Follow TV Tropes

Following

Context Characters / FalloutNewVegasOtherFactions

Go To

1%%
2%%Trope names are not to be spoiler tagged as per Administrivia/HandlingSpoilers.
3%%
4[[WMG:[[center:[-''VideoGame/FalloutNewVegas'' '''[[Characters/FalloutNewVegas Main Character Index]]'''\
5[[Characters/FalloutNewVegasTheCourier The Courier]] | [[Characters/FalloutNewVegasCompanions Companions]] | [[Characters/FalloutNewVegasNewCalifornia New California Republic]] | [[Characters/FalloutNewVegasCaesarsLegion Caesar's Legion]] | [[Characters/FalloutNewVegasTheStrip The Strip]] ([[Characters/FalloutNewVegasRobertEdwinHouse Robert Edwin House]]) | [[Characters/FalloutNewVegasSettlements Settlements]] | '''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[[foldercontrol]]
7
8!!The Boomers
9
10[[folder:In General]]
11[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/Boomers_9344.png]]
12->''So you know about the vaults? Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns -- [[StuffBlowingUp but the overseer wouldn't let you fire off any of the really fun ones.]] I guess all the little pops and bangs at the firing range just got boring after a while!''
13-->-- '''Pete'''
14
15A technologically advanced tribe originated from a group of emigrants from Vault 34, a vault in which the armory was overstocked and cannot be locked. They left after the Overseer attempted to implement gun control laws. They are currently living in Nellis Air Force Base to the northeast of Vegas and have developed a culture based around the use of weapons. Intensely xenophobic, the Boomers choose to "greet" all non-Boomers or "savages" to the "Nellis homeland" with heavy artillery fire.
16----
17* AcePilot: Due to them having access to aerial combat computer simulations at the base, they are one of only two minor factions (the other being the Enclave Remnants) that have access to, and capability to provide air power.
18* BadassArmy: While they aren't as actively militant as the NCR or Legion, they certainly count as this. After the rebellion in the vault, they left into the wasteland and came under repeated attacks by raiders. Thanks to their heavy firepower, they had a [[CurbStompBattle kill ratio of over 40 to 1]]. And that's ''before'' they moved into Nellis Air Force Base and recovered their signature howitzers from Area 2.
19* BadassBystander:
20** All of their members are armed with explosive weapons. You'll occasionally see [[NukeEm a Fat Man]] on a ''farmer''. It is not a good idea to turn them hostile against you.
21** Also describes the faction as a whole. They've remained separated from the larger conflict in the Mojave because they've blown up anybody that's tried to approach them, no matter what they had to offer. In many of the endings, should the Courier complete their faction quest, the Boomers will still be left alone out of respect or fear.
22* BloodKnight: An entire faction of them. Their culture is dedicated towards the use of weapons and many of them cannot wait to get into an actual, non-simulated battle.
23* BreakOutTheMuseumPiece: If you persuade them to go to war against the NCR or the Legion, which requires completing their quest to retrieve an ancient bomber aircraft from the depths of Lake Mead, they'll ride out to battle in a 300-year-old B-29 Superfortress. Loyal even states that, aside from the airframe and whatever they could manufacture on their own, most of the working parts come from pre-war museums.
24* ChestOfMedals: Their typical outfits have medals, ribbons, and patches from neck to ''ankles''. It goes along great with the tribe's style of ''shell-casing necklaces''.
25* {{Crazy Survivalist}}s: Justified by a belief that outside humans are nothing but savages, but they can be convinced to change their view (albeit solely towards the Courier themselves rather than humanity as a whole).
26* CustomUniform: They wear military blazers over old patched-up Vault 34 jumpsuits as their faction's uniform, showing they were once Vault dwellers while also making them look distinct.
27* DeathFromAbove: [[spoiler:If you managed to help them recover the B-29 bomber and convince them to help in the battle, they will use the bomber to carpet bomb either Caesar's Legion or the NCR positions as you advance during the final battle at Hoover Dam]].
28* DefectorFromDecadence: In their opinion, at least. The truth is more complicated. They left the Vault because the Overseer attempted to restrict the use of the huge stockpile of firearms in the Vault. Specifically, while they were allowed to ''shoot'' as much as they wanted in the gunnery range (the restrictions on access to guns came much later, after the Boomers had been gone for a long, long time), the Overseer stopped them from ''exploding'' even small bombs.
29* EstablishingCharacterMoment: According to Pete, the first thing they did after leaving Vault 34 was to use grenades and flamethrowers against savages wielding ''knives''.
30* FantasticRacism: Towards all non-Boomers, who they refer to as "Savages". The Courier can eventually earn enough favor to be referred to as "Outsider", but even then, it's usually a LastSecondWordSwap.
31* {{Foil}}:
32** To the Brotherhood of Steel. Like the Brotherhood, the Boomers are isolationist tech fanatics who don't trust outsiders. However, their prejudice is justified: they were set upon by violent tribals after they emerged from the Vault, and their subsequent lack of contact (other than through a ten-gun salute) hasn't helped change this mindset. Even then, a lot of them have come to realize that their isolation cannot last forever, especially given the supply and maintenance problems that they're starting to have. By contrast, the Brotherhood has never been preoccupied with threats to its existence, and has completely failed to realize that the world has changed. Rather than try a different approach to stave off their decline, they instead cling to the teachings of their codex ever more tightly, in hopes that their adherence to dogma will eventually turn things around. That being said, the connection is very much apparent, as lampshaded by Veronica:
33-->"A bunch of shut-ins who scorn outsiders and hold technology over them. Gee, where have I heard that one before?"
34** At the end of ''Lonesome Road'', which ending you choose leads to a better reputation from different factions in the Mojave. The Brotherhood and the Boomers have exactly the opposite prerequisites: [[spoiler:Not launching the nukes gains you Brotherhood respect while nuking both the Long 15 and Dry Wells gains you Boomer respect.]]
35** They're also one to Arroyo from ''Fallout 2''. Like the Vault 13 dissidents who went with the Vault Dweller, the Vault 34 ones desired to be free of their Overseer's oppressive rule. But unlike the former, whose settlement became a Tribal village, the latter opt to use an intact Air Force base as their community and retain a lot of their know-how and love for ordnance. As a result making themselves unique among most Tribals in being technologically advanced, if very xenophobic.
36* GunNut: Their main [[GangOfHats hat]] is a love of firearms due to coming from a vault with an overstocked armory. Their respect for weapons is the reason why you're allowed to carry your weapons openly in their territory.
37* HavingABlast: They primarily use explosive weaponry such as Grenade Rifles or Rocket Launchers.
38* HiddenElfVillage: In a manner of speaking. While the village isn't really 'hidden' in the typical sense, the Boomers are isolationist and disinterested in whatever happens beyond the border of their "homeland" at Nellis, gladly bomb all potential visitors with artillery, and refer to all non-Boomers, the Courier included, as 'savages'.
39* IKnowMortalKombat: They learned to fly planes after they found VR airflight simulators in the base.
40* MadBomber: They fire artillery at anyone that dares to get too close to their base. They also have respect for others who share their affinity for explosive bombardment [[spoiler: like the Courier should they send a pair of nukes to destroy both NCR and Legion territory in the ''Lonesome Road'' DLC]].
41* MeaningfulName: In a meta sense with a touch of irony. Obviously, the Boomers are known for making things explode, but they also came from a vault that was experiencing a significant population surge. The later social defintion of "boomer" (as in the [[UsefulNotes/TheBabyBoom "baby-boomer"]] generation) as "person out of touch with a world that has passed them by" that took off in TheNew10s and TheNew20s is [[HilariousInHindsight pure serendipity]].
