can find enemies named "Abomination", which are humans who have been spliced with alien DNA. They look more alien than human now and are hostile to humans and aliens alike when encountered.
1473* InfinityPlusOneSword: Once again, pretty much all of their equipment, especially the Alien Blaster.
1474* InsufficientlyAdvancedAlien: Despite their advanced technology, close observation shows them to be staggeringly incompetent. For starters, despite all their other advances, they possess no translation technology to communicate with humans effectively even when it would be helpful to them, as seen in many logs where they tend to hit their captives until they start talking. Many areas are littered with junk, they have the aforementioned bizarre obsession with "Giddy-Up Buttercup", they've somehow wound up with unwanted Brahmin and Yao guai on their ship, and their attacks are largely uncoordinated with aliens encountered in different sections seemingly unaware of the Lone Wanderer & Co.'s activities. They ultimately lose their ship to a handful of humans whom they're completely unable to stop with superior numbers and knowledge of the vessel's workings, and among those humans, the one doing the most planning is just a child whom they've repeatedly been unable to contain.
1475* LevelScaling: At higher levels, they wear inertia suppression fields and wield Disintegrators more often, as well as their shields increasing in damage resistance.
1476* MadeOfIron: At Level 30, their level-scaling means their inertia suppression fields grant them a Damage Resistance of ''110''. Even a sneak-attack critical hit from the most powerful weapons in the game will barely take off half their HP, if that.
1477* RankScalesWithAsskicking: Averted with the Alien Captain.
1478* ShoutOut: As stated above, they resemble stereotypical '50s and '60s aliens.
1479* TheUnintelligible: Their native language. At least one prisoner (a linguist) was on the verge of figuring it out, but they responded to her attempts to communicate in their language by either killing her or knocking her out.
1480* VideoGameCrueltyPotential: Not all the aliens on the ship are hostile, some of them are workers who run and hide from you, and when cornered wave their hands and seem to plead for mercy. You can kill them, and lose Karma for it.
1481* ZeroEffortBoss: The Alien Captain has lower health than pretty much everyone else onboard, and when the player has access to things like the Alien Disintegrator, he literally dies in one shot.
1482[[/folder]]
1483
1484[[folder:Sally]]
1485!!Sally
1486[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sally_42.jpg]]
1487->'''Voiced by:''' Jan Johns (English)
1488A little girl and a captive of the aliens aboard Mothership Zeta, her small size lets her crawl through ducts to sneak around the ship.
1489----
1490* CaptainErsatz: She's one of [[{{Film/Aliens}} Newt]], almost to the point of LawyerFriendlyCameo.
1491* FishOutOfTemporalWater: But having been on-board the ship and frequently out of stasis long enough to explore the ship, she's pretty good about it.
1492* GenreSavvy: She notes she's seen alien movies before, and she obviously knows how these stories go, further helped by her knowing the ship layout well. She knows how to get around the ship and what goes on in eac harea, how to operate the controls on the bridge (complete with directing the rest of the party to their proper locations in accordance with the Captain Cosmo show's crew), and is generally good at intuiting what's going on with the aliens behind the scenes.
1493* MissionControl: To an extent, she often tosses out advice off-screen while she's in the vents.
1494* ReallySevenHundredYearsOld: She was born sometime before the Great War, judging by her recognition of the Giddyup Buttercup on the alien ship. Sally herself states that she and her family were abducted by aliens as the bombs fell. Unlike the others she is not found in a cryo pod and her dialogue implies she was never in one, suggesting she was awake the entire time and the aliens did ''something'' to her to stop her aging.
1495* TagalongKid: Invites herself along since you need her know-how to escape.
1496* WiseBeyondTheirYears: She's very smart and sensible, even without her advance knowledge of the ship's layout that lets her guide you around.
1497[[/folder]]
1498
1499[[folder:Somah]]
1500!!Somah
1501[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/somah.jpg]]
1502Another wastelander and alien captive, you're locked up with her and the two of you stage a fight to escape.
