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2%%Trope names are not to be spoiler tagged as per Administrivia/HandlingSpoilers.
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4[[WMG:[[center:[-''VideoGame/FalloutNewVegas'' '''[[Characters/FalloutNewVegas Main Character Index]]'''\
5[[Characters/FalloutNewVegasTheCourier The Courier]] | '''Companions''' | [[Characters/FalloutNewVegasNewCalifornia New California Republic]] | [[Characters/FalloutNewVegasCaesarsLegion Caesar's Legion]] | [[Characters/FalloutNewVegasTheStrip The Strip]] ([[Characters/FalloutNewVegasRobertEdwinHouse Robert Edwin House]]) | [[Characters/FalloutNewVegasSettlements Settlements]] | [[Characters/FalloutNewVegasOtherFactions Other Factions]] | [[Characters/FalloutNewVegasOtherCharacters Other Characters]] | [[Characters/FalloutNewVegasDeadMoney Dead Money Characters]] | [[Characters/FalloutNewVegasHonestHearts Honest Hearts Characters]] | [[Characters/FalloutNewVegasOldWorldBlues Old World Blues Characters]] | [[Characters/FalloutNewVegasLonesomeRoad Lonesome Road Characters]]-]]]]]
6
7For tropes related to DLC companions, see the Characters pages for their respective DLC:
8* ''[[Characters/FalloutNewVegasDeadMoney Dead Money]]'' (Dog/God, Christine Royce, Dean Domino)
9* ''[[Characters/FalloutNewVegasHonestHearts Honest Hearts]]'' (Follows-Chalk, Waking Cloud, Joshua Graham)
10* ''[[Characters/FalloutNewVegasOldWorldBlues Old World Blues]]'' (Roxie)
11* ''[[Characters/FalloutNewVegasLonesomeRoad Lonesome Road]]'' (ED-E (Copy), Ulysses)
12
13[[foldercontrol]]
14
15[[folder:In General]]
16[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fnvcompanions.jpg]]
17[[caption-width-right:350:Meet your crew.[[note]]from left to right: [[CanineCompanion Rex]], [[FieryRedhead Cass]], [[SarcasticDevotee Raul]], [[GentleGiant Lily]], [[ColdSniper Boone]], [[SuperPrototype ED-E]], [[BareFistedMonk Veronica]], and [[TheSmartGuy Arcade]][[/note]]]]
18The Courier can meet up with a lot of interesting people in the Mojave, from humans to ghouls to super mutants. Some of them will offer to travel with you; these are your Companions.
19----
20* BadassNormal: Some of them are just baseline humans with training. Doesn't stop them from kicking ass and taking names with the rest of your companions.
21* CantCatchUp: Non-humanoid companions suffer from this compared to humanoid companions, since unlike humanoid companions, you don't have the option of equipping them with weapons and armor to make them more effective. ED-E gains back some ground if you complete the other ED-E unit's questline in ''Lonesome Road''.
22* CentralTheme: Nearly all of your companions (even including [[TeamPet the dog]]) are currently questioning their place in the world and what to do in it when the Courier meets them. Depending on how you treat them and/or how their personal quest goes, the Courier is able to change their outlook on things. For each of them:
23** '''Arcade''' grapples with [[spoiler:being the youngest remaining survivor of the Enclave]]. During his personal quest, the Courier helps him [[spoiler:decide whether to inherit his father's mission and become a vigilante using Enclave tech or to forge his own path by helping people through science and medicine with the Followers of the Apocalypse.]]
24** '''Boone''' is a {{Death Seeker}}, due to a combination of [[spoiler:taking part in the Bitter Springs Massacre and being forced to [[MercyKill "save"]] his pregnant wife from being enslaved by the Legion.]] At the end of his quest, the Courier can convince him to [[TheAtoner let go of his suicidal tendencies and try to make up for what he's done]], or convince him that [[StrawNihilist people die all the time, so why bother worrying about them?]]
25** '''Raul''' lives still haunted by the loss of his family, his little sister, and a ReplacementGoldfish that reminded him of her. He's on the fence about what to do with his nigh-immortal life as a ghoul at 200+ years old: should he once again take up his old guns to defend the innocent or settle down and fix machines for the rest of his life?
26** '''Cass''' is driven into hard drinking over the imminent loss of her caravan business, her pride and joy (not to mention the likelihood that her father's heart defect passed onto her and means an early grave). If and when she gets help in discovering [[spoiler:the Van Graffs and Crimson Caravan teamed up to purge their rivals including hers]], the Courier can follow her in [[RoaringRampageOfRevenge painting the walls red with their blood]] or calm her down by convincing her that taking the evidence to the NCR would be a slower, but significantly more damaging wound than even the best-placed [[ShotgunsAreJustBetter load of buckshot]].
27** '''Lily''' suffers from memory problems, mistaking other people for her grandchildren, and contends with a malevolent split-personality, Leo that's gradually overtaking her mind. Her medicine keeps Leo at bay, but further clouds her mind, so she deliberately only takes half-doses. The Courier can have her continue what she's doing, have her take her recommended dose ([[spoiler:which further blocks out Leo but ultimately has her lose the memory of her grandchildren]]), or convince her to not take the medicine at all ([[spoiler:which results in her becoming a raging monster with Leo at the helm]]).
28** '''Veronica''' helplessly watches as her chapter of the Brotherhood is dying out, all the while knowing it's because they follow the Codex too deeply, and previous attempts to sway them from the path of self-destruction earned her a BlackSheep reputation among her fellows and reassigned to external scavenging operations to keep her away. Her quest deals with trying to find a way to convince the Elder that other technologies besides Power Armor and energy weapons are useful. [[spoiler:All efforts ultimately fail, however, and she can be convinced to either stay with the Brotherhood (trying to futilely reform it from within) or leave for the Followers of the Apocalypse... which ends in further failure when some overzealous Brotherhood soldiers massacre the group she intended to join to prevent the chance that she might share technology and knowledge with them. It only cements her belief that she was right to leave the Brotherhood behind.]]
29** '''Rex''' might not be able to speak or really understand the decision being made for him, but he too is at a crossroads when the Courier finds him: the cyberdog is hundreds of years old and it's come time that his [[BrainInAJar preserved brain]] is gradually giving out, necessitating a replacement. His quest involves finding another dog to donate their brain (willingly or otherwise) so that Rex can live on, with the Courier's choice affecting Rex's personality for years to come.
30** '''ED-E''' has a relatively limited personality in the base game, courtesy of being previously damaged to the point of being rendered inert and requiring crude but effective repairs. However, during the ''Lonesome Road'' [=DLC=], the military technology of the Divide scans him and outputs an upgraded version -- with a restored memory and [[InstantAIJustAddWater an emergent ability to think and feel]], enough for this version of ED-E to [[spoiler:willingly sacrifice himself to stop a nuclear countdown (inspired by the memory of his human creator, the Enclave researcher Dr. Whitley, who did the same for the newly self-aware ED-E to spare him being destroyed and repurposed by [[VideoGame/Fallout3 the Enclave]]). Alternatively, if the Courier opts to launch the nukes at one of two, or both targets, then like the original, the copy of ED-E carries on to California and the eyebots' "home" [[VideoGame/Fallout2 in Navarro]]. Or, if the Courier didn't care enough to let him out of stasis, [[ShaggyDogStory he's disassembled, and everything he remembered is lost all over again]].]] However, regardless of which ending the Divide's ED-E receives, the original ED-E in the Mojave receives his copy's combat upgrades and memories of the Divide... with the implication that those memories of his creator are all still somewhere inside him, waiting to be unlocked.
31** The DLC companions all have some sort of obsession or trauma that gnaws at them due to their inability or unwillingness to move past it. Resolving their personal dilemmas in the best way gives them the means to either [[ArcWords let go or begin again]]. For each of them:
32*** '''Christine''' is a Brotherhood of Steel black-ops soldier who has both a personal and professional reason to keep going after Elijah, respectively [[spoiler: being forced to break up with her lover Veronica and later getting mutilated at his hands by the Big MT machines]], still carrying out her order to punish him for [[spoiler: causing the HELIOS One debacle and abandoning his post as Elder]]. If the Courier doesn't kill her and remains friendly to her, Christine resigns herself to living as the Sierra Madre's warden, protecting it from the outside world... and the outside world from the Sierra Madre.
33*** '''Dog and God''' are two in one. Dog, like many nightkin, is psychologically broken by his massive use of Stealth Boys and the [[VideoGame/Fallout1 loss of the Master]], seeking an authority figure of any kind to replace him. God is much saner and only wants to help and protect Dog, but is a violent ControlFreak who sees the whole world as threats to Dog. Both hate each other: Dog sees God as something evil inside him, [[spoiler: to the point he's willing to kill himself by setting the casino on fire just to silence him]], and God sees Dog as childish, ungrateful and incapable of taking care of himself. Merging the two personalities allows him to "let go" of both his personas' traumas, becoming a new individual free from Elijah and the need to follow a "master".
34*** '''Dean''' has never once thought of letting go of his petty grudge, which has kept him in the [[DeathWorld Sierra Madre]] for ''two centuries'' just so he could spit on Frederick Sinclair's legacy by robbing his beloved casino. If you rubbed him the right way and acted as his subversive NumberTwo, he eventually gets over his grand revenge after finding out what happened between Vera Keyes and Sinclair ([[EvilCannotComprehendGood though he still has no idea why he feels bad about the whole affair]]) as he finally leaves the Sierra Madre to try his luck in the Mojave.
35*** '''Follows-Chalk''' grapples with being loyal to his tribe in Zion and wanting to fulfill his wanderlust, worshipping Joshua Graham for being a badass but is also utterly naive about civilization outside Zion despite his scouting skills. If the Courier talks him out of leaving his tribe, he relents, but comes to terms with the idea that it's for the best. If the Courier convinces him to pursue his dreams of wandering the wastes, he is happy, though has to leave in secret against the wishes of his family, and is [[UncertainDoom never seen again]].
36*** '''Waking Cloud''' is resentful about the disappearance of her husband and Daniel's refusal to tell her what happened to him. If she is told the truth, [[spoiler:that the White Legs killed him while he helped the Sorrow's children flee Zion to safety]], she is angry at Daniel for hiding the truth, but eventually does forgive him and mourns her husband with her mind appeased, then moving on and taking a new husband. If the Courier goes along with Daniel and denies her the truth, she does eventually find out and poisons the minds of her people against New Canaan's pleas for peace out of rage and spite.
37*** '''Joshua''' channels his hatred of the White Legs and the Legion after [[{{Determinator}} his failed execution]] into his [[{{UsefulNotes/Mormonism}} New Canaanite]] faith, claiming he does God's work by killing the Sorrows' enemies. Convincing him to spare [[spoiler:the White Legs' leader, Salt-Upon-Wounds]] after exterminating the tribe makes him stop and realize he was driven by wrath more than righteous justice.
38* FourTemperamentEnsemble: The four human companions in the main game: Veronica is Sanguine (good-humored, lively, passionate), Cass is Choleric (steadfast, confident, fierce), Boone is Melancholic (reserved, practical, self-critical), and Arcade is Phlegmatic (calm, idealistic, doubtful). Unfortunately, you can't have all four at the same time unless you use an exploit or [[GameMod mods on PC]].
39* GuysSmashGirlsShoot: Mostly inverted -- Arcade prefers his trusty plasma defender, Raul is TheGunslinger, and Boone is a ColdSniper, while Veronica is a BareFistedMonk, and all of them will complain if you have them switch from their preferred range (although Boone and Veronica do have tagged Melee and Energy Weapons, respectively). Super mutant Lily wields a massive {{BFS}} made from one of the blades of a crashed vertibird, and while she doesn't complain when asked to switch ranges (she carries an [[MoreDakka assault carbine]] by default), Melee is one of her tagged skills but Guns isn't. Cass, meanwhile, [[TheMusketeer has both Melee and Guns tagged]] and is more than happy to get into a good scrap with either, but if asked, what she actually likes best is chucking dynamite or even using her bare fists, even though she knows she's not as good with them.
40-->'''Raul:''' Sure, I'll stop using my rather effective gun and switch to, ah, this piece of metal tubing here. [[SarcasmMode Great plan, boss]].
41* HypercompetentSidekick: Most of the companions are strong, educated and/or experienced enough to play this role to a low-level Courier, but Boone and ED-E in particular can be picked up much earlier than the others and offer enough utility to be the straighest examples.
42* PartyOfRepresentatives: Each of your companions represents a certain group of people, allowing you insight into their beliefs and flaws. Veronica is a member of the Brotherhood of Steel, Arcade is part of the Followers of the Apocalypse [[spoiler:and was born into the Enclave]], Lily is a veteran of the Unity and lets you witness the effects of schizophrenia present in all nightkin, Raul has lived in Arizona, watched it be pacified and thus seen the (relatively minor) good side to Legion control. Boone and Cass are both NCR, but Boone represents the military side while Cass is a civilian business owner.
43[[/folder]]
44
45!!!Main Companions
46
47[[folder:Arcade Israel Gannon]]
48[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/StupidSexyGannon_3710.jpg]]
49[[caption-width-right:200:''"I'll be here. Just don't expect me to fend off a gang of Super Mutants while you're gone."'']]
50[[caption-width-right:200:Six of Spades]]
51->'''Voiced by:''' Creator/ZacharyLevi
52
53->''"It's... a thing. A science thing. It hurts robots. Don't worry about it."''