42* ProperlyParanoid:
43** The Boomers will actively bombard any potential outsiders that come close to their settlement. [[CrapsackWorld Knowing what is out in the wasteland,]] they're not entirely wrong.
44** Their initially untrusting and wary attitude towards you is ultimately proven right if you choose to kill them instead of allying with or ignoring them.
45* RightWingMilitiaFanatic: They are a self-sufficient survivalist community that is fiercely distrustful of outsiders with a large pile of weapons and hold weaponry in such high regard they don't bother disarming the Courier (who might possibly be there to kill them).
46* ThisMeansWar: According to the backstory, after repeated attempts to make contact failed, the NCR tried to cut off the Boomers' water supply from Lake Mead. [[ThrowDownTheBomblet The Boomers responded in just the way you'd expect]], resulting in the NCR [[KnowWhenToFoldEm promptly turning the water back on and never repeating their mistake again.]]
47* ThrowDownTheBomblet: What did you expect from a group whose members are all armed with grenade launchers and bazookas?
48* UndyingLoyalty: To the Courier, if the B-29 is raised. They promise to support you specifically rather than any of the factions. (If the Courier plays as a double agent, gaining their loyalty can complete the same mission for three factions at once, though what prevents it from being for all four is that you [[spoiler: need to kill Mr. House before you get this mission from the Legion.)]]
49* {{Veganopia}}: Subverted. The Boomers evidently subsist on a vegan diet, growing soy and legumes for protein. They are also one of the more militaristic factions in the game.
50* WorthyOpponent: While the Boomers typically shoot approaching "savages" on sight, after the Courier braves the veritable DeathCourse that lies in front of their gates, dodging constant mortar fire the entire way, the Boomers are so taken aback by your display of [[CrazyIsCool insane]] [[{{Determinator}} tenacity]], they decide it's worth hearing what they have to say.
51* YouAreACreditToYourRace: They are ''very'' impressed with a Sav--[[LastSecondWordSwap Outsider]] like the Courier. Dodging the bombardment to their base, helping many of their members, learning about their history (with several different checks to ''really'' impress Pete), and at last making their long-held dream come true by retrieving the B-29 from Lake Mead.
52[[/folder]]
53
54[[folder:Mother Pearl]]
55[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pearl_fonv.jpg]]
56->'''Voiced by:''' Marianne Muellerleile
57
58-->''"Mother Pearl knows a storm is gathering. Times are changing. May be time for us to change a little, too."''
59
60The leader of the Boomers. Unlike her people, Mother Pearl is interested in forging limited ties with Outsiders, believing that the Boomers' future survival will depend on it.
61----
62* IWasQuiteALooker: [[http://images2.wikia.nocookie.net/__cb20101215173858/fallout/images/thumb/9/96/Nv_b29pearl.png/422px-Nv_b29pearl.png Pearl]], if the art on the side of their B-29 is anything to go by.
63* PunnyName: A spin on the old saying "mother of pearl".
64* ReasonableAuthorityFigure: In spades. She lets you in after you manage to survive the artillery assault and asks you to help her fellow Boomers out so they can get used to the idea not all outsiders are assholes. Her reasons for this include a realization that (A) they can't be xenophobes forever and (B) she wants to show her followers that they should trust other people, because one day it'll be inevitable.
65* ThirdPersonPerson: Sometimes refers to herself in third person.
66* WastelandElder: She is one of the original Boomers who left Vault 34 and has capably led her tribe for many years, becoming wiser and more forward-thinking than the others.
67[[/folder]]
68
69[[folder:Loyal]]
70[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/loyal_fonv.jpg]]
71->'''Voiced by:''' Creator/PeterRenaday
72
73->''"Isn't that old bomber a beauty? Thanks so much for making an old man's dreams come true."''
74
75Loyal is an elderly repairman who keeps the Nellis Air Force Base up and running. About completing a few odd jobs for him he'll tell the Courier about his dream of raising an old pre-war combat plane out of Lake Mead and restoring it to its former glory.
76----
77* CoolOldGuy: He's quick to warm up to the Courier and shows them some respect once they prove their worth by helping out around Nellis.
78* MrFixit: He handles most of the repair jobs around the base with Jack helping out as his assistant. Oddly enough, Repair isn't one of his tagged skills.
79* TheSmartGuy: He handles most of the technology and repair oriented jobs around Nellis and has Barter, Lockpicking and Science as his tagged skills, each of which is very high.
80[[/folder]]
81
82[[folder:Jack]]
83
84->'''Voiced by:''' Ari Rubin
85
86->''"Oh, you can't miss her! She has short red hair and she's the most beautiful woman who ever lived! You'd really talk to her for me? What if she feels the same way? What if she comes here like you did? What if she gets blown up? What if she doesn't like me? Oh jeez, I better just let you handle it. I'm better with machines. They don't make my stomach queasy like this!"''
87
88Jack is Loyal's young apprentice. But in secret, he spends his time looking across the bombarded no man's land outside of Nellis, to a beautiful red-headed caravan worker, who can only look back at him from a distance.
89----
90* ICantBelieveAGirlLikeYouWouldNoticeMe: If a female courier with the Black Widow perk or a male courier has the Confirmed Bachelor perk, they can compliment his attractiveness in the exact same way and he says:
91-->'''Jack:''' "You think I'm handsome? Wow, I wonder if she does, too!"
92* GadgeteerGenius: He's the one that builds the rebreather (with some help from The Courier), an instrumental tool in recovering the bomber, that allows The Courier to breath underwater
93* LargeHam: If you get Janet killed:
94--> '''Jack:''' "Oh, my sweet blameless Red! Curse the walls of Nellis! Curse our guns and isolation! Her blood is on our hands! Only if we stop shelling everyone who comes close will some good come from this tragedy. If you'll excuse me..."
95* MrFixit: Just like his teacher, Loyal.
96* StarCrossedLovers: With Janet.
97* VideoGameCaringPotential: You can go out of your way to convince both Mother Pearl and Alice [=McLafferty=] to allow Jack and Janet to be together. Or if you're feeling like a cruel bastard...
98* VideoGameCrueltyPotential: You can intentionally get Janet killed and break Jack's heart, by telling her she can go to Nellis, ''without'' telling Janet she needs to put on the Boomer Outfit the Boomer's gave you to give to her, so they know not shoot her.
99[[/folder]]
100
101[[folder:Pete]]
102
103->'''Voiced by:''' Sam Cohen
104
105->"I alone have shot down over 500 Chinese Xian-85 fighters!"
106
107The young Keeper of the Story in the Boomer museum.
108----
109* AdorablyPrecociousChild: He takes his job as the Boomers' historian very seriously.
110* AlcoholInducedIdiocy: Pete himself doesn't fall victim to this (thankfully!), but he got his job when his previous mentor decided to make some... questionable choices involving high explosives while drunk as a skunk.
111* ImprobableAge: He runs the Boomer museum despite being a young boy. He was the apprentice Keeper until a couple of months ago, when the previous Keeper [[AlcoholInducedIdiocy mixed whiskey and landmines]].
112* MrExposition: His role is to explain the history of the Boomers, and give the Courier chances to increase their reputation with them based on their responses.
113[[/folder]]
114
115[[folder:Raquel]]
116
117->'''Voiced by:''' Creator/AprilStewart
118
119->"I'm Raquel, master-at-arms for the Nellis homeland. Mother Pearl, our eldest, wishes to speak to you."
120
121Raquel is the unfriendly but committed master-at-arms for Nellis Air Force base and is in charge of maintaining security and keeping the Boomers fit and ready for action. She takes her duties very seriously but means well and will slowly grow to accept the Courier as they assist the Boomers with various tasks.
122----
123* ActionGirl: She's the master-at-arms and is very well equipped for combat.