1503----
1504* BerserkButton: She has nothing but contempt for [[LonersAreFreaks people with a Lone Wolf mentality]], and she'll give a brief lecture about working as a team to [[TheGunslinger Paulson]] or a Lone Wanderer [[IWorkAlone who stresses the "Lone" part of their title]].
1505* ButNowIMustGo: Decides to return to her life in the Wasteland after the completion of the DLC.
1506* TheEngineer: With a Repair skill of 100, she's the best mechanic in the game and can repair anything to perfect condition.
1507* TheLancer: Your first ally and the only one from the Wasteland like you.
1508* NoHeroDiscount: You can ask her why she insists on charging you for repairs, to which she replies you know how hard it is in the wasteland without money, and she's not gonna go home broke.
1509* RetiredMonster: Dig into her background enough, and she'll admit to have been a slaver prior to her abduction.
1510* SassyBlackWoman: She's got quite an attitude on her, though she isn't mean.
1511* ShotgunsAreJustBetter: She finds one somewhere in the ship and uses it for the remainder of the exploration.
1512* SillyRabbitIdealismIsForKids: Listening to her talk to Sally or Elliot shows her to be a very cynical person. When Sally makes a comment she wishes someone would "fix" the problems down below, Somah replies there's no one ''left'' to fix it, and she doesn't see how they could if there was.
1513[[/folder]]
1514
1515[[folder:Elliott Tercorien]]
1516!!Elliot Tercorien
1517[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/elliot_tercorien.jpg]]
1518A member of the the 108th Infantry Battalion deployed to Anchorage, he and his squad were abducted.
1519----
1520* CombatMedic: Though he doesn't get to show the latter as all his medic's equipment is gone, he was a frontline field medic in the army.
1521* ConspiracyTheorist: A shining example of pre-war citizens. When you first unthaw him he suspects ''you're'' an alien taken on human form to trick him, and you have to talk him down.
1522* CrouchingMoronHiddenBadass: Talking to him or listening to the others chat him up shows him a bit silly and naive. Take him into battle though and out comes the assault rifle and HotBlooded shouting.
1523* AFatherToHisMen: He is ''not'' happy when he finds aliens dissecting his squad members.
1524* FishOutOfTemporalWater: He takes it the hardest of them, partially since he was involved in the conflicts that lead to TheEndOfTheWorldAsWeKnowIt. This results in him staying aboard the ship, feeling there's no point to heading back to Earth.
1525* {{Foreshadowing}}: Subtly drops some for ''Fallout 4.'' While examining the aliens' cryostasis technology, he notes that he was studying cryogenics for the government before he was drafted, hinting towards the background of the Sole Survivor. He's even in the same military unit as the male Sole Survivor.
1526* KickTheDog: He's the only ally of the expansion who will attack alien workers, even though it's emphasized that they're helpless and killing them is a hit to your Karma. By contrast, Paulson and Somah just ignore them.
1527* MoreDakka: Guns down aliens with an assault rifle.
1528* ReallySevenHundredYearsOld: He's from just before the Great War and is implied to have fought at Anchorage.
1529* TheSmartGuy: He learns about the alien technology around you pretty quick, and is able to refine weapons and consumables from the stuff you find. He mentions at one point that he was actually a medical researcher before the war in Alaska.
1530[[/folder]]
1531
1532[[folder:Paulson]]
1533!!Paulson
1534[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/paulson.jpg]]
1535A cowboy abducted by the aliens, he doesn't talk much except to let you know he's looking forward to gunning them down.
1536----
1537* AnachronismStew: The revolver he uses is a Smith & Wesson Model 29, which began entered production long after the Old West period in 1955 (along with the .44 Magnum rounds it uses).
1538* ButNowIMustGo: He leaves the ship at the end of the DLC, and he can't be encountered again in the Wasteland.
1539* {{Cowboy}}: He is one, straight from the old west.
1540* FishOutOfTemporalWater: Though comparing the Capital Wasteland and especially [[VideoGame/FalloutNewVegas the Mojave]] to the Old West, he'd probably be able to adjust.