54
55Arcade is a [[Characters/FalloutNewVegasOtherFactions Followers of the Apocalypse]] researcher who is stationed in Freeside. He follows the Courier if he is persuaded, with prestige or pity or charisma or flirting. He's very reluctant to share his past, but he is committed to making New Vegas a better place. Strangely enough, Arcade is [[{{Foreshadowing}} suspiciously proficient in energy weapons]] and makes comments and observations about the wasteland that a typical Follower should not know.
56----
57!!Provides examples of:
58
59* AllForNothing: He dies in most of the endings where he is either sold to the Legion or the Legion wins and unable to even save the local refugees, the only ending where he survives is fighting as an Enclave soldier and is imprisoned for his act of selflessness.
60* AmbiguouslyJewish: Not many gentiles have "Israel" for a middle name. "Arcade" can be seen as a variation of the Russian or Eastern European name Arkady, favored by Jewish people. Then again, his voice actor is not Jewish despite having a "Jewish-sounding" middle name, [[ActorSharedBackground so the same could be the case for him]] (especially since "Gannon" is a very Anglo-Saxon name).
61* AncestralWeapon: Ancestral Armor: [[spoiler:the Gannon Family Tesla Armor, a hand-me-down from his father, an officer in the Enclave]].
62* AuthorAvatar: According to [[http://web.archive.org/web/20130209011941/formspring.me/JESawyer/q/196863196143843974 this forum post]], his views and personalities were inspired by Joshua Sawyer's own idealism, and that out of all the characters that he has written for the game, Arcade is closest to himself. However, Sawyer also notes this trope is not intended, and Arcade is not directly representing him.
63* BadassBookworm: Extremely knowledgeable about medical matters, and also quite deadly with a plasma pistol [[spoiler:and combat-ready, with his own Enclave power armor!]]
64* BewareTheNiceOnes: Even knowing his [[spoiler:past with the Enclave]], he's a surprisingly effective fighter, and you can have him show up at Hoover Dam ''[[spoiler:in full power armor]]'', gunning down Legion soldiers left and right. He also reacts... [[BerserkButton poorly]] if you suddenly throw your hat in with the Legion.
65** Then there's his unusually vicious remark when you go after [[RapePillageAndBurn the Fiends]] with him in Three-Card Bounty:
66-->'''Arcade:''' I'm not exactly a mercenary, but killing scumbags of this magnitude wouldn't cause me to lose any sleep.
67* BadLiar: Arcade's obviously practiced at deflecting questions about his past, but occasionally little details and landmarks in the Wasteland will cause him to let something slip, and he's terrible at backpedaling should the Courier notice. He'll even skip the question even if it's not directed at him. When you ask him if he knows more about vertibirds, he'll try to brush it off, or even flat out ask you don't ask any further.
68* BeCarefulWhatYouWishFor:
69** He's the companion who'll try to nudge you toward an independent Vegas if you ask him, but [[spoiler:if you achieve it, he'll find his workload increase greatly. Subverted, in that even after realizing this, he rolls up his sleeves and delves in.]]
70*** [[spoiler: A more straightforward example would be if the Courier didn't upgrade the Securitrons, deal with the Fiends, and the Gunpowder Bandits, so chaos reigns in the Mojave. If it were not because the dialogue remains the same.]]
71* BeingGoodSucks: As one analysis of his character summed it up, Arcade is an idealist in a non-ideal world, and thus he will never be content. [[spoiler:No matter what you do, the epilogue shows that he won't get a GoldenEnding. At best, he'll be somewhat disappointed at the outcome if New Vegas falls under NCR control or achieves independence, but he understands that it's the lesser of all the evils. In all the others, he ends up either being brutally murdered, enslaved and eventually DrivenToSuicide, crucified, bitterly disillusioned with his ideals, or hunted down as a war criminal by the same people that he worked very hard to help.]] The best-case scenario for him is on the Independent route, where he gets to keep helping people as a doctor or [[spoiler:a Power Armor-clad wandering hero]], but there is the problem of him constantly having more people who need his help.
72* BerserkButton: Don't ever think of viewing the Legion as a solution to the wasteland. He gets even madder than Boone when it comes to it. The other factions at least have something he can reasonably consider why someone would side with, but the Legion is such a terrible thing for the wasteland, that he can't fathom why anyone would believe in it.
73* BittersweetEnding: In the House ending where he remains at the Followers camp, it is said that he grows disillusioned with the Followers and leaves them to work "happily" as a family doctor in the Boneyard. In the Independent ending where he aids the Remnants, despite his pride at victory over the NCR, Legion, and House, he realizes an independent Vegas is not as great as he imagined it to be, but he uses his Enclave knowledge and technology to help keep the peace (essentially becoming a post-nuclear Enclave Batman).
74* ChainsawGood: His default melee weapon is a ripper. [[spoiler:Makes sense, considering his past in the Enclave.]] It possibly also does double-duty as a bone-saw, which would be very useful for a doctor.
75* CombatMedic: He's a doctor which gives you a perk that increases the effectiveness of all your food and medicine, and while he's not the best fighter in the game, he's pretty handy with energy weapons. Some players are perfectly fine with loaning Arcade the REPCONN Q-35 Matter Modulator whenever they need some bodies disintegrated
76* CourtPhysician: [[spoiler: It's possible for you to "volunteer" the services of Arcade as a personal slave and physician to Caesar. Should Caesar survive his illness and achieve victory over the Mohave, Arcade spends many years unwillingly attending to his new master's health, even becoming valued as an companion for his education and his willingness to argue with Caesar; in the end, Arcade is able to use this as an opportunity to steal a scalpel and disembowel himself. However, if Caesar dies prior to the endgame and Lanius achieves victory in his stead, the Legate quickly tires of Arcade's sarcasm and has him crucified.]]
77* CulturedBadass: Always has a quote from Vergil, Lucan, Cato, or paraphrase of Shakespeare thanks to delving into the Followers' libraries, and a crack shot with a plasma pistol.
78* DarkAndTroubledPast: As evasive as he is about it, [[spoiler:he was once with the Enclave.]]
79* DeadpanSnarker: He's probably one of the most sarcastic characters in the game.
80* DoesntTrustThoseGuys: He's probably the second-most anti-Legion companion after Boone, given he doesn't outright kill any Legionary you meet right away like Boone will. Arcade won't start shooting them on sight, but he makes his contempt known every step of the way. He outright refuses to talk to the Courier if you're wearing Legion armor, even after you've recruited him, calling it insulting.
81* DownerEnding: [[spoiler:He draws the short straw in all of the Legion endings, and any NCR ending where he joins the Enclave.]]
82* DrivenToSuicide: In one of his endings. [[spoiler:If you sell him to Caesar's Legion, he ends up as Caesar's personal doctor/philosophical sparring partner. After the end of the game, in despair over being forced to help an organization he utterly despises, he disembowels himself with a scalpel in an unguarded moment. Of all the ways he could have chosen to kill himself, he chose the slowest, most agonising way as an affront to Caesar and his legion since he was the only trained, modern medic in Caesar's Legion. Caesar, who grew to see him as an intellectual equal, mourned his death for months.]]
83* EarnYourHappyEnding: [[spoiler:In the WildCard endings, he gets to roll up his sleeves and make the Mojave a better place with his talents, even if everything wasn't "as good as it could possibly be."]]
84* GameplayAndStorySegregation: [[spoiler: Arcade Gannon will be proud to see an independent Vegas no matter the circumstances. Which is, even if the fiends and gunpowder bandits continue to spread terror in the Mojave, while chaos reigns in Vegas.]]
85* GuestStarPartyMember: Outside of doing something that he disapproves of (such as activating Archimedes), after you complete his personal quest, he will leave for the rest of the game, either to rejoin the Enclave or to go back to the Old Mormon Fort to work with the Followers of the Apocalypse again.
86* GoldenEnding: Arguably the NCR ending where he stays at the Followers camp in Freeside. He helps with the sick and wounded while the situation stabilizes, then moves back to California with the Followers to act as a teacher.
87* GoodIsNotDumb: Even if you have high Karma, Arcade won't buy into any stories about your good deeds so easily. He also has a personal "dislike counter" where Machiavellian thoughts about how "[[WellIntentionedExtremist The End Justifies The Means]]" will anger him and outright psychotic actions (such as activating a KillSat on the NCR) will cause him to leave you. For similar reasons, he also dislikes Mr. House for exploiting the people of Freeside. That said, he doesn't hesitate to exploit any sort of advantage for the people of Freeside if given the opportunity.
88* GoodIsNotSoft: Arcade's an unambiguously good man. However, if he's with the Courier while hunting down the leaders of the Fiends, he'll casually comment that while he's [[ImADoctorNotAPlaceholder hardly bounty hunter material]], he won't lose any sleep over killing them.
89* GratuitousLatin: He speaks fluent Latin and knows a lot about the history of the Roman Empire. But he's very quick to assure you he did not learn it from the Legion. He still pronounces "Caesar" the English way, presumably out of spite.
90* TheGreatestStoryNeverTold: [[spoiler:To ensure Arcade's future well-being, it's better for him to be sent back to the Followers' base to continue his work as a doctor at the end of his personal quest. Should he join the other Enclave remnants and survive the battle, the NCR will identify him as a defector to the Enclave afterwards, and he'll either be forced on the run or be imprisoned indefinitely. The only good outcome where he joins the battle is combined with the truly independent Vegas ending, where he'll become a peacekeeping vigilante armed with Enclave tech.]]
91* HiddenDepths: Arcade looks nothing more than a doctor in his mid-'30s. Beneath his witty personality and introverted ways, however, he's actually [[spoiler: a former member of the Enclave and their youngest survivor]].
92* KnightInSourArmor: Arcade's somewhat bitter, but he's also genuinely devoted to trying to do good and helping the people of the Wasteland. Also, if the Courier has an Intelligence score of [[TheDitz less than 3]], he'll follow you since he believes someone like you needs all the help they can get.
93* LampshadeHanging: If Arcade is following the player when the player receives the "The Moon Comes Over the Tower" quest, he'll sarcastically complain about the fact that the quest-giver (who is also a member of the Followers) ignored him. Technically she did, but only because she wasn't given any lines where she speaks to him.
94* LikeFatherLikeSon: Sawyer has implied that Arcade's father, Mark, was very much a reluctant optimist with a tendency to use GratuitousLatin too.
95-->'''Mark Gannon:''' It's an old lie, Arcade. Canis caninam non est.[[note]]"Dog doesn't eat dog."[[/note]]
96* MaliciousMisnaming: Being well-versed in Latin, Arcade presumably knows that Caesar is supposed to be pronounced "Kaisar". He still pronounces it the English way regardless, just to make his disdain for the Legion and Caesar's philosophy obvious.
97* MeaningfulName: Arcade. [[https://en.wikipedia.org/wiki/Arcadia_%28paradise%29 Arcadia]]. The "Israel" part of his name also ties into the idea of something higher and better (like the concept of a promised land), which encapsulates his motives and goals rather well. JE Sawyer pointed out that in some interpretations "Israel" means "one who struggled with god", which works well for someone having difficulty being moral in a world full of immorality.
98* AMillionIsAStatistic: Objects to this mindset, and highlights one of the other characters who espouses it. His pride in the Followers of the Apocalypse is that they don't forget the little man in their quest to do great good.
99* NeutralNoLonger: If you get 5 relationship points, Arcade will decide to abandon his apathy to the conflict, and decides to lend support to Mr. House or the NCR to expel the Legion.
100* NiceGuy: His tendencies towards acerbic remarks aside, Arcade is one of the most well-meaning people in the wasteland. [[spoiler:Which makes it all the more tragic that his endings will only ever be [[BittersweetEnding bittersweet]] at best, even if you don't [[KickTheDog sell him to Caesar]].]]
101* OOCIsSeriousBusiness: Arcade is very soft spoken, even if you [[spoiler: sell him to Ceasar.]] However, if during the quest That Lucky Old Sun you decide to activate Archimedes, [[SuddenlyShouting he will blow up at you]] for doing so and leave on the spot.
102-->'''Arcade:''' You activated Archimedes?! What the hell are you thinking?!
103-->'''[[IdiotHero Low Intelligence Courier]]:''' Oh, uh.... whoops. I thought that was to turn it off.
104-->'''Arcade:''' Argh, you moron! You're going to kill all of the troopers down there!
105* SarcasticConfession: If you're blunt enough to call him out on dodging your questions, he responds with this:
106-->'''Arcade:''' ''(deadpan)'' To [[SesquipedalianLoquaciousness obfuscate my past involvement with a fascist paramilitary organization.]] ''(beat)'' I'm kidding, of course.
107* SayingTooMuch: Every time you visit someplace that triggers reminiscing on his part. Invariably followed up with [[BadLiar clumsy backpedaling]] and [[SuspiciouslySpecificDenial painfully obvious evasion]].
108* ScienceHero: At first, he's just a guy in a lab coat with a plasma defender, and maybe a bit more depending on how generous you are with weaponry. [[spoiler: Make him join the fight for Hoover Dam, and he even gets the cool PoweredArmor requisite of any genius hero.]]
109* SesquipedalianLoquaciousness: A bit, at first. Worth noting because after he warms up to you, he starts [[CharacterDevelopment speaking much more naturally]].
110* ShamefulSourceOfKnowledge: He knows a surprising amount about certain obscure topics, such as vertibirds or top-secret pre-war research projects, due to [[spoiler:his connection to the Enclave]].
111* ShutUpHannibal: Arcade thoroughly trashes the reasoning of both Caesar and Legion-aligned players.
112* ShootTheShaggyDog: [[spoiler: Any ending where [[TheBadGuyWins the Legion wins]] will result in his death.]]