124* DefrostingIceQueen: Somewhat. Her attitude doesn't improve much but she does genuinely appreciate the Courier's help and will congratulate them on a job well done after they take care of her little ant problem.
125* JerkWithAHeartOfGold: She's not the nicest person around, but is only trying to look out for her friends and family and keep them all safe. When the Courier begins proving their worth to the Boomers she'll give them some genuine praise.
126[[/folder]]
127
128[[folder:Argyll]]
129
130->'''Voiced by:''' Ari Rubin
131
132->''If I haven't said it before, outsider, let me say it now - welcome to Nellis. Word from Pearl is that you're to be greeted as a friend."
133
134The resident doctor who can usually be found inside the Nellis Medical Station tending to his patients. Recently, he has hit a wall in attempting to treat the victims of the recent ant attack and enlists the Courier to help treat the wounded... provided they have the skills needed.
135----
136* BadassBystander: He has perfect scores in Guns and Explosives and has an unusually high amount of hit points for an ordinary doctor.
137* BackAlleyDoctor: Downplayed, but he apparently learned most of his medical skills from an old first aid handbook. Notably, he has both Guns and Explosives as tagged skills, but not Medicine.
138* CombatMedic: He has Guns and Explosives as his tagged skills, both of which are maxed out at 100.
139* IOweYouMyLife: Not him specifically, but when the Courier arrives at Nellis, there are some injured Boomers he has trouble caring for. With a high enough Medicine check the Courier can do the job for him, and he acknowledges that you're the reason they will live and make a full recovery.
140[[/folder]]
141
142!!Bright Brotherhood
143
144[[folder:In General]]
145->''"We wish to escape the barbarity of the wasteland, especially the violence and bigotry of its human inhabitants. The creator has promised my flock a new land: a place of safety and healing... a paradise in the far beyond."''
146-->-- '''Jason Bright'''
147
148A cult of ghouls (and one human convinced he's a ghoul) living in the REPCONN test facility who believe they can reach "the promised land" using the rocket ships in the facility.
149----
150* AxCrazy: Josh Sawyer's mod puts a large number of hostile members of the cult on the road from Nipton to Novac. Presumably, they were right on the edge of feral ghouldom and the Nightkin's attack gave them a chance to escape.
151* BigDamnHeroes: [[spoiler:For Novac, if their trip is successful.]]
152* ChekhovsGunman: Deceased Bright Followers are found in a few hidden corners throughout the southwest of the map. They usually have valuable early-game energy weapons. Without context, though, the player will have no idea who these dead ghouls in robes are. If you have the JSawyer mod installed, you can also meet a large group of crazed brotherhood members on the road to Novac; Unfortunately, they're equipped with the same weapons their dead brethren have.
153* CrazySurvivalist: Harland, who manages to survive by himself against Nightkins by finding a good defensible position to snipe them, booby-trapping the surrounding area and living off on radroaches and condensation from pipes.
154* {{Cult}}: A benevolent version. They just want to find a place where ghouls can be free from persecution by humans.
155* CultColony: They plan to use the REPCONN rockets to travel to their 'promised land'.
156* EnergyWeapon: They're all armed with laser guns. There's quite a lot of ash piles that used to be nightkin around their home base, and the dead Bright Followers you find in various hidden areas are usually a good source of energy weapons.
157* FantasticRacism: Subverted in that the group itself for the most part bears no ill will towards humans, with only [[YouAreWhatYouHate Chris being rude to the player]]. In fact, Jason believes that the Courier and Chris are the Chosen Ones of their faith and in his final speech grants both you and Chris sainthood. They only plan to abandon Chris because of pragmatism: humans can't survive the radiation at the launch site or the destination of the "Far Beyond".
158* {{Foil}}: To the Hubologists. Both are a cult-like group trying to get a spacecraft to work so they can leave the wasteland. The Hubologists are a group of humans that run a ScamReligion and are only using the Chosen One to get the parts they need, and tell them to shove off once they have done their task. The Bright Brotherhood are ghouls who simply want to find a place where their people are free from human persecution. Once the Courier has helped them get their rockets to working order, they are very grateful to them, and revere them as a saint of their people. Should the Hubologists get their spaceship to work they are doomed to die when it explodes or they make it to space and die to lack of oxygen. The Brotherhood is successful in getting the REPCONN rockets to work, and at the end of the game, they either return to Novac to help in its defense, or help the humans evacuate it from the Legion's attack.
159* HollywoodScience: Just look at the [[RetroRocket designs of the rockets]] that they are planning to use.
160* {{Irony}}: From a gameplay standpoint, Jason is a walking example of this by mere virtue of being a Glowing One, every other one of which is AlwaysChaoticEvil and hostile to all non-ghouls. He's also ironic in another way since his cult revolves around the concept of a ghoul-only society finding true peace from prejudiced humans, but to do so requires absolute trust in two humans and using human technology (which in and of itself was partially responsible for making people ghouls due to its radioactive nature) to achieve their ends.
161* TooDumbToLive: Subverted, as their fate upon launching their rockets is left ambiguous despite the prospect of them succeeding going against all known logic. [[spoiler:The best endings for Novac involve the Brotherhood somehow managing to return in order to either help defend the town from the Legion, or evacuate the residents before the Legion can kill them.]]
162[[/folder]]
163
164[[folder:Jason Bright]]
165[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jason_bright_fonv.jpg]]
166-->'''Voiced by:''' Graham Cuthbertson
167
168->''"I am Jason Bright, the prophet of the Great Journey. All the ghouls you see here are members of my flock."''
169
170The founder and leader of the Bright Brotherhood and one of the few non-feral glowing ones.
171----
172* GameplayAndStorySegregation: His stats give him a measly 2 in Charisma and a Neutral karma level, despite him being acknowledged as both charismatic and highly benevolent.
173* GoodShepherd: He cares about all ghouls, even the Feral ones, and his only motive really is to give them a land where they can all be happy.
174* IDidWhatIHadToDo: In order to make use of Chris' skills and unable to convince him that he's ''not'' a ghoul, Jason went along with pretending that he's one of them. Jason's also shown to be regretful for what he had to do in order to get the rockets operational, though he tries to make amends by immortalizing Chris (and the Courier) as saints.
175* InsultBackfire: If you make fun of his name, he either won't notice or won't care and is glad that you appreciate the significance.
176* MaybeMagicMaybeMundane: Talks a lot about his visions being from The Creator, and even uses his birth name as proof. However, a good or even neutral-aligned Courier proves all of them right.
177* MeaningfulName: Which can be lampshaded by both you and Jason, since it was his name even before he became a Glowing One ghoul. He takes it as a sign that he has a higher calling that has been planned out for him.
178* NiceGuy: Despite taking advantage of Chris, he honestly cares for the man. He gave shelter and food to him even before he [[MaybeMagicMaybeMundane realized that Chris was sent to him by the Creator]]. His speech before the Great Journey is the type of speech one would give before they would have to leave a good friend forever.
179* ReallySevenHundredYearsOld: He's actually a Pre-War Ghoul, making him that much more rarer.
180* VocalDissonance: Downplayed, but he doesn't have the raspy voice that all the other sentient ghouls have, his voice has an electronically resonating tone to it, not much different from a normal human voice besides the echoes it produces.
181[[/folder]]
182
183[[folder:Chris Haversam]]
184[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/chris_haversam_fonv.jpg]]
185-->'''Voiced by:''' Creator/SamRiegel
186
187An engineer from Vault 34, he fled the Vault after believing that he was becoming a ghoul. After joining the Bright Brotherhood, who failed to convince him that he was not a ghoul, he helped prepare their rockets for their journey.
188----
189* FaceHeelTurn: Once he's made to realize he isn't a Ghoul, he's out for blood and plans to sabotage the rockets. He can be talked down.