1541* HeartbrokenBadass: The reason he's so eager to shoot up the aliens? He wasn't alone when they abducted him, he had a wife and son. He survived to get taken aboard the ship--they didn't.
1542* InterchangeableAsianCultures: He refers to Toshiro as "the Chinaman" until Sally corrects him.
1543* ThePowerOfHate: What's motivating him due to the loss of his family to the aliens.
1544* ReallySevenHundredYearsOld: He was abducted from the Old West, so he's at least 400 years old.
1545* RevolversAreJustBetter: It's actually quite potent, and the strongest variant of it you can get without nuking the Citadel in ''Broken Steel''.
1546[[/folder]]
1547
1548[[folder:Toshiro Kago]]
1549!!Toshiro Kago
1550[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/toshiro_kago.jpg]]
1551A samurai from feudal Japan. The LanguageBarrier means that talking to him won't get you much anywhere, but he's still an ally.
1552----
1553* EverythingsBetterWithSamurai: Can you think of any other reason for his inclusion?
1554* FishOutOfTemporalWater: But he's completely unaware of it, seeing as how you're unable to talk to him to explain the situation, and he appears to assume he's just been captured by magic monsters.
1555* GameplayAndStorySegregation: If he dies and you take his armor off his corpse, you will see that he is actually wearing the same modern undergarment (boxer briefs and a t-shirt) as every other male NPC rather than the ''{{fundoshi}}'' that would have been more accurate for a feudal-era Japanese man to wear. This is due to the fact that all male characters, player included, share the same "naked" body (the skin tone being the only difference).
1556* GeniusBruiser: He may not find his sword (especially if you find it and don’t give it back to him), so when he shows up during the fight on the bridge, he may be wielding an Alien Atomizer, and is just as effective with it if so. Impressive for someone who would have at most encountered only extremely primitive guns before.
1557* KatanasAreJustBetter: His sword has lower base damage than other melee weapons, but has higher critical damage and lower AP cost, so depending on your fighting style, yes they are. And considering who he fights against, Kago gets bonus points for RockBeatsLaser.
1558* ReallySevenHundredYearsOld: From the dates provided by the [[ShownTheirWork period-accurate]] symbols on his armour, Nukapedia speculates that he was born sometime before 1562 and abducted sometime after 1603, making him around 715 years old by 2277. This would make him the (technically) oldest living person encountered in the ''Fallout'' series.
1559* ShownTheirWork:
1560** His armor and the symbols on it are period-accurate to the time in history the ''Fallout 3'' game guide says he's from. And as mentioned, he speaks actual Japanese.[[note]]As feudal spoken Japanese (not the case with it when written) did have enough distinctions from modern Japanese that the two would not fully be able to communicate, so him speaking modern Japanese is a bit of an innaccuracy. However, most non-speakers wouldn't notice the difference anyway (and the Wanderer has no idea what he's saying to begin with).[[/note]]
1561** The Japanese dub has it so that he's speaking historically-accurate Middle Japanese (which, like Old English, is ''extremely'' different from its modern counterpart), to preserve the joke of nobody understanding what he's saying.
1562* TheSixthRanger: Since you can't speak to him to explain what's going on, he just loiters around the deck meditating and looking for his katana and no one is sure what to do with him since they can't talk to him. Either when you return it or when you destroy all three generators, he takes off on his own. You can find him later however, surrounded by alien corpses, and during the climactic battle on the bridge he performs a BigDamnHeroes moment to help you fight off the aliens.
1563* TranslationConvention: Averted, as the Lone Wanderer has no idea how to speak Japanese and neither does anybody else on the ship, leaving his speech unintelligible. In the Japanese version, he speaks period accurate Feudal Japanese instead.
1564* TheUnintelligible: Due to [[LanguageBarrier no-one else being able to speak Japanese.]] The Lone Wanderer may be [[RenaissanceMan skilled in multiple fields]], but it seems that language isn't one of them (at best, they know Mandarin as a second language).
1565[[/folder]]

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