113* SinsOfOurFathers: [[spoiler:If you convince him to fight with the other Remnants at Hoover Dam, you better be going for the House or Wild Card endings. Otherwise, he ends up being hunted by NCR Rangers or imprisoned indefinitely as a war criminal, despite being innocent of any crime other than being his father's son.]]
114* SlidingScaleOfIdealismVersusCynicism: He's somewhere in between. Unlike many other members of the Followers of Apocalypse, he understands that he lives in a CrapsackWorld and sometimes one needs to resort to violence to get things done. He's also quite an idealist, however, and very much wants to see an independent New Vegas.
115* SmallStepsHero: Doesn't really like sacrificing people for the greater good, which is why he isn't a big fan of the NCR. [[spoiler:It takes convincing for him not to dislike you if you turn in Anderson, even though he stole water from NCR people and murdered the person sent to find out where it went.]]
116* SophisticatedAsHell: In regards to the Legion and especially Caesar's POV, he doesn't even try to calmly deconstruct his reasons and just yells out that he's full of shit... in philosophical/political language, mixed with a healthy number of {{Precision F Strike}}s.
117-->'''Arcade:''' What a load of Brahmin shit, can you believe this guy!?\
118'''Courier:''' Who, Caesar?\
119'''Arcade:''' Of course, Caesar! You can hardly even hold his men responsible, given how they're practically raised to worship him as a living deity. What's the point of surviving the war? Why did the founders of the Followers crawl their way out of vaults to bring knowledge back to the wasteland? So we could act like the last two thousand years didn't happen? Play dress up so we can fight ancient wars all over again? No way is he getting away with this. I'm not letting it happen. You're not letting it happen.\
120'''Courier:''' He seemed pretty smart to me.\
121'''Arcade:''' Being "smart" doesn't matter if you're insane. Everything makes sense to Caesar because he's twisted everything to his world view. He's Caesar reincarnated, the NCR is the corrupt Roman senate. I wouldn't be surprised if he thought the Colorado River were the new Rubicon.[[note]]As Ceasar rants to the Courier later, yes, he totally does.[[/note]] He abdicates responsibility to a myth of historical inevitability. But he's ''not'' Caesar. This isn't Rome. And he isn't going to get away with this.
122** If you hand him over to the Legion to be Caesar's personal physician, he will have this gem to give you when you say hi to him afterwards:
123--->'''Arcade:''' In the words of Socrates, "Go fornicate yourself."
124* SpecsOfAwesome and StoicSpectacles: Cannot be removed from his face when giving him new pieces of clothing.
125* StraightGay: Other then a few comments here and there, he rarely acts upon his orientation. The only way to know for sure he's not heterosexual is that you can recruit him with the Confirmed Bachelor perk.
126* TeethClenchedTeamwork: Admits to wanting to throw ED-E into Lake Mead with a few pulse grenades after it for good measure. [[spoiler: After learning about his past, presumably Arcade was worried that ED-E would've recognized him as a former member of the Enclave and give the game away]].
127* UnluckyEverydude: His explanation for why he's currently unattached is that he's "boring". The reality is more interesting, but you won't be finding out any time soon because he's got [[ThePowerOfTrust issues]].
128* VigilanteMan: In the Independent ending where he aids the Remnants, Arcade uses his Enclave knowledge and technology to help maintain the peace, essentially becoming an Enclave Batman.
129* WellDoneSonGuy: Although he only opens up enough to tell you about it during "For Auld Lang Syne", Arcade is curious and anxious about whether his father would be proud of him. You can either encourage or discourage this mindset.
130* WeWinBecauseYouDidnt: Despite not liking either faction, his priority is for the Legion to lose, to the point of being willing to support Mr. House or the NCR if it means the Legion does not take over the Mojave.
131* WhatTheHellHero: [[spoiler: If you tell the Enclave Remnants to support Caesar's Legion, he'll completely drop his normally calm and logical personality and lose it, denouncing you as a cold-blooded murderer before leaving you forever. He also does this if you use Archimedes to [[KickTheDog kill the NCR troopers stationed at Helios One]].]]
132* WideEyedIdealist: According to the developers, this is ultimately the point of his character. While he's a little more cynical and worldly than your average example of this trope, his idealism is what drives him.
133[[/folder]]
134
135[[folder:Craig Boone]]
136[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/Boone_9411.jpg]]
137[[caption-width-right:325:''"A murderer who does good deeds is still a murderer. And he still gets his judgement. I left the NCR when my tour was up. Had enough of war. Decided to start over. None of it made a difference in the end."'']]
138[[caption-width-right:325:Two of Hearts]]
139-> '''Voiced by:''' Creator/JasonMarsden[[note]]Miscredited as Creator/JamesMarsden[[/note]]
140
141-> ''"You take out a debt, it's only a matter of time before someone comes collecting."''
142
143Boone is a former NCR First Recon Sniper who settled in Novac. His wife was recently killed and he wants to hunt down those responsible for the events which lead to her death. He enlists the aid of the Courier and will tag along after the matter is settled, however, he is being haunted by other ghosts in his past. Boone is highly proficient with rifles, tough, and he's a surprisingly decent melee fighter too.
144
145----
146!!Provides examples of:
147
148* TenMinuteRetirement: [[spoiler: One of the possible endings has Boone reenlisting with his old unit after the victory of NCR.]]
149* TheAloner: After the death of his wife and a falling-out with his best friend, he spends most of his time alone. Until you come along.
150* AntiHero: While certainly well-intentioned, he has no problem [[BoomHeadshot decapitating]] [[spoiler:an unarmed old woman]] with a single shot (albeit for a [[PayEvilUntoEvil very]] good reason). Depending on how you resolve his quest, he may remain in this slot and murder his old commanding officer or decide to make the best of his situation and become a less ambiguously-good anti-hero.
151* TheAtoner: For the most part, it appears that his coldness comes from the incident with his wife, [[spoiler: but what disturbs him most is the Bitter Springs incident where some innocent civilians were killed with him directly involved.]]
152* BadassBandolier: A possible reward for his personal quest [[spoiler: if you make him let go of his DeathSeeker penchant]].
153* BadassBoast:
154** Also a PreAsskickingOneLiner, but before a fight or even during it, he often says "Can't run from me," and can easily back it up.
155** He has another when discussing First Recon's motto, "The last thing you never see."
156---> '''Boone''': It was pretty accurate, and so were we.
157* BerserkButton: You can unequip his 1st Recon beret by removing it from his inventory. But you shouldn't.
158-->'''Boone:''' [[TranquilFury I would really like]] my [[SignatureHeadgear beret]] back, [[DeathGlare please]].
159* BondOneLiner: If you are heading to kill Caesar and bring Boone with you, he has one after doing the deed:
160--> '''Boone''': Thumbs down, you [[PrecisionFStrike son of a bitch]].
161* BookDumb: Downplayed, but Boone has a fairly low Intelligence stat compared to other companions. Makes sense in that while other characters come from either educated backgrounds (Arcade and Veronica) or have developed skills other than fighting (Raul and Cass), Boone is just a very talented and well-trained soldier. His experiences against the Legion do at least mean he's familiar with a few Roman customs.
162* BoomHeadshot: With Boone around, often the first warning you'll be given of an enemy coming at you is a slow-motion shot of their head exploding. He ''is'' a sniper after all. [[spoiler:Also how he deals with Jeannie May]].
163* ColdSniper: He's an [[TheStoic emotionless]], [[TheQuietOne taciturn]] army sniper whose sole purpose in life is to hunt down every last Legionary he can and shoot them dead. Notably every other member of 1st Recon other than Bitter-Root averts this to [[FriendlySniper one degree or another]], as if to show that not every sniper turns into this, and how unhealthy and detached Boone really is.
164* ConservationOfNinjutsu: [[spoiler:Depending on the ending. One ending has him sniping high-ranking Legion officials from afar and amassing a huge bounty with no one daring to chase after him, while another has him pulling off [[LastStand a particularly epic suicide mission]] in the heart of Legion territory and killing scores of Legionnaires before being being captured and crucified.]]
165* CoolShades: Wears them, the better to wipe away any trace of emotion from his face.
166* CreepyMonotone: Speaks like this most of the time, particularly when [[TranquilFury he gets angry]].
167* DeathSeeker: After the atrocity that his unit committed at Bitter Springs and the death of his wife, he doesn't see any point in living any more and joins you because he had a feeling that traveling with you will lead him to the death he deserves. [[spoiler:At the end of his personal quest, he goes on a suicide mission of defending an NCR refugee camp against a full-scale Legion attack, fully expecting this to be the event he sensed, and will be surprised when he survives.]] The player can talk him out of his mindset, or not.
168* DefiantToTheEnd: [[spoiler:In his suicide mission ending. After killing scores of legionaries, he's eventually captured by the Legion and is sentenced to death. But before his crucifixion, he's brought before Legate Lanius, [[WorthyOpponent who expresses admiration for Boone's recklessness]]. Boone's only response is to spit chewing tobacco into Lanius' eye, thereby humiliating him front of the whole Legion.]]
169* DiscOneNuke: Possibly one of the most powerful companions in the entire game in terms of combat effectiveness and he can be obtained fairly early on. Often, the first warning you'll get that you're under attack is a slow-motion shot of the enemy's head exploding. Offset somewhat by the fact that having Boone along makes any kind of peaceful interaction with the Legion [[TheLoad completely impossible]], but for many players that's not much of a downside.
170* DumbMuscle: It doesn't take looking in the game files for anyone to guess that Boone's charisma is set to [[TheStoic 1,]] but most players wouldn't immediately realize is that Boone is also rocking the worst intelligence of all humanoid companions as well at a measly 3 (tied with Lily, who's not only a nightkin, the species renown for their bad intelligence, but also has severe brain damage and needs medication to keep her self thinking straight). For reference, if the player's intelligence hits 3 [[HulkSpeak they can't even form basic sentences]]. Despite this Boone is unquestionably the best combatant in the game. Even ignoring his preference to guns, he's actually really good at melee, having the melee skill tagged, the 2nd best stat for it overall behind Lily, and having 7 strength. given his history as a soldier, it's not too surprising he doesn't think to hard about things when he does them.
171* EmptyShell: It's implied he was already TheStoic before losing Carla, but when you meet him he's an emotionless killer whose only remaining purpose in life is to kill as many Legion soldiers as he can and then [[DeathSeeker die trying]]. Establishing just how dead Boone is on the inside was important enough to the devs that he has a [[GameplayAndStoryIntegration unique script]] for his IdleAnimation where he won't look at passing characters, including the Courier, unless they address him directly -- he [[ThousandYardStare just stares]] straight ahead until it's time to go back to work. He barely speaks unless spoken to, and makes no extraneous gestures -- if it isn't walking, fighting, or a basic autonomous function, Boone doesn't bother.
172* EveryoneHasStandards: Despite his hatred of the legion, he will not attack underage recruits as long as the Courier does not attack them first.
173* TheFatalist: He's convinced that fate is out to get him for the things he's done and he's not about to stop it. [[spoiler: After the Legion launches a raid on Bitter Springs, he's convinced that it would be the end for him. When he and the Courier survive, he's surprised, feeling like a CosmicPlaything and still convinced that it'll happen eventually. You have the option to talk him out of it or encourage him to embrace it.]]
174--> '''Boone:''' It don't mean disrespect. It's a hell of a thing having someone with your ability looking out for me. But I've come to believe that there are things that nobody can stop.
175* FireForgedFriends: If you complete his companion quest and are still firmly committed against the Legion, Boone basically becomes this to you. If you then bring him with you to launch an attack on Caesar's Fort, just before taking the boat over, he will stop and tell you ItHasBeenAnHonor.
176* GameplayAndStorySegregation: While Boone was a loyal soldier and never questioned what his orders were even at the worst of times, his Intelligence stat being at 3 doesn't really match up too much with how he's shown in dialogue. For reference, the only other companion with 3 intelligence has severe brain damage and is a super mutant, who're are infamously stupid outside of [[Videogame/Fallout1 The Masters lieutenant]], [[Videogame/Fallout3 Fawkes]] Marcus, and Keene. This is really highlighted when the player's intelligence stat matches his, as your IQ is so low you often struggle to say even basic words. Boone doesn't display anything even remotely close to this. It's always clear he doesn't put much thought into anything but he clearly shows to be of at least average human intelligence.
177* GoodIsNotNice: He's an anti-social jerk, but he does mean well.
178* HappilyMarried: Well, he ''was''. Based on how Boone talks about Carla, she was able to pull him out of his guilt for a while, and it was clear just from how he talks about her that he deeply loved her.
179* HeartbrokenBadass: His beloved wife was murdered.
180* HiddenHeartOfGold: Despite his aloof nature brought about by his traumatic experiences, he's a good man at heart who admits he appreciates the Courier's company and he makes it clear if you ask that he's glad they could save some [=NCR=] soldiers in person, instead of just giving them a MercyKill from afar.
181* ImprobableAimingSkills: Literally, since his Guns skill is actually ''over'' the maximum: skills can only go up to 100; Boone is hardcoded with a Guns skill of 106. His damage, accuracy, and range all add up to a DiscOneNuke as a companion. Quite often your only indication that a hostile enemy even ''exists'' while Boone is traveling with you is a sudden gunshot and the chime of XP as he kills them at maximum range.
182* InformedFlaw: He claims that he's not as proficient with melee weapons as he is with guns, which is technically true because of his [[MyRulesAreNotYourRules Guns skill exceeding the maximum 100]], but it's still one of his tagged skills.