190* IHaveBoobsYouMustObey: You need a fairly high Speech skill to convince Chris that he's not really a ghoul... or you could just have the Black Widow perk.
191* KlingonScientistsGetNoRespect: He grew up in Vault 34 (the same vault the [[GunNut Boomers]] came from) and was bullied for "preferring machines that don't kill people" even through he was in charge of maintaining the vault reactor.
192* MinorInjuryOverreaction: He believed that his natural male-pattern baldness was a 100% indisputable sign that he was turning into a ghoul. Even a group of actual ghouls couldn't convince him otherwise.
193** He also is quick to murder all Brotherhood if the Courier finally convinces him he's not a Ghoul for using him. Despite the fact they took him in and sheltered him for well over two years in the face of rampant discrimination against them by humans.
194* ProperlyParanoid: A rather strange (and [[{{irony}} ironic]]) example. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to ''escape'' ghoulification, the other being a few survivors who are still trapped inside Vault 34.
195** Then again, Chris leaving the vault might be precisely the reason ''why'' the reactor suffered a radiation leak that ghoulified everyone else inside the Vault, since [[NiceJobBreakingItHero the reactor technician was no longer around to keep an eye on it]].
196* TheyJustDontGetIt: He's firmly convinced that he's a ghoul despite Jason's efforts to convince him otherwise. It takes the Courier having at least 50 Speech (or the Black Widow perk) to finally get him to see the truth.
197* TokenHuman: He is the only human in the Bright Brotherhood. Jason has stated that they have tried to tell Chris otherwise, but this just upset him and eventually they just let him believe what he wants.
198* UnwittingInstigatorOfDoom: Implied. Chris leaving Vault 34 with its faulty reactor may have been the cause for its Feral Ghoul infestation.
199* VocalDissonance: Despite being human, he speaks with a raspy ghoul-like voice, shared with a few other Bright Brotherhood members and other ghouls across the Mojave.
200* YouAreWhatYouHate: He is incredibly bigoted towards humans despite the fact that he's a human himself, unbeknownst to him.
201[[/folder]]
202
203[[folder:Harland]]
204[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/harland_nfv.jpg]]
205-->'''Voiced by:''' Chris Ciulla
206
207A ghoul mercenary hired by the Bright Brotherhood to help protect them while they make preparations for The "Great Journey". He was separated from the flock when the Nightkin arrived, and is encountered sitting in his kill-zone to ward off the nightkin.
208----
209* TheBigGuy: He serves as this for the Bright Brotherhood. While most of them [[EnergyWeapon are no slouches in combat]], he is armed far more heavily, and has managed to single-handedly ward off an entire horde of nightkin ''in their own territory''.
210* ConflictBall: There's absolutely no reason for him to go hostile when you try to go past his perimeter without figuring out what happened to his partner. He's only being difficult to add one more hurdle for a player that wants to avoid killing.
211* CrazySurvivalist: More emphasis on the survivalist, less on the crazy. He's survived on radroach meat for protein and condensation from the rusted pipes for water, and "does his business" in a far corner of the room. That said, even after you've established yourself as a non-threat, he'll attack you if you manage to make it past his traps without finding out the fate of his female companion for him.
212* GoodIsNotNice: He thinks Jason's teachings are complete nonsense and is only interested in the Bright Brotherhood for their women, but despite all this, he still has Good Karma.
213* InsistentTerminology: If you say he's trapped, he's very quick to correct you, insisting that his kill-zone is a tactical choice. [[SubvertedTrope Then he says this]]:
214--> '''Harland''': Aw, who am I foolin'? I'm trapped.
215* NotInThisForYourRevolution: Is openly skeptical of Jason's teachings and proudly admits to simply being there because the "ghoullettes" there are attractive to him.
216* ReducedToRatburgers: He managed to avoid starvation by eating radroaches in the basement of REPCONN.
217* TacticalWithdrawal: He insists that his kill-zone is this, but then admits that he's really just trapped.
218* WorthyOpponent: Davison admits that Harland is "not squishy like the other ghouls". Though it's less about his prowess in a straight fight and more about his tactics, since he can die quickly if he bumps into a Nightkin while leaving the basement.
219[[/folder]]
220
221
222!!Brotherhood of Steel
223
224[[folder:In General]]
225[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/Brotherhood_5816.png]]
226->''"We do not help them or let them in. We keep knowledge that they must never have."''
227-->-- '''The Brotherhood Codex'''
228
229An exclusive and isolationist order of technology collectors, originally founded by a group of deserters from the US military, which have their headquarters in the Lost Hill bunker of Southern California. Their great mastery of pre-war technology meant that the organization at one point had a tight grip on the entire Core Region. But their dismissive and overbearing attitude towards outsiders and closed structure, from which they once drew their strength, have since dwindled their numbers and influence considerably, and they are now far past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, has not helped matters, having resulted in many defeats and only a few victories for the Brotherhood, which has cost them many of their strongholds and forced quite a few of their local detachments either on the run or deep underground. One of these is the Mojave chapter, which has taken refuge in an old government bunker, Hidden Valley, from which they desperately keep trying to carry out the duties described in their Codex and reestablish contact with the HQ.
230----
231* AttackAttackAttack: The Brotherhood decided that the NCR didn't deserve anything that used electricity, so they attacked them and got bogged down in a losing war. Then the chapter under [[GeneralFailure Father Elijah]] was deployed to the Mojave, took Helios, and... ended up being slaughtered. They still haven't stopped hostilities by the time the game begins. Ramos and Hardin are at least tactically savvy enough to know that Elijah made an absolutely terrible call.
232* CantCatchUp: In the era of the earlier ''Fallout'' games, the [=BoS=]' access to Pre-War tech made them the undisputed most powerful faction in the Wasteland, second only to the Enclave, given that they had power armor, energy weapons, and military-grade heavy weaponry while everyone else was still living in huts and fighting with jury-rigged guns and armor. By the time of ''New Vegas'', Pre-War tech (including energy weapons, robotics, and computers) have spread significantly and is now available to a wide variety of factions, most notably the [=NCR=], and while the Brotherhood still has a very slight tech edge (maintaining a near-monopoly on Power Armor and having access to a very wide variety of energy weapons) they haven't managed to advance at all since the old days and overall have since been eclipsed by [=NCR=] as the Wasteland's dominant faction. It doesn't help that New Vegas survived the Great War relatively intact due to House's [[CrazyPrepared preparations]], meaning that there was an abundance of Pre-War tech to scavenge, compared to the Core Regions and the Capitol Wasteland. As a result of this LowCultureHighTech environment, their over-reliance on technological superiority simply doesn't cut it in the Mojave.
233* CreativeSterility: One of the major problems they're running into is they've basically run out of ideas, which is going to happen when you live in a hole in the ground for decades. Veronica and the former Elder (who went nuts trying to activate the Helios station and got half his men killed in the process) are about the only ones trying to get the Brotherhood out of this slump.
234* DeathByIrony: Other than just shooting up Hidden Valley, there are two ways other ways that you can wipe out the Brotherhood. [[spoiler:The first is by reseting the targeting data of the lasers security turrets at the first floor, killing everyone caught outside. The second is by making the bunker's reactor overload in a self-destruct sequence. This is extra ironic when you think about the Brotherhood's views on technology and how you just turned it against them.]]
235* EarnYourHappyEnding: The only ending they get that isn't a [[DownerEnding downer]] (either for them or because of them) is if the Courier [[spoiler:makes a treaty between them and the NCR and then sides with the NCR at Hoover Dam]]. Otherwise, they either become high-tech raiders or get wiped out for good.