183* ItsPersonal: Boone has a HUGE mad-on for the Legion after what happened to Carla, such that his response to them is to shoot them on sight.
184* JumpScare: His ability to kill enemies you don't know were there causes this as you suddenly see a enemies' head explode with no warning as you walk along.
185* KnightInSourArmor: Boone is an utter cynic and the only meaning he sees for his life is hunting legionaries, but he still has some morals and believes that NCR is fighting for the right cause even after he left them [[spoiler: due to the Bitter Springs massacre]]. This can be subverted if [[spoiler: he became vengeful over Bitter Springs and the Courier accomplished a victory for an independent Vegas or Mr. House, as Boone will abandon his morality and turn into a mercenary and assassin, without carrying if his targets are innocent or not.]]
186* LaserGuidedKarma: Privately believes himself to be a ([[TheFatalist justified]]) victim of this.
187* LastNameBasis: Boone goes by Boone, not Craig. It's how he introduces himself, and the few people you meet who knew him before are his NCR army buddies.
188* LastStand: [[spoiler:If the Legion wins and he's not been persuaded to let his vengeance go, he'll go on one of these and kill hundreds of the bastards before being captured and crucified.]]
189* TheLoad: You shouldn't bother with Boone if you're planning to side with the Legion (or have any kind of non-combat dealings with them at all)[[note]]although the developers wrote two endings for him if you side with the Legion (depending on how you complete his companion quest); of course, triggering one of them while siding with the Legion most likely requires to finish his companion quest (which involves killing legionaries) before getting Caesar's mark[[/note]]; with him at your side, every Legion NPC will immediately turn hostile, regardless of how many quests you've done for them, as soon as they come in range -- and keeping in mind Boone is a professional sniper, "in range" is well beyond what the player is likely to see, or even what the game can render. He'll at least warn you about it when you enter Legion territory, asking if you want him to stay behind.
190* TheLostLenore: His dead wife Carla.
191* MacheteMayhem: His default melee weapon is a simple machete.
192* {{Mangst}}: Textbook: the Legion took his wife and unborn child from him, and now nothing matters to him but his revenge.
193* MemeticBadass: In addition to being one out-of-universe, even people InUniverse recognize his skills, since the 1st Recon insignia is universal shorthand for badass. Special mention has to go to the radio announcement after you complete his quest:
194-->'''Mr. New Vegas:''' One witness said, quote, "God sent us two angels and at least one of them had a .308 caliber flaming sword of justice with a telescopic sight."
195* MercyKill: Killed his own wife (who was pregnant with his child) after she was captured, because what awaited her and the kid in the Legion was worse.
196* MurderSuicide: [[spoiler:If the NCR wins, and you either do not complete his companion quest or complete it and convince him to seek revenge for Bitter Springs, his ending has him load a pistol with only two bullets and set off for California to find the NCR officer who ordered the attack]].
197* TheMusketeer: While Boone is primarily a sniper, he's actually quite competent in melee [[InformedFlaw despite what he says]].
198* MyCountryRightOrWrong: Averted. He's still loyal to the principles and ideals of the NCR, but he sees that the republic has some serious issues when it comes to their expansionism and corruption. However, he seems to have no real problem if the Courier manages to secure Vegas' independence as long as they're still friendly with the NCR, and he'll even end up staying in the Mojave over going back home since he can't bring himself to leave the place where he met Carla.
199* NoticeThis: Invoked as a mechanic. Boone's companion perk is Spotter, which marks enemies in shiny glowing red while you aim for easy sniping.
200* ObliviousToLove: Maybe. It's hard to tell, since he's so [[TheStoic reticent]]. The game suggests that his [[IncompatibleOrientation best friend Manny]] has [[HoYay feelings for him]][[invoked]]. Boone went to him for help first after she disappeared, but when he realized Manny was more ''glad'' than anything, they had a falling out. It's not made entirely clear if Boone knows ''why'' Manny was so glad.
201* OneManArmy: Gameplay-wise, he can solo several groups of enemies by himself. A BadEnding to his personal quest mentions he rages a suicidal attack on the Legion and brings down dozens before he's captured.
202* PayEvilUntoEvil: See the RoaringRampageOfRevenge below.
203* ProfessionalKiller: As a sniper, this was a pretty big part of his job. Also, [[spoiler:a possible ending for him if you make him abandon his personal moral code.]]
204* PunnyName: He's a boon companion named Boone.
205* TheQuietOne: Relatively so, at least. Unlike the other companions, during his travels with you, he can go on for weeks without speaking a single word.
206* RageAgainstTheReflection: {{Implied|Trope}}; the bathroom mirror in his motel room is shattered (but few mirrors in the game aren't), and there's a bottle of drugs left in the sink.
207* RoaringRampageOfRevenge:
208** For kidnapping his wife, he's pretty much devoted his life to hunting down every last Legion soldier he can find.
209** [[spoiler:If the Legion takes control of Hoover Dam and his DeathSeeker tendencies are encouraged, he'll go on one against the whole Legion, taking out scores of legionnaires before he is caught and crucified. If he's reined in on those self-destructive tendencies, he instead goes on a one-man killing spree through Legion territory against Legion officials, racking up a huge bounty on his head but with everyone too fearful of him to hunt him down.]]
210* SignatureHeadgear: He still wears his 1st Recon Beret and will give you a spare if you help him find out who sold out his wife. If you take the original out of his inventory, he'll be [[BerserkButton a bit peeved]] at you. If you ask, he also answers that he keeps his beret even when he sleeps. Which he indeed does, [[GameplayAndStoryIntegration because NPCs don't change clothes to sleep]].
211* StillWearingTheOldColors: He and Manny both wear their berets despite no longer being part of 1st Recon. Also, completing his personal quest grants him a (unique) NCR military outfit, regardless of the faction the Courier and he side with during the story.
212* TheStoic: Doesn't show much emotion other than his hatred for the Legion.
213* SympatheticMurderBackstory: Two, actually. [[spoiler: His wife Carla and the civilians at Bitter Springs.]]
214* TargetSpotter: He has training as a spotter from his days in First Recon. If you recruit him as a follower, he'll mark hostile targets with a red aura when you use iron-sights aiming, making them easier to pick off.
215* ThousandYardStare: Important enough to his character that Boone [[GameplayAndStoryIntegration has his own unique script]] for his IdleAnimation than other characters: Boone only stares in one direction when he isn't moving and won't look at the player when they walk into his view until you talk to him -- at which point he won't look anywhere ''else''.
216* ThisIsUnforgivable:
217** Upon realizing that his one and only friend is ''happy'' that his wife is gone, he instantly cut all ties with Manny and refused to speak with him anymore. [[ObliviousToLove It's not clear if he understands why Manny was happy Carla was out of the picture]], but regardless Boon was livid, to the point that they are unable to patch things out.
218** He'll also pull this if you help The Legion. At first he'll give you a angry warning not to do this again, but if you persist and ultimately side with The Legion he'll leave you for good and refuse to speak to you afterwards.
219* TragicKeepsake: If you play in Hardcore Mode and Boone dies, upon looting his body you will find out that he carried a letter he wrote for Carla in case he died before her.
220* TranquilFury: Even when he's angry, he speaks in the same level, emotionless tone of voice.
221* VigilanteMan: [[spoiler:In the same ending as above, he spends his off-duty hours gunning down slavers.]]
222* ViolenceReallyIsTheAnswer: When the question in hand is the Legion, that is.
223* WhatTheHellHero: You have to keep a decent NCR rep and a low Legion rep to keep him around. Kill too many NCR soldiers or civilians, or help the Legion, and he'll call you out and leave you. Also, if you purposely make him kill the wrong person in his mission in Novac and let him know about it, he'll quickly try to kill you.
224* YoungerThanTheyLook: He might look and sound like he's in his late thirties or forties, but he's actually 26 years old, making him the youngest companion (Veronica being a year older than Boone).
225[[/folder]]
226
227[[folder:Raul Alfonso Tejada]]
228[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/Raul_Tejada_4531.jpg]]
229[[caption-width-right:300:''"You really enjoy dragging me into situations where I get shot at, don't you, boss?"'']]
230-> '''Voiced by:''' Creator/DannyTrejo
231
232-> ''"I'm an open book, boss. Granted, the book's in Spanish and some of the pages have fallen out, but I'm an open book."''
233
234Raul is a [[NinjaPirateZombieRobot Wandering Ghoul Mechanic Vaquero]] who is captured by a crazy super mutant named Tabitha in Black Mountain. He can be rescued by the Courier, and becomes a companion out of gratitude. There is more to the ghoul than meets the eye however. Raul specializes in revolvers and lever-action rifles and can also maintain the Courier's equipment.
235
236----
237!!Provides examples of:
238
239* AmusingInjuries: On his leg to be exact. And if you [[WakingNonSequitur knock him unconscious]]...
240--> '''Raul:''' [[CatapultNightmare AHH, PETRO CHICO BOY! PETRO CHICO BOY IS AFTER MY CHICARRONES!...]] Oh, [[AllJustADream just a dream]]. ''Just a dream...''
241* AndIMustScream: If you make Tabitha leave Black Mountain by repairing Rhonda, she leaves without unlocking Raul's cell. She also turns off Black Mountain Radio, preventing him from broadcasting his call for help. What would have happened to him if the Courier hadn't freed him?
242* AntiHero: He's mostly good, but he holds a positive view of Caesar's Legion. He explains that he is fully aware that people have very good reasons for their objections to the way they run the show both [[DespotismJustifiesTheMeans internally]] and [[RapePillageAndBurn externally]], but also he notices that he has seen with his own eyes how [[BreadAndCircuses their rule has brought peace and stability to quite a few lawless hell-holes]]. It all hints at him harboring some [[UtopiaJustifiesTheMeans dark views on government]] or [[TraumaCongaLine suffered personally at the hands of bandits]] that the Legion is the lesser evil of the two.
243* BewareTheNiceOnes: Raul's a pretty cool guy, if a bit snarky. If you get him angry, be prepared to be filled with revolver bullets. [[spoiler: The raiders who killed his sister and those that killed [[IdenticalStranger Claudia]] later learned this [[RoaringRampageOfRevenge the hard way.]]]]
244* BoringButPractical: He defaults to the life of a mechanic fixing things when his quest is complete. The ending narration makes it clear that this is a dignified fate that is just as good as him going back to protecting the innocent.
245* CoolOldGuy: He's been around since before the bombs fell.
246* CowardlySidekick: If you take him to the REPCONN test site and encounter Feral Ghouls, he'll tell them to eat the [[FantasticSlurs smoothskin]].
247* {{Cowboy}}: Formerly a Vaquero to be exact, though he can be convinced to become one again.
248* DeadpanSnarker: Will snark at anything. Even if you point a gun at him, he'll only say that he "wouldn't mind so much, if it wasn't for that [[AxCrazy maniacal glee in your eye]]".
249* {{Determinator}}: Raul, on the subject of Claudia being kidnapped...
250-->'''Raul:''' They had a head start, but they slept nights. I didn't.\
251'''Raul:''' [I survived by] being a meaner old cuss than the rest of them, boss. I wanted to keep living until they weren't, so I just kept shooting until they were all dead. I was in pretty bad shape in the end, though. I don't know how long I laid there with the sun baking me and the buzzards chomping at me. Eventually I got the strength to start moving. Some long time after that, I managed to drag my carcass back to town.
252* DownerEnding: Sort of, though through no fault of the writers. The three senior citizen [=NPCs=] you need to talk to for his companion quest are all [[GameBreakingBug notoriously buggy]] and have a higher than normal chance of disappearing, spawning where they shouldn't (i.e. IN the maps) or bug out and not give dialogue options at all. This makes them impossible to talk to and thus makes it impossible to complete Raul's quest, [[spoiler:resigning him to a fate of going back to being a drifter and never finding peace.]]
253* EarnYourHappyEnding: If the player does manage to get through the above risks and complete his personal quest, he will get one of the happiest endings of the companions. He will either happily retire to the quiet life of a mechanic, or once more become a heroic vigilante ''vaquero'' in his sister's honor, determined to protect the weak.
254* ExtraordinaryWorldOrdinaryProblems: Per his companion quest, Raul, a nigh-immortal ghoul transformed by radiation, shows a fear of growing old and what to do with his life after it.
255* FastestGunInTheWest: He was once a renowned gunslinger before his experiences, namely [[spoiler:the loss of his little sister and later on, a girl that reminded him of her to raiders]], caused him to hang up his guns. If convinced to continue fighting during his companion quest, he puts on his gunslinger outfit again and gains a perk that significantly increases his firing rate with revolvers and lever-action rifles.
256* FateWorseThanDeath: A minor version; If the Courier doesn't bother to make the trip to Black Mountain, Raul is just stuck there, falling prey to the whims of a crazed super mutant. He knows she won't kill him before he could possibly repair the robot she adores but it's still a miserable existence.
257* GameplayAndStorySegregation: Raul frequently references being in poor physical shape, moving slow and having bad eyesight caused by cataracts due to his age, yet he has 6 points in Strength[[note]]Possibly due to it being the Strength requirement for both his default weapons, as well as it being the highest Strength requirement for all lever-action firearms and revolvers in the game[[/note]] and Perception and 8 in Agility.
258* GenreBlind: The reason for his Ghoulification. He admits that at the time, he wasn't really aware of the effects of the radiation spread by the Great War's nuclear devastation, so he didn't realize why going to a nuked-out Mexico City was a ''bad'' idea until after the radiation poisoning set in. Unfortunately, [[spoiler:being laid up sick kept him from being there to protect his sister from a bloodthirsty gang of raiders...]]
259* HeroicNeutral: Because the Legion-aligned companion Ulysses was cut from the game during development[[labelnote:*]]He was brought back for the MythArc of the four [=DLC=]s, albeit with a different disposition towards the Legion[[/labelnote]], Raul is the only companion that has anything nice to say about Caesar's Legion, albeit he's clear in that he only likes the Legion for how they secure their territory; the former state of Arizona was a [[WretchedHive lawless hellhole]] infested with raiders before the Legion rose up and completely eradicated them (another companion, Cass, a strong supporter of NCR, admits that caravans have it better when trading in Legion territory). But [[BerserkButton when he sees anyone that preys on the weak, Legion or otherwise...]]
260* HesBack: A possible outcome of his companion quest, where he'll snark about how the old ghoul in the vaquero outfit will just blend in with the scenery.
261* InsistentTerminology: One thing he's a bit of a stickler on is the name of Tucson, Arizona (pronounced 'two-sawn'), which he adamantly refuses to refer to as [[LanguageDrift Two-Sun]] like the locals of the present do. It's mostly because he was likely the only one living there who even remembered its real name.
262--> '''Raul''': ...the locals can call it Two-Sun all they want, but it's Tuscon, dammit!
263* KnowWhenToFoldEm: The Courier can convince him to give up his gun-slinging ways and focus on being a repairman.
264* LetsGetDangerous: His ''Old Vaquero'' perk really gives his edge back.
265* MadeOfIron: But it's more due to sheer force of will than physical prowess.
266--> '''Raul:''' By being a meaner old cuss than the rest of them, boss. I wanted to keep living until they weren't, so I just kept shooting until they were all dead.
267* MrFixit:
268** A skilled repairman who can even fix terminals. Having him around makes your weapons degrade 50% more slowly. He can also repair your equipment and has a Repair skill of 100, but you have to dismiss him and tell him to go to his shack instead of the Lucky 38 for him to be able to do it.
269** If you convince him to give up being a Vaquero and hang up his guns for good, he spends the rest of his days living in New Vegas, fixing ancient machinery. This also makes his companion perk more effective, causing your equipment to degrade 75% more slowly (which will fully cancel out the downside of the "Built to Destroy" trait if you've taken it).
270* MyGreatestFailure: His failure to protect his little sister Rafaela, as well as IdenticalStranger Claudia many years later from being killed by raiders.
271* MythologyGag: Raul has a similar habit to [[VideoGame/{{Fallout 2}} Vic]] in that he keeps calling the Courier ''boss.'' It helps that he's also a repairman that you rescue from slavery.
272* TheNicknamer: He always refers to the Courier as "boss."
273* NinjaPirateZombieRobot: He's a Ghoul Mechanic Vaquero.
274* PreAsskickingOneLiner:
275-->'''Raul:''' I been doin' this longer than you, pal!
276* QuickDraw: His specialty in his days as a Vaquero. If you make him return to his Vaquero ways, he gets a perk that increases his firing speed with revolvers and lever-action guns. No matter what perks you have, he will shoot faster than you.
277* ReallySevenHundredYearsOld: He was alive before the Great War and can still remember how the world used to be.
278* RevolversAreJustBetter: Can equip revolvers and [[TheWestern lever-action rifles]], typical cowboy/vaquero weapons.
279* RoaringRampageOfRevenge: Has had to pull this off twice now, for his sister and for Claudia. Wasn't pretty for either side.
280* SarcasticDevotee: Like Arcade and Veronica, Raul is prone to making snarky comments. Unlike them, it's pretty apparent he actually believes you're [[TheFool completely foolish]], though he avoids saying so outright. Just like the rest of the companions however, he still believes in you.
281* ServileSnarker: Raul is perhaps one of the wittiest companions in the entire series. Even if he clearly sees you as a fool, he'll follow you through any faction's path, even the Legion's. He may sound snarky whenever he calls you boss, but after his companion quest, you know he isn't kidding.
282* ShroudedInMyth:
283** If you persuade him to go back to his vigilante ways, his ending has stories coming in of a ghost Vaquero who protects the weak.
284** He treats Mr. House this way, stating that he could either be a clever raider with a mind for history who took his name, that he left instruction to his robots before the war, or that he uploaded his brain patterns to a computer to become a "godless, soulless machine-god" that rules Vegas (though he's obviously sarcastic about that last one). He even suggests that it could all be one big coincidence. He also notes that even before the war, House was an enigmatic figure.
285* SombreroEqualsMexican: Usually averted, though played straight with the sombrero included in his vaquero outfit.
286* SweetTooth: He will comment on sweet consumables such as bubblegum and Sunset Sarsaparilla if you leave them in his inventory.
287* TokenEvilTeammate: Downplayed. He's not evil per se, but he's the only companion that has a somewhat positive opinion on Caesar's Legion.
288* UndyingLoyalty: To Rafaela, Claudia and, especially after his companion quest, you.
289** Case in point: Gameplay-wise, he and Lily are the only humanoid companions[[labelnote:*]]along with Rex and ED-E as the only two "animal" companions[[/labelnote]] that will never leave the Courier's employ for any reason whatsoever (all the others may quit due to the player's actions, faction reputations, or karma).
290* VigilanteMan: In his Vaquero ending, he takes up his guns and hunts down those who would prey on the weak.
291* WeakButSkilled: He states that his eyesight among other things have gotten poorer with age but he's still fairly fast with a gun. As stated above, he can get his edge back.
292* WhatTheHellHero: If you tell him that his family deserved to get killed by raiders in their sleep due to not setting a watch, he'll accept that while they should have been more careful, saying that they deserved this is way out of line.
293-->'''Raul''': Maybe we made a mistake. It was early on, we didn't know just how serious it was out there. But to say they deserved it? What kind of devil are you, boss?
294[[/folder]]
295
296[[folder:Rose of Sharon "Cass" Cassidy]]
297[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/rose_of_sharon_cassidy.jpg]]
298[[caption-width-right:250:''"Shhhh... we're hunting shitheads."'']]
299[[caption-width-right:250:Three of Hearts]]
300-> '''Voiced by:''' Rachel Roswell
301
302-> ''"A sober woman might take insult at that. Me, I might just bust you one."''
303
304Rose of Sharon Cassidy used to be the proud owner of the Cassidy Caravans [[CurbStompBattle until it was erased from the Mojave Wasteland]]. The Courier can convince Cass to sell the will to her caravan but it will take some heavy persuading or some heavy drinking to do so. Now down on her luck and with nothing better to do, Cass joins the Courier on a romp through the Wasteland.
305
306In combat Cass is capable of a variety of methods to eliminate the opposition: shoot guns, chuck dynamite, and even bludgeon someone when it's really necessary. [[ContinuityNod Just like]] [[VideoGame/{{Fallout2}} dear old dad.]]
307
308----
309!!Provides examples of:
310
311* ActionGirl: Rough and tumble and fond of a good bar fight.
312* TheAlcoholic: Her companion perk and much of her personality are based around her constant drinking. You find her at the bar at the Mojave Outpost, where she says she's already been there for days and she'll stay there until when or if the Courier recruits her. After that, she continues drinking and suggests the Courier join her, offering to brew up some godawful homemade "whiskey"/moonshine on the trail. Her companion perk actually removes all the downsides of being the Alcoholic for the Courier.
313* AmbiguouslyBi: Cass is heavily implied to be attracted to a male Courier and goes looking for his room in the event of an NCR victory at Hoover Dam - only to find a random NCR trooper quartered there, so she has her way with him instead. Yet much of her more flirtatious dialogue with a female Courier remains unchanged, and with the Cherchez La Femme perk, she'll comment "sometimes I get so drunk, I don't care who I share a bed with".
314* AntiHero: She may be a coarse, hostile boozy snarker, but her morals are solid, being the only follower to call the Courier out on evil Karma, and expressing concern for your welfare as the story progresses. Depending on how you resolve her quest, she may become more violent or keep to her morals.
315* ArmorPiercingAttack: She starts out with the Shotgun Surgeon perk, which ignores 10 points of DT ([[DamageReduction Damage Threshold]]) on each of the multiple projectiles fired with every shot.
316* BadassNormal: Compared to the other three human companions, she has no military training or equipment. Cass is just a cowgirl with a shotgun who's been around the wasteland a lot, and picked up a lifetime's worth of fighting experience.
317* BeautyIsNeverTarnished: Someone who's been living off whiskey and getting into bar fights for more than half her life should not still be that gorgeous.
318* BoozeBasedBuff: Her companion perk, "Whiskey Rose", removes the penalties from all alcohol items and alcohol addiction, allowing you to gain all the SPECIAL bonuses with no downsides. She'll also match you drink for drink, though in her case the Strength bonus is only useful if you've equipped her for melee.
319* ButNotTooBi: She’s technically bisexual as she doesn’t outright reject the possibility of having sex with another woman and even says that she is willing to do it if she is drunk and horny enough when the female Courier flirts with her but nothing ever comes out of it. Justified, since she heavily prefers men over women.
320* CanonImmigrant: Not the character per se, but her face. It bears a strong resemblance to several non-canon depictions of her father's face: bony cheeks, straight thin nose, blue eyes, and straight lips. Granted, her face is more feminine and has 30+ years less on it.
321* ContinuityNod: She is the daughter of ''Fallout 2'''s Cassidy. She also inherited his heart condition and gets upset if you use drugs.
322* CruelMercy: You can convince her in her quest that letting the NCR bureaucracy deal with the Crimson Caravan and the Van Graffs is far worse than simply killing them. [[spoiler:However, if the player previously helped the Crimson Caravan's owner, Alice [=McLafferty=], steal the Gun Runners' design schematics, this option still winds up getting [=McLafferty=] and the Van Graffs killed once their crimes are publicly exposed, though by the Gun Runners instead of Cass.]]
323* DeadpanSnarker: Something that she learned from her father.
324* DisappearedDad: John Cassidy just up and left one day; Cass has no clue what happened to him. She believes he probably died somewhere in the wastes -- she's not sentimental, but she doesn't think he was the type to just walk out on his family.
325* DontExplainTheJoke: Her rather colorful metaphor for the NCR's expansionism.
326--> '''Cass''': ''Nobody's'' dick is that fucking long, not even Long Dick Johnson. And he had a fucking long dick. Thus, the name.
327--> '''Courier''': [[DeadpanSnarker Thanks, I got that.]]
328* DownerEnding: Potentially. [[spoiler:If you side with House, the epilogue reveals that Cass eventually dies of a heart attack (having apparently inherited her father's congenital heart problems) sometime after the ending.]] Her narration echoes the last line in ''Literature/TheGreatGatsby'':
329-->'''Cass''': We were going full speed ahead... but facing backwards the whole time.
330* DrowningMySorrows: You find her doing this at an NCR outpost.
331* FieryRedhead: [[SirSwearsALot Quite a mouth]], outspoken, snarky, prone to slug someone who talks smack with her, and crimson-locked.
332* FunctionalAddict: Dialogue with her makes it clear that she's an alcoholic, however it doesn't seem to affect her at all. Her companion perk even turns you into a functional addict as well, removing the penalties from alcohol addiction.
333* GargleBlaster: The ingredients for her moonshine. Do you ''wanna'' try alcohol that's made from fission batteries?
334* GenerationXerox: Like her father, she becomes the companion of a person destined to change the wastelands. The nightkin on Black Mountain seems to know her father as well.
335* GildedCage: Tell her to go to the Lucky 38, and she says "Back to the gilded cage." In general, she seems to display a certain level of contempt for Vegas as a city. She even has a unique text when/if the player sends her to wait in the Lucky 38 " Cass has returned...reluctantly...to the Lucky 38."
336* GoodIsNotSoft: She's tough as nails and twice as righteous. If an evil Courier pleads that they tried to do the right thing, but life in the wasteland was too hard, she'll be unequivocal -- become harder, and do good anyway.
337* GuideDangIt: A mild case, but compared to your other companions her recruitment quest does have the most steps. First you need to make it to Crimson Caravan headquarters and do Alice [=McLafferty=]'s first mission, delivering an invoice to Fort [=McCarran=]. Only then will she give you the mission to buy out Cassidy Caravans, at which point you can go back to Mojave Outpost... only to find out you must pass a Barter/Speech check of no less than 50 to make the deal. If you were already at level 30 in the base game (and don't have the {{DLC}}s) that raise the level cap), you might be out of luck.
338* HardDrinkingPartyGirl: To the extent that her companion perk lets you drink whiskey and become an alcoholic with no downsides. She even teaches you how to brew moonshine.
339* HeartTrauma: She has a heart condition, much like her father. [[spoiler:As DownerEnding indicates, she potentially has a fatal heart attack sometime after the Courier helps Mr. House.]]
340* IronicName: In ''Literature/TheGrapesOfWrath'', her namesake is [[StayInTheKitchen submissive,]] hyper-feminine and [[TheLoad very nearly useless]]. On the other hand, Cass is tomboyish, independent, and hard as nails.
341* JerkWithAHeartOfGold: She might be foul-mouthed and sarcastic at times, but she also has a very strong sense of morals, reflected by her adamant refusal to travel with you if you have Evil Karma.
342* JumpingOffTheSlipperySlope: Alice and the Van Graffs may deserve a bullet in the head, but attacking the former in public will result in the deaths of a lot of innocent bystanders, even if Cass has thought about it more than once over what she believes they did to her caravan.