236* ElaborateUndergroundBase: Hidden Valley is a combination of barracks, armory, and fallout shelter, and has a convenient sandstorm generator to mask their comings and goings.
237* EnemyMine: [[spoiler:If you have [[ReasonableAuthorityFigure McNamara]] as the Elder, he'll accept an alliance with the NCR before the battle of Hoover Dam, leading to the faction's and Veronica's best ending with an NCR victory and with Veronica being a Causeless Rebel.]]
238* EvenEvilHasStandards: Elijah's absolutely insane obsession with technology and disregard for the lives of his men shocked even them. They've since dispatched assassins after him.
239* FailureIsTheOnlyOption: [[spoiler:To say the least, [=McNamara=] does not have very many good choices on his plate. If he continues to let things stay as they are, then the chapter will either die out, dissolve from infighting, or be discovered by outsiders who are unlikely to have an interest in the continued existence of the Brotherhood of Steel.]]
240* FantasticRacism: If you bring Lily to their bunker they'll threaten to 'Put it down'. Though not touched on much in this game, dialogue in ''Fallout 2'' from Marcus and the citizens of Underworld reveal that the Brotherhood have sworn an oath to destroy all Super Mutants regardless of intelligence and shoot Ghouls on sight. Though [=McNamara=] does mention that he was willing to leave the super mutant community on Black Mountain alone while it was still under Marcus' leadership.
241* {{Foil}}: To [[HiddenElfVillage the Boomers]] and the [[DisasterScavengers Followers of the Apocalypse]]. [[spoiler: And the Courier in the Good Karma Ending to ''Old World Blues'', who becomes the [[AncientKeeper benevolent new caretaker]] of the Big MT and chooses to release beneficial technology to the people of the Mojave on an as-needed basis]].
242* TheFundamentalist: Many of its members obsessively follow their codex to the letter, [[HonorBeforeReason generally to their detriment]].
243* GasMaskMooks: It's part of the Power Armor.
244* HatedByAll: Every main faction in the game wants you to wipe out the Brotherhood, viewing them as a threat for one reason or another. You can either have the NCR form a peace treaty with them or tell Yes Man you want them left alone, but neither are particularly happy about this.
245* HeavilyArmoredMook: They have pretty good technology, and that includes weapons.
246* HiddenElfVillage: It's even called the [[ExactlyWhatItSaysOnTheTin Hidden Valley Bunker]]. Justified in that they're hiding because the majority of them died in the war with the NCR, less justified because, well, it was kind of their fault that happened...
247* HonorBeforeReason: The Brotherhood follow their codex to the letter, even when it means that they will eventually die out as a result. More along the lines of "dogma before reason", as they're certainly not above cold-blooded murder if their codex dictates. This paints them as a staunchly conservative group to extremist levels willing to justify their ideals.
248* InternalAffairs: The Circle of Steel group, under whom Christine is an operative.
249* {{Jerkass}}: Most of them are xenophobic jerks who only care about the Brotherhood's well-being and have no interest in anything that isn't related to pre-war military technology.
250-->'''Veronica:''' Just because I love them, that doesn't mean some of them aren't assholes.
251* KeeperOfForbiddenKnowledge: What they do. Unlike most other examples, they've taken it [[DeconstructedTrope too far]], becoming obsessed with the technology they "safeguard" and will probably never consider the Wasteland ready for the tech they've stockpiled.
252* KickTheDog:
253** [[spoiler:If you complete Veronica's side quest and convince her to leave the Brotherhood, she will try to join the Followers of the Apocalypse in one of their hospitals. The Followers will be happy to accept her but tell the two of you to return tomorrow. If you return 24 hours later, you will discovered that the BOS has massacred the entire hospital of unarmed doctors and even the patients to prevent Veronica from sharing her knowledge with them.]]
254** [[spoiler:And if Veronica ''stays''? Once you leave their headquarters you get accosted by a group of Paladins who demand a fight because Veronica ''dared'' to question the mandates of the Codex and they think she's trying to "poison" the mind of the Elder. Jeez.]]
255** Veronica's dialogue also indicates that, as a consequence of the Brotherhood being too xenophobic to recruit outsiders and reliant on reproduction to keep their numbers up, the Brotherhood has turned rather homophobic. In the case of Veronica's former lover, this intolerance ended up causing her to ''leave'' the Brotherhood altogether, [[NiceJobBreakingItHero further reducing their numbers]].
256** [[spoiler:If you decided to spare the Brotherhood in the Yes Man ending and had the rather bad idea of [[EpicFail blowing up the Securitron army]], the epilogue reveals that without the NCR or Mr. House to oppose them, [[NiceJobBreakingItHero the Brotherhood begin a campaign of open aggression on the New Vegas highways, attacking travelers that have in their possession technologies that the Brotherhood finds to be inappropriate.]] This happens even if you get them to sign a truce with the NCR first.]]
257* JumpingOffTheSlipperySlope: [[spoiler:If Hardin replaced [=McNamara=] as Elder, than he quickly transforms the Mojave Chapter from a bunch of heavily armed isolationists into little more than a Raider tribe in power armor that the Courier will likely be forced to [[ShootTheDog massacre]]. Inverted if [=McNamara=] stays in power, where they actually start a slow process of shaping up, but only if the NCR is around as a constant check on them.]]
258* KnightTemplar: Until either the Courier or Veronica show them their mistakes. [[spoiler:Sadly, it still doesn't work. This only ends in the NCR ending (if you don't blow them up like Colonel Moore told you to) where they signed a truce with the NCR, who stay around to make it matter.]]
259* LastStand: The Mojave Wasteland Brotherhood of Steel was almost destroyed by the New California Republic's army at Helios One. Turns out all the combat training, PoweredArmor, and [[EnergyWeapon high-tech]] [[{{BFG}} weaponry]] in the world isn't enough when you're virtually surrounded and outnumbered [[ZergRush fifteen to one]]. [[spoiler:If the Legion win the Battle of Hoover Dam and drive out the NCR, they take over the plant and make another last stand which sees them wiped out to a man.]]
260* MachineWorship: They don't worship technology ''per se'', but the degree to which they revere and pursue it really does border on religious mania at times.
261* OddlySmallOrganization: Justified in that most of them are, well, dead.
262* PowerArmor: Standard issue among their members. While it does make them powerful, it can lead to SuicidalOverconfidence, since it doesn't make them invincible against the superior numbers of other factions.
263* ProtagonistJourneyToVillain: The Brotherhood of ''Fallout 1'' and ''Fallout 2'' weren't without their flaws, but were ultimately a benevolent group, interested in protecting the wasteland from the Master's super mutants, researching and preserving pre-war technology, and their canonical ending in the first game states they would begin a slow reintegration of their advanced technology with the budding NCR. However, they let their inability to trust outsiders with technology poison their relations with them, causing them to go to war with NCR. By the time of ''New Vegas'', their fugitive status from NCR and reduced numbers mean they're more isolationist and xenophobic than ever, seeing only to their own interests and preferring to hoarde what tech they have now rather than innovate or look for other sites of interest. In certain endings the Brotherhood degenerates even further, becoming little more than glorified Raiders who shakedown caravans and travelers for any technology they have the Brotherhood has decided they want.
264* ReasonableAuthorityFigure: Paladin Ramos, the head of security. If you tell him about two young members of the Brotherhood sneaking out to go hunting, he reveals that he was watching them the whole time, but nothing bad happened so he let it be.
265* TheRemnant: The Brotherhood was already a Remnant to begin with, being descended from a group of US Army soldiers who mutinied around the time of the Great War, but the group you encounter in the Mojave takes it a step further, being a remnant of this remnant -- they're the survivors of the last battle of the NCR/Brotherhood war. As they've had no contact from any other Brotherhood bases, they may as well be the only members of the faction left west of the Mississippi as far as they are concerned.