343* TheLadette: She drinks, sleeps around, swears a lot, and is incredibly adorable.
344* LateCharacterSyndrome: Fitting her strengths and weaknesses as a companion into an established playstyle isn't always easy. You can only have one humanoid character at a time, and although Cass isn't located the furthest from Goodsprings at the start, recruiting her does require you to jump through several hoops, and even then, you have to do some extra work to make her competitive with combat-centric companions like Boone, Veronica, and Lily. Even her [[BoozeBasedBuff "Whiskey Rose" companion perk]] can be somewhat niche, possibly requiring a previously sober Courier to suddenly take up drinking to be fully effective.
345* LikeAnOldMarriedCouple: Most of her interaction with the Courier has subtle shades of this, likely a holdover of the cut companion romance quests.
346* MyCountryRightOrWrong: Partially subverted. Although she's an NCR citizen and a patriot, she sees that there are a lot of problems with the Republic. Nonetheless, as Cass herself puts it:
347-->'''Cass''': The NCR's like family. Not the functional kind, but more like 'Some dumbass younger brother, say, who knocked up the pastor's daughter, can't hold a job, and his home-away is a jail cell'; they frustrate the hell out of you, but you stand by them anyway, because that's what families do.
348** However, she doesn’t mind the Courier siding with Yes Man or Mr. House and will continue to folllow them if they do so.
349* MyGirlIsASlut: Though she's [[ButNotTooBi normally]] only into men, she'll admit to a female Courier with the Cherchez La Femme perk that once she's got enough booze in her, she doesn't really mind who she beds, male or female. However, she seems to have genuine affection for a male Courier, where even the platonic relationship she has with him resembles marriage.
350* NiceJobBreakingItHero: Following through with her RoaringRampageOfRevenge and killing the Van Graffs and Alice will severely damage the NCR's efforts to supply the Mojave once the battle for the Hoover Dam is over. [[CruelMercy Letting them live, on the other hand...]]
351* OhCrap: If her currently-equipped weapon is inadequate for the enemy she’s facing:
352-->'''Cass:''' I’m just pissing him off!
353* OlderThanTheyLook: Cass is actually 37 and the oldest of the human companions. She looks around ten years younger than that, which is odd for someone who's led such a life of hard drinking and running a caravan through the untamed Mojave Wasteland.
354* ParentalAbandonment: Her father left at an early age. And even though Cass comments that he wasn't the type to just cut and run, it nonetheless put a heavy chip on her shoulder.
355* ReallyGetsAround: She’s had her share of fun in the wasteland, and admits when she gets enough booze in her, doesn’t care who she gets in bed with. If the NCR wins, and a male Courier helped them, Cass will later go to his room in order to 'celebrate', only to find a male NCR trooper whose barracks got destroyed. So she cuts her losses and has her fun anyways.
356* RoaringRampageOfRevenge: An option in her side quest is to gun down those responsible for shooting up her caravan.
357* ShipTease: She seems to have the hots for the Courier (mostly a male, though female is not entirely out of the question with enough booze). As noted previously, she shows signs of UnresolvedSexualTension as well as having a relationship LikeAnOldMarriedCouple.
358* ShotgunsAreJustBetter: Her default weapon is a caravan shotgun, and she has the Shotgun Surgeon perk to give her shotgun blasts [[ArmorPiercingAttack extra penetrating power (-10 DT)]]. Even this can slow her down in the later game, but shotguns can remain competitive with the right ammo. In particular, get the girl a [[MoreDakka riot shotgun]] and watch the bodies pile up.
359* ShoutOut: As she'll point out short of naming the title, her father took the name from ''Literature/TheGrapesOfWrath''. [[ContinuityNod Apparently naming after characters runs in the family]] - [[VideoGame/Fallout2 Cassidy Senior]] liked to mention he was named after a character from [[ComicBook/{{Preacher}} some old comic book.]]
360* SignatureHeadgear: She wears a unique variant of the rattan cowboy hat, with hers having a little piece torn out from the brim.
361* SituationalSexuality: She mostly prefers men but, in her own words, is open to having sex with a woman if she is drunk and horny enough.
362* TheSnarkKnight: She adheres to a very strict code of conduct. "Tact" is not part of that book, however.
363* StunnedSilence: The Independent ending implies that Cass is absolutely amazed at the Courier for managing to hold off the Legion, NCR, ''and'' House, but [[OOCIsSeriousBusiness for once, shows enough tact not to directly say anything about it]].
364--> ''Cass lived to see the Courier take down three armies, and by her count, that was three more than she expected. She kept quiet about that though.''
365* TomboyAndGirlyGirl: The tomboy to Veronica's girly girl. Possibly to a female Courier as well depending on how you play.
366* UnresolvedSexualTension: Definitely displays this with a male Courier.[[http://forums.bethsoft.com/topic/1223886-wheres-wal-jason-bergman-thread-2/page-3 When romance sidequests were planned, there was going to be a quest where the two of you woke up with The King watching over you, only to find out the two of you got drunk the previous night and The King married you.]]
367* UnwittingInstigatorOfDoom: Not for herself, it actually ends up working completely in her favor. When the Courier finds her drinking her sorrows away at the Mojave Outpost, she drunkenly points them in the direction of the Crimson Caravan Company to find work. Following her advice starts one working for Alice [=McLafferty=] who, after an initial errand, sends them on a runner job to deliver a buyout offer for Cass' own caravan, which allows her to be recruited as a companion and request that the Courier take her to see her caravan's ruins. This leads to them uncovering the conspiracy [[spoiler:between the Crimson Caravan and the Van Graffs to eliminate their caravan competition]] and gives Cass the opportunity to [[spoiler:go on a bloody rampage and murder the both of them, or to bring evidence of the conspiracy to the NCR for a slower, but much more definitive death blow to both groups' ambitions in the Mojave]].
368* VengeanceFeelsEmpty: Openly defied if the player slaughters the Van Graffs and Alice. Cass will say that while she had her inner doubts about the whole ordeal at first, she's nothing if relieved about their deaths and feels "purified".
369* VitriolicBestBuds: Depending on the player's actions, she can easily become this with the Courier, especially if their Karma teeters on the edge of Evil.
370* WhatMeasureIsAMook: When she learns that Alice [=McLafferty=] conspired with the Van Graffs to kill off her competition, she initially wants to kill them all, which would also mean killing several guards at the Crimson Caravan outpost who likely did nothing wrong and knew nothing of the conspiracy. She can be talked out of it, under the justification that [[CruelMercy reporting their dealings to the NCR is worse, if more time-consuming as a punishment.]]
371* WhatTheHellHero:
372** She will leave you if your Karma drops too low for her liking. A stand-out example, really, because other companions with the risk of leaving make their judgment according to your reputation among their favored factions. Luckily your Karma is unlikely to drop low enough that she takes off unless you're purposefully trying to be a bastard... [[VideoGameCrueltyPotential in which case you're likely to have sold her out to her enemies and gotten her killed beforehand.]]
373** She'll also call you out if after convincing her to let the NCR deal with the Crimson Caravan and the Van Graffs, you just kill them anyways, asking why you even bothered in the first place, though she's more annoyed at how you just wasted her time.
374[[/folder]]
375
376[[folder:Lilian "Lily" Marie Bowen]]
377[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/mutie_381.jpg]]
378[[caption-width-right:250:''"You shouldn't say things like that where Leo can hear you, dearie. He doesn't like it."'']]
379-> '''Voiced by:''' David Anthony Pizzuto (as a nightkin), Marianne Muellerleile (as a human, holotape only)
380
381-> ''"Grandma's got a present for you!"''
382
383Lily's an old nightkin who was transformed long ago, [[VideoGame/Fallout1 when The Master amassed an army of nightkin like her]], having been an elderly woman at the time. Like all nightkin, she has developed schizophrenia as a result of prolonged Stealth Boy exposure, which manifests as an aggressive alternate personality/devil on her shoulder named Leo. She joins the Courier when she learns about the investigation behind the recent Bighorner disappearances. Lily can fire guns, but she really shines in sneaking and melee combat. During their adventures, the Courier discovers that Lily needs to take her medicine so that her mental faculties regain some semblance of order. The Courier can either help Lily on the road to recovery or make it easier for Leo to come out and play.
384
385----
386!!Provides examples of:
387
388* AceCustom: The Courier can obtain copies of all other companion weapons except hers. Her melee weapon (a vertibird propeller blade) is one of a kind (she made it herself), and while the Courier can easily get his/her hands on an assault carbine, it's impossible to get a silencer mod for it.
389* AntiHero: Would probably be a straight-up good guy on her own, but her SplitPersonality Leo's influence can push her into psychotic behavior. Can slide deeper into insanity and evil depending on the player's actions.
390* AxCrazy: She's a lot more sane then most nightkin, but she can still go crazy during combat and as a companion, she'll occasionally have a mental breakdown and attack everyone she sees.
391* BewareTheNiceOnes: Even though she's a nightkin, Lily's still got the personality of a sweet ol' granny. Leo, on the other hand...
392* BerserkButton: Don't mess with her bighorners... just don't.
393* {{BFS}}: She wields a vertibird propeller blade as a sword.
394* BunnyEarsLawyer: She may be senile and is even more crazy than most nightkin you encounter, but she's still a competent fighter and was a high-ranking member of the Master's army.
395* CallToAgriculture: A former Unity spy and assassin turned bighorner shepherdess.
396* CloudCuckoolander: As with all nightkin, persistent Stealth Boy abuse has resulted in mental illness, in her case a violent split personality named Leo. She's also a hulking super mutant who acts like your slightly forgetful grandmother, though in her case that's actually her original personality shining through.
397* CoolOldLady: She's a stealthy version of ComicBook/TheIncredibleHulk who actually was a sweet old lady in her pre-nightkin days, and post-transformation regained most of her grandmotherly tendencies in the years since she left the Master's army. Even better, she more or less adopts you as her surrogate grandchild and kicks ass on your behalf with a sword made out of vertibird and/or an assault carbine. What's not cool about that?
398* DownerEnding: Lily is the only companion in the game with no real "good" ending to her arc. Depending on how the Courier convinces her to handle taking the anti-psychotic drugs, one of three endings occurs during the ending slides:
399** Taking the full dosage of her medicine results in Lily completely forgetting about her grandchildren and throwing away the holotapes that helped her remember them because they now mean nothing to her.
400** Continuing to take half-doses results in Lily still remembering her grandchildren, but she remains just crazy enough to think they're still alive and ultimately she leaves the company of the Courier to spend the rest of her life on a futile search for them.
401** Completely stopping taking her medicine results in Lily ultimately going totally crazy as "Leo" takes over completely and she roams the wasteland as a mindless, violent beast.
402* ExtraOrdinaryWorldOrdinaryProblems:
403** Lily's side quest involves learning an elderly friend/family member is not taking their psychiatric medicine properly and then trying to make a difficult decision on balancing its benefits with its side effects.
404*** If she takes it properly, she stops having episodes but she loses her memory of her grandchildren.
405*** If she continues on her half dose, she developes a dementia like state where she falsely remembers her grandchildren as alive and wanders off to look for them.
406*** If she stops completely, she loses her mind to violent insanity.
407** Lily is an old woman struggling with memory issues, including forgetting her own grandchildren.
408* FunnySchizophrenia: Played with. On one hand, the way she talks to or about Leo is pretty funny. But when "Leo" fully takes control of her, [[AxCrazy the implications are a lot less funny]].
409* GentleGiant: She's incredibly kind by Super Mutant standards to the point that she's one of the few West Coast Mutants to actually hate The Master (with even Marcus reminiscing fondly of his days in the Unity).
410* GollumMadeMeDoIt: Leo Made Me Do It: When Lily goes into an UnstoppableRage, it's because Leo managed to take control of her.
411* GrannyClassic: She may not look like one (apart from her hat and floral-print dress) but she sure acts like a loving, protective grandmother... that is, until Leo takes over.
412* HopeSpot: If you decide to convince her to drink her full dose of medicine, even if it will make her forget about her grandchildren, she mentions that at least she has their holotapes so she can still hear their voices. In the epilogue is mentioned that she threw them away, since she did not remember any reason to keep them.
413* InsaneEqualsViolent: Lily is clearly suffering with schizophrenia, mistaking people for her long-dead relatives and hallucinating that a voice called Leo is making her do violent things but in general Lily is pretty harmless when not in combat. If she is convinced to stop taking her meds however she becomes nothing more than a rampaging berserker, lost in her madness.
414* InvisibilityCloak: Regardless of whether the player has any Stealth Boys or not, Lily turns invisible automatically when you crouch.
415* LightningBruiser: As a super mutant, she'll charge into battle faster than you can, she maxes out with the highest HP of any main game companion (Dog and God can have more), her skin is the equivalent of Combat Armor, and she wields a {{BFS}} by default. It's also reinforced by the fact that she has 9 in Strength, 8 in Endurance, and 10 in Agility.
416* MamaBear: She's this, and thinks you're her grandson, regardless of your character's actual gender.
417-->'''Lily''': Get behind me, dearie! ''(Lily proceeds to paint the room red with blood)''
418* MoreDakka: She's the only companion whose default ranged weapon (an assault carbine) is automatic. [[QuickDraw Although Raul with his vaquero outfit and revolvers comes close.]]
419* NeverMessWithGranny: Especially if she is an invisible super mutant with a SplitPersonality coming at you with a weaponized helicopter blade.
420* NiceGirl: If you ignore the violent tendencies from Leo's influence, then Lily's an absolute sweetheart. Whereas all the other humanoid companions are either [[AloofAlly cold]], [[SarcasticDevotee sarcastic]], [[DeadpanSnarker snarky]], and/or [[JerkWithAHeartOfGold abrasive]] to some degree, Lily has nothing but kind, doting words and concern for the Courier at all times.
421* NinjaPirateZombieRobot: Super Mutant Ninja Grandma.
422* NoIndoorVoice: Like most super mutants, she has trouble keeping her voice below a dull roar.
423* OldSoldier: Like all West Coast super mutants, she served in [[VideoGame/Fallout1 the Master's army]] at one point.
424* ParentalSubstitute: Lily somewhat considers herself to be this towards the Courier.
425* PunchClockVillain: If asked about her time back in the Unity army, she openly calls the Master a "nasty man" and says that he got what was coming to him.
426* ReplacementGoldfish: Lily latches onto the Courier as a replacement for her grandchildren.
427* SplitPersonality: "Leo", her AxCrazy alter ego.
428* SplitPersonalityTakeover: If she's severely wounded, Leo will take complete control of her and she goes berserk.
429* StealthExpert: Despite her size and [[NoIndoorVoice lack of volume control]], Lily is still a nightkin and has the highest sneak skill of all companions. She employs an unlimited-use personal Stealth Boy when going into stealth and her personal perk doubles the time the Courier's Stealth Boys last.
430* StealthyColossus: She's a nightkin, elite super mutants specially equipped with [[InvisibilityCloak Stealth Boys]] and trained by the Master's army to act as spies and assassins.
431* SuperpoweredEvilSide: Downplayed, but choosing to have Lily stop taking her medicine entirely will make her more susceptible to Leo's influence (she will go berserk at 50% health instead of 25%), but will make her more effective in combat, even when Leo isn't in control. If the Courier convinces her to stop taking her meds she'll be able to remember her grandchildren... but her schizophrenia becomes progressively worse until the sweet granny becomes lost under her violent madness.
432* TokenGoodTeammate: In contrast to most West Coast mutants, who are either nostalgic or ambivalent towards their time in the Unity, Lily actively hated The Master and is happy that he's dead.
433* UndyingLoyalty: Gameplay-wise, she and Raul are the only humanoid companions that will never leave the Courier's employ for any reason whatsoever (all the others may quit due to the player's actions, faction reputations, or karma).
434* WithCatlikeTread: Although she's still the StealthExpert regardless. Go into crouch mode and this is what you get:
435-->'''Lily:''' ''Don't worry, '''[[NoIndoorVoice Grandma knows how to stay quiet!]]'''''
436[[/folder]]
437
438[[folder:Veronica Renata Santangelo]]
439[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/veronica_santangelo.jpg]]
440[[caption-width-right:270:''"Great. Thanks. Thank you. I'll encourage people to name their non-ugly children after you. Seriously. "'']]
441-> '''Voiced by:''' Creator/FeliciaDay
442
443-> ''"Thanks for taking a chance on a naive young girl from California with stars in her eyes and a pneumatic gauntlet on her hand."''
444
445Veronica is a Brotherhood Scribe whose mission is to retrieve supplies that her bunker needs. But that doesn't stop her from tagging along with the Courier, hoping to learn more about the world and the Brotherhood's place in it. She specializes in crafting items for the Courier and [[TalkToTheFist dishing out violence with her fist]].
446
447----
448!!Provides examples of:
449
450* ActionGirl: A scout for a secret paramilitary/monastic/knightly order of power-armored heavily-armed soldiers and scientists.
451* AllThereInTheManual: Her full name is Veronica Renata Santangelo, but she is only ever referred to by her first name in the game proper. That information comes from a [[https://blog.playstation.com/2010/09/15/fallout-new-vegas-for-ps3-meet-the-companions/ PS3 blog post]].
452* AndThisIsFor: If you wipe out Hidden Valley before meeting her and tell her about doing so when she asks you if you've heard of the Brotherhood of Steel.
453-->'''Veronica:''' In that case, [[MegatonPunch this]] is for them.
454* BadassAdorable: She's very cute, helped a lot by her quirky and humorous personality. She's also perfectly capable of punching EliteMooks to death.
455* BadassBookworm: She's a Scribe, but she's as effective in combat as a Paladin. She can even wear Power Armor and despite being a melee-focused character as her own stated preference, she has Energy weapons as a tagged skill, though since her standard ranged weapon is a 10mm Pistol, she has to be provided with both a weapon and ammo to employ her energy weapon proficiency.
456* BareFistedMonk: Her specialty, as she prefers to use knuckledusters or a good power fist in combat. She will use ranged weapons if so instructed, but only grudgingly. Bonus points for actually having monk robes as her default outfit.
457* BewareTheSillyOnes: Her sense of humor is quirky, but her Power Fist will still wreck you if you underestimate her.
458* BeingGoodSucks: Like Arcade, she's an idealist in a world that does not like them. She recognizes the Brotherhood is going down a dead end, but they refuse to listen to her and she's become a pariah for her views. Every ending involving her ranges from DownerEnding to BittersweetEnding; in the "best" two, either she becomes a wandering tinkerer afraid that anyone she gets close to for long will be executed by the Brotherhood, or she stays with the Brotherhood and learns to keep her mouth shut, spending her life studying promising new technologies she knows they'd have no interest in if she brought them forward.
459* BoyishShortHair: Underneath her hood, she keeps her hair in a short and surprisingly tidy style.
460* BreakTheCutie: The Causeless Rebel ending of her questline sees her horribly traumatized by the fanaticism of the Brotherhood, [[spoiler:as a few particularly zealous Paladins massacre a Followers of the Apocalypse camp and then try to gun down you and her, just because they wanted to take no chance she might have told them something]].
461* CuteBruiser: As mentioned, she's cute and hits like a runaway freight train.
462* DeadpanSnarker: Up there with Raul as one of the quippiest companions, with a slightly more deeply hidden bit of SadClown thrown in for good measure. She cracks jokes ''constantly'' but there's definitely some lingering regret in there.
463-->'''Veronica:''' ''(when you tell her that you want to ask her a question)'' He was already dead when I got there!/I was young and I needed the money!/Well, when two people really love each other... you really don't know this stuff yet?
464-->'''Veronica:''' ''(asked about herself)'' My favorite subject!
465-->'''Veronica:''' ''(opening her inventory)'' You're making me carry the heavy stuff, aren't you?
466-->'''Veronica:''' ''(if you point your gun at her)'' Why do we always hurt the ones we care about the most?
467* EatingTheEyeCandy: PlayedForLaughs whenever you happen across female strippers. After a while, she might begin stealing glances at them before full-on staring.
468* EvenTheGirlsWantHer: Even though she [[StraightGay doesn't advertise her sexuality]], female [=NPCs=] will hit on her. Anyone that isn't currently trying to kill you both has a chance of calling Veronica hot stuff.
469-->'''Random Vault 3 Female Fiends''': Hey, your friend... Does she put out?
470* GenkiGirl: She stands out as the most openly energetic and cheerful amongst the other humanoid companions.
471* GirlyBruiser: She is very much a girly-girl who loves dresses, but her fighting style revolves around punching people in the face with a Power Fist.
472* GuideDangIt: In many paths, she either leaves as a companion or it becomes impossible to finish her questline and thus get her ending. There's also an odd bug when she teaches you an Unarmed move, due to its trigger being shared with 9 other things. Very few guides actually have this.
473* HeadTurningBeauty: When you travel around with her, male and female [=NPCs=] alike will comment on how attractive she looks.
474-->'''Random Powder Gangers''': Damn, that's a fine looking woman. Just needs to ditch the robe...\
475'''Random Great Khans''': Your friend's cute -- is she single?
476* IncompatibleOrientation: Should a Male Courier order her to stay close, she jokes that the only way that could work was if they suddenly turned into a leggy brunette.
477* INeverSaidItWasPoison: Played for laughs as one of her humorous responses when you ask her about herself.
478* InTheHood: Her cloak's hood is almost always raised, giving her a nomadic appearance. [[SitcomArchNemesis Apprentice Watkins even asks "Still hiding that hair of yours, Veronica]]?
479* ItemCrafting: Her companion perk more or less makes her a mobile workbench.
480-->'''Veronica''': Step into my office.
481* ItsAllMyFault: [[spoiler:She comes to believe that she's to blame for getting innocent Followers killed by the Brotherhood. However, she also takes this as how leaving the Brotherhood was the right choice.]]
482* KickedUpstairs: Quite literally. The reason that Veronica was promoted to rank of being a "procurement specialist" on the surface was because the Elder wanted to prevent her from spreading her subversive ideas by sending her as far away from Hidden Valley as possible.
483* LipstickLesbian: You can ask Veronica if she has ever been in love. She tells you that she was in love with a woman in the Brotherhood, but they were separated by the other woman's parents. What makes her a LipstickLesbian instead of merely StraightGay is her single greatest desire: to own a pretty dress. If you give her Formal Wear or White Glove Society Attire (which look exactly the same), she thanks you [[{{Squee}} rather excitedly]] and teaches you an Unarmed attack.
484* MeaningfulName: Veronica is supposed to mean "the one who brings victory" as a reflection of how the Brotherhood should progress.
485* MegatonPunch: When recruited, Veronica comes armed with a Power Fist and a great love of punching things. If you tell her to use ranged weapons, she asks if jumping on the target and hitting it counts.
486* MoralityPet: Not to anyone in-universe, but to players. Several players have admitted that the only reason they spared the Brotherhood of Steel is because destroying them would hurt Veronica.
487* MyCountryRightOrWrong: At the end of her quest she can decide to stay with the Brotherhood in order to try and help them in whatever way she can since in the end they are still her family.
488* NiceGirl: Bits of playful teasing aside, Veronica is the most cheerful and easygoing of all the human companions, the rest of whom are quite jaded or crass to some degree.
489* OnlySaneWoman: She's the only one of the Brotherhood who sees that their current path leads to stagnation or extinction, and is actively taking steps towards helping her fellow members. She'll even choose this if you tell her to make the decision for herself.
490* PowerCreep: More like utility creep. Veronica's first companion perk makes her a mobile work-bench. With the ''Lonesome Road'' DLC, however, ED-E will become a mobile workbench ''and'' reloading bench. This doesn't make her useless, however; she still's one of the more powerful combatants in the game. Give her [[HypercompetentSidekick a Ballistic Fist and a set of Brotherhood T-51b power armor?]] She'll slaughter anything that gets into melee range and tank anything until she gets into melee range.
491* PluckyGirl: Very much so, determined to do good with a good attitude even as no-one back in Hidden Valley seems to agree with her. [[spoiler:Even more so when she's exiled, or if Hidden Valley is destroyed.]]
492* {{Realpolitik}}: While she dislikes the Legion, she also acknowledges they're a much easier threat for any Brotherhood paladin to deal with than the NCR. She also wouldn't mind joining House's cause since he reminds her of Elijah. That said, in DummiedOut dialogue she admits that while the NCR may make things difficult for the Brotherhood she has no regrets helping them since they'll give the region its best chance for stability.
493* RealWomenDontWearDresses: Consciously subverted. She's responsible for roaming the harsh wasteland for supplies, confronts the Brotherhood about the slow suicide of their isolationism and with levelling she'll punch out a deathclaw. But what she would really like to find is a pretty dress to wear. Find one, and she'll be touched by your thoughtfulness. Find a really nice one ("Formal Wear" or a White Glove Society outfit) and she'll [[{{squee}} squeal with delight]] and teach you to punch harder out of gratitude.
494* SadClown: She's a witty, snarky joke-machine, but there's a lot of inner turmoil and angst under that smile.
495* [[HeKnowsTooMuch She Knows Too Much]]: [[spoiler:If she decides to join the Followers of the Apocalypse, she'll find that after a day a group of fanatical Paladins (who may or may not be sent under the order of the Elder) have destroyed the Followers outpost in an attempt to deal with her for potentially spreading knowledge to outsiders.]]
496* SitcomArchNemesis: She seems to have one with Watkins in the Hidden Valley bunker. Veronica will comment "I can hardly notice that lazy eye anymore, Watkins." and Watkins will sometimes say "Still hiding that hair of yours, Veronica?"
497* StartOfDarkness: [[DefiedTrope Defied]]. Veronica claims that, by observing Elijah, she learned what she didn't want to become. [[spoiler: Some of the endings in which she stays with the Brotherhood of Steel hints at her starting to have inclinations similar to Elijah's]].
498* TomboyWithAGirlyStreak: On the one hand she loves dresses, cute animals and wishes she could feel more like a woman. On the other hand she like gadgets, technology, takes a boyish glee in fighting and mentions that she likes boxing.
499* WhatTheHellHero:
500** If you destroy the Brotherhood Of Steel bunker with [[VideoGameCrueltyPotential everyone locked inside]], she'll call you a murderer and leave you, saying you might as well just add her to your hit list.
501** To a lesser and more bearable extent (if the player would prefer not to be tongue-lashed by her), if you can convince her to leave the Brotherhood, she'll still pay homage to "The only family she's ever known" if you destroy the bunker, but won't leave your party.
502** On the other hand, if you do this ''before'' you meet her...
503--->'''The Courier:''' I killed everyone in the bunker.\
504'''Veronica:''' [[TranquilFury Oh. Well.]] [[AndThisIsFor This is for them then]].
505** And naturally, if you [[TooDumbToLive bring her to the bunker and then start killing everyone individually]], she will eventually go hostile.
506** In a manner PlayedForLaughs, when you trade equipment she snarks "You're making me carry the heavy stuff, aren't you?"