266* SeriousBusiness: To them, their codex is serious business. Progressive members are prone to getting flat out murdered by the regressive members for even thinking about something that doesn't follow the codex to the letter.
267* SkilledButNaive: An unusual case, given the fact that the Brotherhood of Steel is one of the oldest factions still in existence. Although their military training and technological expertise is almost unmatched, their closed-mindedness is making them increasingly out-of-touch with reality. This in turn has led to increasingly poor judgment which, among other astoundingly bad decisions, is directly responsible for the disastrous operation at HELIOS One and the decline of the Brotherhood's power in the West.
268* SmugSnake: They won't hesitate to let you know how much better they are than you. They'll talk down to you and act like you and everybody else are idiots who shouldn't even be allowed to touch a laser pistol. Which then ties into...
269* SuicidalOverconfidence: They think PowerArmor and energy weapons will let them take on anything. It gets over half of the Mojave chapter killed when they try to hold HELIOS One (a tactically indefensible position) with just over a hundred paladins against ''a few thousand NCR troopers'', and would have likely kept on trying to hold it if Elijah didn't ditch them, leading his replacement to make the sensible decision to withdraw. Later on, you find a couple of dead paladins scattered across the wasteland: it's likely that at least two of the patrols perished because they were trying to get their hands on advanced weapons technology, only to get cut down by a dozen heavily armed robots or pulverized by a direct hit from an artillery shell.
270* TookALevelInJerkass: The Brotherhood in past ''Fallout'' games weren't saints, but they were mostly heroic figures interested in protecting the wasteland from mutants, the Enclave, and raiders, and they were on friendly terms with civilian settlements. Here, the Brotherhood has been to war with NCR in the past, they'll snap a bomb collar on your neck to keep you from leaving their perimeter until you earn their trust, and they decide that anything that doesn't directly threaten them or the ideals of their Codex isn't their problem. A particularly zealous band of Paladins will kill [[spoiler:a Followers of the Apocalypse camp]] in cold blood out of paranoia they might have been told some "Brotherhood secrets".
271* UnderestimatingBadassery: They sent Paladin Raseleanne and her escort to investigate [[ThrowDownTheBomblet The Boomers]] and advised her that they [[TemptingFate shouldn't have anything]] that would pose a threat to someone in full PowerArmor... You find her and her escort's corpse in a artillery crater.
272* UngratefulBastard: [[spoiler:Even if you help them get back on their feet in the Wild Card ending, they will, without the watchful eye of the NCR to keep them in check, start to harass and even straight up rob caravans on the Long 15 who carries technology they deem inappropriate. Moreso if you replace [=McNamara=] with Hardin.]]
273[[/folder]]
274
275[[folder:Elder Nolan [=McNamara=]]]
276[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nolan_mcnamara_fonv.jpg]]
277-->'''Voiced by:''' Creator/YuriLowenthal
278
279->''"And so the lockdown has been extended. To go outside would be the death of us all."''
280
281Leader of the Mojave chapter of the Brotherhood of Steel. Since fleeing to the safety of the Hidden Valley Bunker, he has kept the Brotherhood on lockdown to prevent any further casualties.
282----
283* AntiHero: He recognizes the group's flaws but works within the confines of the Codex to do the best he can to lead them, and he's open to peace negotiations with NCR.
284* DirtyCoward: Hardin believes he has become one, being traumatized by the loss of so many members of the Brotherhood at Helios One. [=McNamara=] will admit to a certain truth in that accusation.
285-->'''[=McNamara=]:''' People called me a hero after what happened at HELIOS, but I left that battle scarred by fear, and have allowed that weakness to govern my actions.
286* DramaticallyMissingThePoint: In Veronica's companion quest, she tries to bring him new technology to show that the Brotherhood's methods are flawed or that they could do better another way. No matter what she shows him, he will find an excuse to explain it away, without addressing her primary concern that the Brotherhood is dooming itself by slavishly adhering to the old Codex:
287** If she finds the [[KillSat Archimedes II]] rangefinder and dismisses it as "glorified artillary" that wasn't worth the casualties they suffered defending it, he protests that they couldn't have known that at the time, ignoring her complaint that they haven't learned anything from that defeat.
288** If she shows him the [[{{EMP}} pulse gun]] to prove that military technology isn't enough to protect them, he retorts that, for all they know, the model she holds might be the only one of its kind.
289** If she shows him the research from Vault 22 and tries to convince him that it could help them become self-sufficient and attract new followers, he insists that peaceful means like that won't help them take Hoover Dam.
290* MyCountryRightOrWrong: Despite knowing that the Brotherhood is likely going to crash and burn the way things are going he will not go against or bend the Codex, unlike Lyons in ''Fallout 3'' who decided to [[ScrewTheRulesImDoingWhatsRight disregard it]].
291* ReasonableAuthorityFigure: He genuinely cares about his fellow Brothers, and will even agree to a truce with the NCR since he thinks it's the best course of action for the Brotherhood and Mojave in general. Unfortunately, while he is on some level painfully aware the Codex is the reason why the Brotherhood is slowly burning out, he cannot bring himself to outright go against it. [=McNamara=] also avoided conflict with the Super Mutants of Black Mountain when they were led by Marcus, whereas most Brotherhood members would have wiped them out without a second thought.
292* TragicVillain: Knows that the road he's on will lead to the end of the Brotherhood, but he won't dare to go against the Codex.
293* YouAreInCommandNow: After Elijah disappeared during the battle at Helios One, [=McNamara=] took over command of the remaining Brotherhood forces and successfully broke through the [=NCR=] lines. After that, he was officially appointed as Elder of the chapter.
294[[/folder]]
295
296[[folder:Head Paladin Edgar Hardin]]
297[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/edgar_hardin_fonv.jpg]]
298-->'''Voiced by:''' Jesse Burch
299
300The head of the Mojave Chapter's military forces and second-in-command. He disagrees with staying on lockdown and is looking for an excuse to replace [=McNamara=] as Elder.
301----
302* AntiMutiny: Decides to overthrow [=McNamara=], believing he has secluded the Brotherhood out of fear and is allowing it to die a slow death hidden underground. He plans on doing this by finding evidence that [=McNamara=] is unfit for command in order to depose him. If you help him succeed he simply demotes [=McNamara=] rather than killing him.
303* AntiVillain: He is more on the "villain" side than [=McNamara=], being entirely devoted to the Codex and unwilling to negotiate, but everything he does he believes is for the good of the Brotherhood and the world.
304* KickTheSonOfABitch: If you help him take over the Brotherhood of Steel, he'll then ask you to kill the Van Graffs, who are easily one of the most evil factions in the game.
305* MeaninglessVillainVictory: Managing to replace the Elder turns out to be this on most routes, being that House and Caesar will order the destruction of the base regardless of who is in charge, while with the NCR will be impossible to take a peaceful route, if Hardin is in charge. So in the three routes, his victory against [=McNamara=] is irrelevant.
306* NumberTwo: Serves as [=McNamara=]'s right-hand.
307* PetTheDog: Taught Veronica how to box after all the other Paladins refused to teach her. Hardin also makes sure to kill no one in his coup, including [=McNamara=], simply demoting him to Knight and putting him to work, knowing that he had been traumatized by Helios One.
308* SmugSnake[=/=]UngratefulBastard: {{Averted|Trope}}. Hardin always talks respectfully to the Courier, even if they disagree with him. Should the Courier help him become Elder, he gives them the same rewards [=McNamara=] would've, including a chance at membership. The only thing he ''won't'' do that [=McNamara=] would is make peace with the NCR.
309[[/folder]]
310
311[[folder:Veronica Santangelo]]
312See [[Characters/FalloutNewVegasCompanions Companions]]
313[[/folder]]
314
315[[folder:Father Elijah and Christine Royce]]
316See [[Characters/FalloutNewVegasDeadMoney Dead Money]]
317[[/folder]]
318
319!!Enclave Remnants
320
321[[folder:In General]]
322[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/Enclave_567.png]]
323->''''Dear old friends, remember Navarro.''''
324
325With the loss of its bases at [[VideoGame/{{Fallout 2}} the Oil Rig, Navarro]] and [[VideoGame/{{Fallout3}} Raven Rock]], the Enclave is little more than a bad memory, its surviving members either in hiding or attempting to integrate into the new world. Six such men and women have settled in the Mojave Wasteland and have tried to put their past behind them... but they might be convinced to take up arms once more and decide the fate of their new home, for auld lang syne.
326----
327* AcePilot: Daisy Whitman, minus that one time in Klamath, of course.
328* BadassBookworm: Doctor Henry [[spoiler:and Arcade Gannon as well]].
329* BigDamnHeroes: [[spoiler:At the Battle of Hoover Dam, after you emerge from the Western Tower, you get {{Zerg Rush}}ed by the EliteMooks of whichever side you're fighting against. Unless you recruited the Remnants to fight for you, that is, in which case they literally drop out of the sky and curb-stomp the mooks almost before you realize they were there.]]
330* BigotWithACrush: Cannibal Johnson mentions that he was married to a tribal woman until her death and comments fondly on how she had very pretty eyes. This is surprising, considering the Enclave, the faction he represented, regarded everyone that isn't one of them or a vault dweller as subhuman mutants.
331* BloodKnight: The only ones who care which side they fight for at Hoover Dam are Johnson and Moreno. The others are only interested in riding out for one last hurrah and will ride for whichever army the Courier suggests.
332* BrutalHonesty: Doctor Henry is rather straightforward and upfront in admitting his past in the Enclave, at least compared to the others.
333* CallToAgriculture: Long since retired as the squad commander, Kreger lives and works as a farmer in Westside.
334* ContinuityNod: To the Enclave of ''VideoGame/{{Fallout 2}}'' times.
335** Johnson was stationed at Navarro and saw firsthand when the Chosen One got chewed out by [[DrillSergeantNasty Arch Dornan]], though he apparently never found out their real identity.
336** Whitman flew the Vertibird that the Chosen One found crashed outside Klamath (the same one the nightkin Lily made her vertibird blade from too).
337** Remember the Dr. Henry living in NCR that gave you a quest? They're one and the same.
338* CoolOldGuy/Lady: All of them, but special mention goes to Cannibal Johnson for defying the first impression his name might give.
339* CoolPlane: The Vertibird they ride in, which is still in perfect working order despite lying fallow with no maintenance for decades.
340* CrazySurvivalist: Johnson gives off this vibe, although he's actually a NiceGuy.
341* DareToBeBadass: How you get [[TokenEvilTeammate Moreno]] to fight for the NCR. With a high enough speech, the Courier goads him with the opportunity to show the pansy-ass NCR how a real soldier fights.
342* DefectorFromDecadence:
343** Putting human decency first, [[NonIndicativeName "Cannibal"]] Johnson regularly subverted Enclave orders, and he didn't shed any tears when the oil rig blew. He spends his remaining days in a cave killing raiders. [[spoiler:Due to aforementioned human decency, he'll walk out when you tell the Remnants to support the Legion, though much unlike Moreno he doesn't threaten to attack.]]
344** Doctor Henry outright quit the Enclave even before its downfall, which was lucky for him, seeing as how he probably would have died in the destruction of the oil rig.
345* TheDreaded: By rallying them to fight at Hoover Dam, the Remnants remind the wasteland just how terrifying the Enclave once were, to the point that even Caesar decides to leave them alone. The only person who doesn't fear them is Lanius, who learns the hard way after losing hundreds of legionnaires chasing them while the Remnants lose exactly ''zero'' of their number.
346* ElaborateUndergroundBase[=/=]EmergencyStash: The Remnants Bunker.
347* EliteMooks: To the Enclave in the past, and [[spoiler: potentially to either the NCR, Securitrons, or the Legion at Hoover Dam]].
348* EnemyMine: If directed to side with the NCR against the Legion. With a high Speech skill, you even manage to get Moreno, the most vocally opposed member to go along with it. He'll even bitterly state:
349-->"I can't believe I'm helping the NCR!"
350** On the other hand, a Courier with a "Wild Child" mixed reputation with the NCR can use that to convince him that helping the Enclave's old enemy now offers a better chance in the future to stab them in the back, a plan he's more than pleased by, which bypasses needing to kill him or have high Speech to talk him down.
351* {{Foil}}: To the Brotherhood of Steel. Like the Brotherhood, they fought a bloody war with the NCR that they lost due to the NCR's [[ZergRush numerical superiority]] overwhelming their superior training and equipment. Unlike the Brotherhood, however, they have (mostly) gotten over their defeat and moved on with their lives, rather than hunkering down in their bunker and plotting revenge.
352* FaceHeelTurn: [[spoiler:If you tell the Remnants to support the NCR, Orion Moreno will walk out. You will have to either pass a speech check to make him stay or he will try to kill you.]] [[spoiler:Or have a 50/50 Fame/Infamy mixed reputation with the NCR, with which Moreno can be convinced to side with them in the present for the opportunity to attack them in the future.]]
353* FantasticRacism: Averted. Not even Moreno, the only true believer in Enclave ideology, shows any malice towards 'mutated' wastelanders. Johnson even married a tribal girl.
354* ForScience: Doctor Henry, possibly. He tells the Courier that his work at Jacobstown is because he's TheAtoner, but [[spoiler:bringing Arcade with you has him]] claim that Henry only cares about solving problems, not about whether his solutions help or hurt people. His project back in ''2'' provides evidence for both sides of the argument -- on the one hand he clearly wasn't fond of the idea of just wiping out all the mainland humans seeing as he was working on trying to ''cure'' mutation instead even before defecting, on the other hand his reaction when finding out that the current version of his serum caused super-mutants injected with it to dissolve into goo was (paraphrased) 'It still has a few bugs, then'.
355* GatlingGood: Johnson and Moreno favor the Gatling laser and the minigun, respectively.
356* GracefulLoser: All of the Remnants save for Moreno have gotten over being defeated by the NCR. Of course, it doesn't help that Moreno is harassed and harangued by NCR settlers claiming he's squatting on land that he'd occupied long before they ever showed up.
357* ImAHumanitarian: Subverted with Cannibal Johnson, who is only called that because of [[OnceDoneNeverForgotten a one-time incident]] where he took a bite out of a raider's heart to scare away the rest of the raider group.
358* TheLastDance: Particularly for Johnson, who prefers going out with a bang rather than dying quietly in his cave. From a gameplay perspective, this applies to [[spoiler:Arcade]] as well, as he leaves your party once this quest is completed, and you won't meet him again until the final battle.
359* MuggingTheMonster: The NCR trying to force Moreno out of his house.
360* NaziGrandpa: They're elderly people with a past connection with the Enclave, ANaziByAnyOtherName in this setting. That being said, only Orion Moreno genuinely believed in it, the others were at worst PunchClockVillains.
361* NaziHunter: Not the Remnants themselves. Rather, they and others associated with the Enclave are still actively demonized and hunted down by members of the NCR into the present. [[spoiler:Despite his only crime being the offspring of an Enclave member, Arcade himself ends up a victim of it, whether endlessly pursued by bounty hunters or captured and imprisoned indefinitely, if his quest is finished by convincing him to join the Remnants in the FinalBattle wearing his father's power armor.]]