507* WhenAllYouHaveIsAHammer: She far prefers punching things with her PowerFist over shooting. If you ask her to switch to ranged tactics, she asks, "Does jumping at them with my fists count as ranged?".
508[[/folder]]
509
510[[folder:ED-E]]
511[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/ed_e_trailer.jpg]]
512->'''Whitley:''' ''"Eyebot Duraframe Subject E is both the prototype and the last functional model."''
513
514ED-E (Pronounced either "Eddie" or "E-dee", but "E-D-E" in the base game) is an Enclave Eyebot from the Capital Wasteland heading west towards Navarro. He is damaged along the way, and the Courier can choose to repair him. ED-E is more of a support character, with a huge carrying capacity, decent damage output and a truly awesome perk.
515
516Another version of ED-E accompanies the Courier in ''Lonesome Road''. See [[Characters/FalloutNewVegasLonesomeRoad the DLC character sheet]] for information on that incarnation.
517
518----
519!!Provides examples of:
520
521* AndTheAdventureContinues: In his ending, he either remains with the Courier, continues his travels to Navarro, or is taken on a travelling caravan as a guard.
522* AscendedExtra: In the base game, ED-E is barely given any real personality. ''Lonesome Road'', however, expands on his character and goes more in depth into his history.
523* BadassAdorable: He may not look very threatening, but this lowly Eyebot floated his way across roughly 2800 miles of post-apocalyptic wasteland, and was only brought down when he got to Vegas. Doubly so in ''Lonesome Road'' when you get insight on his personality.
524* CuteMachines: He's a pretty adorable little Eyebot and the adorability is raised with ''Lonesome Road''.
525* ADayInTheLimelight: The upgraded copy of ED-E in the Divide is your sole companion (other than Ulysses's radio lectures) throughout ''Lonesome Road'', which reveals his surprising DarkAndTroubledPast and [[TheGreatestStoryNeverTold thousand-mile journey from the Capital Wasteland to the Mojave]].
526* DiscOneNuke: One of the most useful companions in the series is the ''first one you can stumble upon.'' And then a few towns later, you can gain the ''other'' DiscOneNuke Boone, who synergizes extremely well with ED-E. The upgrades you can get for him in ''Lonesome Road'' keep his nuke status alive in the late game.
527* EarlyBirdCameo: In the E3 trailer, where he is shot by an unknown sniper while hovering down a road playing Music/GeneAutry's "(I've Got Spurs That) Jingle Jangle Jingle". This explains his broken state when the player meets him in the actual game. This incident is finally heard in the ''Lonesome Road'' add-on.
528* FlatCharacter: In the vanilla game due to lacking a distinct personality. This is subverted come ''Lonesome Road'', however.
529* FunWithAcronyms: ED-E actually stands for "Eyebot (Duraframe) – Subject E".
530* GlassCannon: ED-E can take decent punishment from the start and has a decent weapon, but with a DT of 8 he's not the most durable thing around and will start hurting once you get to Vegas. The end of his companion quest lets you upgrade his gun to heighten this status, or turn him into a StoneWall with a whopping ''20'' Damage Threshold. That's like strapping a suit of combat armor to him. It can be raised by 2 more with the "Lonesome Road" upgrades he can get.
531** On the other hand, you can improve his weapons array instead, really boosting the 'cannon' part. His rate of fire more than triples, and his damage, CriticalHit rate and critical damage all shoot up. Rank 4 of the Camerader-E perk increases his beam damage by 5 more.
532* TheGreatestStoryNeverTold: ED-E has travelled all the way from the Enclave bases in Maryland and Illinois to get to the Mojave, and has still further yet to go to reach Navarro. In short, it's a full cross-country adventure from the East Coast to the West Coast.
533* HiddenDepths: In ''Lonesome Road'', the copy ED-E has intact memory banks, revealing a much more detailed backstory and personality than the normal ED-E has. The DLC implies that those depths do exist within the original ED-E, but too much wear and substandard patch jobs mean he can't fully access it.
534* ItemCrafting: With ''Lonesome Road'' installed and with some nifty skill checks (Repair and Science 25), ED-E becomes capable of acting as a mobile workbench and ammo-reloading station. The utility character suddenly has even more utility! The level 2 ED-E Cated perk allows him to create Microfusion Cells, Small Energy Cells, Flamer Fuel, and Missiles Once-Per-Day through dialogue options. The first two by benefit of having the perk, the other two after passing an Explosives Skill Check.
535* RobotBuddy: The Courier's faithful robotic right hand, with a multitude of crafting options on the go.
536* StoneWall: In contrast to [[GlassCannon the Followers' upgrade]], getting the Brotherhood upgrade gives him a DT of 20. Still not ''the'' best, but it's just shy of Ranger Armor and PoweredArmor in terms of protection. Rank 3 of Camerader-E will increase it by 2 more.
537* SuperPrototype: ED-E is an Eyebot prototype, albeit for an upgraded series of Eyebot that never went into production rather than Eyebots as a whole. ED-E is made of the same materials used to make Hellfire armor, can carry more than 200 pounds, and his laser isn't anything to laugh at. Plus, his 'Enhanced Sensors' perk lets you not only detect enemies from ridiculous distances, making sniping a breeze and allowing you to prepare for incoming NCR Rangers/Legion Assassins, it also lets you target cloaked enemies in V.A.T.S. Handy when you are fighting Nightkin, and makes Nightstalkers laughable.
538** However, if you give him to the Brotherhood they make an ''army'' of ED-Es.
539** He can also be brought along, in a sense, in ''Lonesome Road'': the tech within the Divide makes a very long-range remote-scan of ED-E and makes a construct of him from the old eyebots in the Hopeville military installation, with an extra special bonus that he can scavenge upgrades from other broken eyebots...
540** He even packs a mobile reloading/repair bench, handy for Enclave soldiers who need weapons maintenance but too far from supply lines. With the proper skill checks, he becomes an all-in-one energy weapons and explosives ammo dispenser.
541* ThemeMusicPowerUp: Not quite a power-up, but ED-E will play a short tune before charging into battle. Just one more reason why he's awesome. ''Lonesome Road'' reveals that the song comes from the [[ShowWithinAShow pre-war TV series]] "Ralphie", about {{a boy and his|X}} [[RobotBuddy heroic eyebot]], [[spoiler:which ED-E loved watching with his creator, Whitley.]]
542* TookALevelInBadass: If you pick up all his upgrades in the Divide, he becomes free weapon maintenance, can manufacture ammo of various types, is a mobile workbench and reloading bench, and has a DT/accuracy/damage boost ''all in one'', on top of Enhanced Sensors, and the Brotherhood/Followers upgrade.
543* TrueSight: With ED-E along, the Courier can use VATS against targets who are cloaked, and also can detect them on the compass.
544* UndyingLoyalty: To the Courier for fixing him up, especially helping enhance him with the Followers/Brotherhood's help during his companion quest, as well as his ([[AmbiguousSituation most-likely-former]]) creator, Whitley.
545* TheUnintelligible: He can only "speak" through electronic beeps, and continues to do so even in his epilogues. In ''Lonesome Road'', the Courier ''is'' [[IntelligibleUnintelligible able to understand him]], somehow. (It makes sense if ''Old World Blues'' is completed before starting ''Lonesome Road'', since the Courier becomes a {{Cyborg}} and reasonably could have some machine-to-human interface included. Otherwise... who knows?)
546* WhatMeasureIsANonHuman: ED-E was subject to painful testing under the orders of Colonel Autumn under this philosophy. His creator Whitley subverts this, however, treating him with genuine affection, and is horrified by ED-E's cruel treatment at the hands of others. [[spoiler:Whitley is strongly implied to have been executed for smuggling ED-E to safety rather than consigning him and the other eyebots to the scrap pile to make more Enclave Hellfire armor.]]
547[[/folder]]
548
549[[folder:Rex]]
550[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/Rex_8608.png]]
551[[caption-width-right:240:Five of Spades]]
552->'''The King:''' ''"First, he hates rats. Can't stand the things. Giant rats, molerats, doesn't matter. He catches a whiff of one and he's off like a shot after them. [...] Second, he doesn't like hats, or the people wearing them. Don't ask, I have no idea why. Maybe because it rhymes with rats."''
553
554Rex is a cyberdog who belongs to The King, leader of the Kings gang in Freeside. While very much a good boy, as learned in his companion quest "Nothin' But a Hound Dog", he hasn't been doing good lately on account of his cybernetics and brain starting to malfunction. Rex is a melee character, with a surprising amount of hitpoints for a dog thanks to his cybernetic enhancements.
555
556----
557!!Provides examples of:
558
559* ActionPet: A dog that can damage your enemies with melee attacks.
560* ArtificialLimbs: Has a [[BrainInAJar transparent braincase]] and cybernetic jaw, left foreleg, and hindquarters.
561* BabiesEverAfter: If the Courier created [[spoiler:Roxie, another cyberdog]] during the ''Old World Blues'' DLC, all her endings will involve her [[spoiler:eventually meeting up with Rex and together, they build a litter of "Boston Terrifier" Cyberpuppies]].
562* BackFromTheDead: If Rex dies from his condition or is killed during the game, an ending in ''Old World Blues'' where [[spoiler:Roxie was repaired]] involves [[spoiler:Roxie finding him and dragging his body to Big MT to fix him]].
563* BerserkButton:
564** He hates rats and hats, the latter allegedly because it rhymes with rats. Do not test this near people you want to live.
565** He also seems to hate ED-E, the other "pet" companion, tending to growl at it.
566* BrainInAJar: It's even interchangeable (Well, once.) The cybernetics in his transparent brain case allow for a personality backup, letting Rex keep his original memories and mannerisms while the memories from the new brain meld with his. Depending on the brains the player gets him, he'll either gain an increase in damage, health, or speed.
567* CanineCompanion: As per ''Fallout'' tradition, one of the possible companions is a dog.
568* {{Cyborg}}: A [[RobotDog cyberdog]] with a healthy helping of {{Zeerust}}, a visible BrainInAJar, cyber-skeletal paws, and gratuitous visible fans in his mechanical components.
569* FlatCharacter: Played with. He's a loyal and excitable cyberdog, but in a rather colorful cast of [=NPCs=] with varied backgrounds, Rex seems to contribute the least backstory-wise. That said, he actually has hundreds of years of adventures, but obviously, just isn't able to tell anyone about them.
570* TheGreatestStoryNeverTold: Rex has lived since before the Grear War 200+ years ago. He served in the Denver police K-9 unit during the final pre-War days, once acted as a loyal war-hound to Caesar himself, been a companion of The King for who-knows-how-long, and generally has had lots of interesting experiences in his life. [[CanineCompanion For obvious reasons]], he is unable to tell anyone about them.
571* NoticeThis: His companion-perk, "Search and Mark". It highlights useful pickups, (like weapons, ammo, food and medicine) and containers that carry them.
572* OvershadowedByAwesome: Rex is a good fighter in his own right. However, thanks to the ''Lonesome Road'' add-on, his fellow "animal" companion, ED-E gets multiple upgrades both before and during the exploration of the Divide that place ED-E ''leagues'' above Rex in terms of usefulness to the Courier.
573* PunnyName: His previous owner, The King named him [[StockAnimalName Rex]], as in the Latin word for "king". Fittingly, he was also once the personal hound to Caesar himself.
574* ReallySevenHundredYearsOld: It's obvious that a cyberdog can live longer than a normal one, but Rex has been around since before the Great War. The only companion older than him is Raul, and Rex looks ''a lot'' better than Raul.
575* RecycledInSpace: Rex is basically Dogmeat reborn as a {{cyborg}}.
576* RedOnesGoFaster: Has a red racing stripe/[[RedIsViolent swash of war paint]] along his flank in the shape of the bull icon of Caesar's Legion.
577* RobotDog: A faithful hound with both organic and {{Cyb|org}}ernetic components.
578* SplitPersonalityMerge: Giving him a new brain means that he effectively has to blend both his memory and the memory of the previous owner together. For Rex, the brains of Rey and Lupa (a housedog and a Legion hound, respectively) have an easier time going through this than that of Violetta, a drugged-out mutt owned by one of the Fiends.
579* UndyingLoyalty: First to his old handlers in the K9 cyberdog unit in Denver, then to Caesar during his time as a war-hound in the Legion, then to The King while he lived in Freeside, and finally to the Courier, especially once he's given a new healthy brain during his companion quest.
580[[/folder]]
581
582!!!Temporary Followers
583[[folder:Deputy Beagle]]
584See [[Characters/FalloutNewVegasSettlements Primm]]
585[[/folder]]
586
587[[folder:Logan]]
588See [[Characters/FalloutNewVegasOtherCharacters Other Characters]]
589[[/folder]]
590
591[[folder:Rhonda]]
592See [[Characters/FalloutNewVegasOtherFactions State of Utobitha]]
593[[/folder]]
594
595[[folder:Private Halford]]
596See [[Characters/FalloutNewVegasNewCalifornia New California]]
597[[/folder]]
598
599[[folder:Ranger Bryce Anders]]
600See [[Characters/FalloutNewVegasNewCalifornia New California]]
601[[/folder]]
602
603[[folder:Orris]]
604See [[Characters/FalloutNewVegasSettlements Freeside]]
605[[/folder]]
606
607[[folder:Ted Gunderson]]
608See [[Characters/FalloutNewVegasTheStrip The Strip]]
609[[/folder]]
610
611[[folder:Securitron]]
612See [[Characters/FalloutCreatures Fallout Creatures]]
613[[/folder]]

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