362* OldSoldier: An entire BadassCrew of tough old people.
363** It has been decades since the Enclave's defeat and the survivors have all grown old. [[spoiler:They can still be persuaded to go for one last hurrah at the Battle of Hoover Dam and kick the ass of your choosing.]]
364** [[spoiler:If Caesar's Legion wins the Battle of Hoover Dam and Legate Lanius is in charge, he issues an order to hunt down and kill the Enclave Remnants. It's heavily implied if not outright stated that the Remnants fight off hundreds of Legion troops with no losses.]]
365* OneManArmy: Each of them is individually a match for entire squads of Legionaries or NCR Troopers, being decked out in the game's best PoweredArmor and carrying either tri-beam laser rifles or miniguns. This is shown further in the ending if Legion wins but Caesar dies: Lanius stubbornly keeps trying to have them killed, which costs him ''hundreds'' of soldiers while failing to kill even one of the Remnants in the process.
366* PatrioticFervor: Moreno was completely loyal to the Enclave and believed them to be the true successor of the government. According to [[spoiler:Arcade]], he remembered Moreno saying "Kiss America goodbye, boys" as they left Navarro.
367* PunchClockVillain: None of the Remnants are the evil bastards of the previous games, with only Moreno being a genuine believer in the Enclave cause. Captain Kreger admits that the leadership was pretty damn ruthless, but states that many of the basic rank-and-file troops were just interested in bringing order to the wastes, no different from the [=NCR=].
368* PuttingTheBandBackTogether: They have scattered around half of the entire Mojave wasteland to each live their own (more or less) quiet lives. It is up to the Courier to gather them together for one last hurrah.
369* TheRemnant: ''Enclave'' Remnants specifically, those they survived the events of ''Fallout 2'' and ''Fallout 3''. The organization itself is gone with these guys mostly concerned with surviving.
370* RetiredBadass: Although they are all retired soldiers that most likely haven't seen combat for decades, they can still lay waste to entire squads of elite NCR or Legion troops with ease.
371* RetiredBadassRoundup: For the final battle.
372* RetiredMonster: Moreno really believed in the Enclave, but there is no Enclave anymore.
373* RoaringRampageOfRevenge: The primary motivation for them to fight alongside the Legion in the final battle. Only Johnson will go against it, but more for personal reasons.
374* SociopathicSoldier: Orion Moreno. His philosophy was that anyone, regardless of noncombatant status, who argued with a man wearing powered armor and carrying a minigun deserved whatever they got.
375* SquishyWizard: Doctor Henry, due to his lack of PowerArmor. Keep in mind this is only in comparison to the rest of the Remnants; his science suit still provides decent defense, and his Tri-beam Laser Rifle packs a punch, so he can dispatch the EliteMooks of the Legion just as easily as the rest.
376* TeamDad: Judah Kreger is stated to be the one man who could keep Johnson and Moreno in line and focused on the mission.
377* TeethClenchedTeamwork: Johnson and Moreno hate each other so much that their ability to work together is cited as Kreger's single greatest credential as a leader.
378* TokenEvilTeammate: Orion Moreno. However, rather than being simply a murderous psychopath, he's portrayed as a tragic figure who honestly believed in what he was fighting for and could never get over the loss of his beloved nation.
379* TokenGoodTeammate: Cannibal Johnson. As an Enclave soldier, he always tried to subvert his orders, seeing that he didn't agreed completely with their ideology. If the Courier leads the Remnants to [[spoiler: support Caesar's Legion]], he will be the only one, besides [[spoiler:Arcade himself]], to walk away.
380* TragicVillain: Moreno, at least from Arcade's perspective. For all intents and purposes the man is a diehard Enclave soldier who exemplified the worst of the Enclave but by now is a broken and bitter old man with nothing in his life left.
381* UndyingLoyalty: Orion Moreno never questioned the legitimacy of the Enclave and truly believed that they were the true heirs of America. Seeing his beloved nation die at the hands of the NCR is something that he could never forgive.
382* WhatTheHellHero: [[spoiler:Arcade Gannon and Cannibal Johnson will give a heaping of this to you if you ask the Remnants to support the Legion.]]
383* WrittenByTheWinners: Moreno laments that, had the Enclave won, he would have been feted as a hero, instead of hunted as a war criminal.
384[[/folder]]
385
386!!The Fiends
387
388[[folder:The Fiends]]
389[[quoteright:189:https://static.tvtropes.org/pmwiki/pub/images/Fiends_7483.png]]
390->''Pack of drugged-out killers. They're addicted to every stim, every pill, every psychoactive enema on this fucked-up earth.''
391-->-- '''Major Dhatri'''
392
393A band of Raiders prowling New Vegas' outskirts, notorious for their drug-fueled savagery. This and their stockpile of advanced weaponry makes them a constant menace to the inhabitants of Westside and the NCR headquarters at Camp [=McCarran=].
394----
395* AlwaysChaoticEvil: They're Fallout raiders taken up to eleven. Loosely organized, completely hooked up on chems, attack all others on sight (with a few exceptions) and lives by RapePillageAndBurn.
396* AxeCrazy: Drugs have driven most Fiends out of their minds to the point where the only thing they understand is violence.
397* TheBadGuyWins: If the Courier goes for an independent ending and Motor-Runner is still alive, the Fiends take over Camp [=McCarran=] and rule Outer Vegas.
398* DecapitatedArmy: By killing their leaders, the Courier can weaken the Fiends to the point that they're essentially wiped out in the epilogue.
399* TheDragon: To the Legion. While most of its other allies are in the background taking care of other business, the Fiends are giving NCR almost as much trouble as the Legion itself.
400* DrugsAreBad: The main reason why they are so screwed up is because they are all drug addicts.
401* EvenEvilHasStandards:
402** The Fiends are a gang of drug addicts, rapists, slavers, and murderers. But even among their own ranks, they acknowledge that Cook-Cook is the worst of them all, and he even freaks them out a bit for it. It even works in a meta sense as Cook-Cook is one of only two Fiends with a Very Evil karma (the other being Duke, [[MysteriousPast though with him no one knows why]]). Cut dialogue with Driver Nephi and Violet would, for all their hostility towards you, repeatedly warn you to stay away from Cook-Cook.
403** Diane of the Great Khans implies that the reason a lot of the Fiends are encountered outside Vault 3 is because their minds are so fried on drugs and alcohol, they're unstable and violent even around their allies. Thus the more able-minded Fiends that live in the vault don't let them in because they're too dangerous.
404* EvilerThanThou: Due to a combination of their savagery, numbers, and unusually good weaponry, the Fiends are feared by the other raider groups of the Mojave in addition to civilized people.
405-->'''Samuel Cooke:''' It's a fucking deathtrap around here. Fiends swarm all over Vault 3 in the east, and there are fucking Deathclaws south of that, at Quarry Junction.
406-->'''Courier:''' Tell me about the Fiends.
407-->'''Samuel Cooke:''' Like raiders, but worse - these guys are messed up on every damn chem there is. You can spot them by the horned skulls they wear as hats.
408-->''[...]''
409-->'''Courier:''' Tell me about the Scorpions.
410-->'''Klamath Bob:''' Not much to tell. Typical gang of dumb bullies and angry nobodies. They're holed up a bit south of here, in the Monte Carlo Suites. They think they're tough, but any time they tangle with the Fiends, they get torn right up.
411** On the other hand, they ultimately end up on the receiving end of this trope in a [[TheBadGuyWins Legion victory]] ending: Caesar/Lanius has them exterminated. Though that might not be EvilerThanThou so much as [[EvenEvilHasStandards even the Legion thinking they're too depraved to live]].
412* FlunkyBoss: All the Fiend leaders are accompanied by around four to six decently-armed Fiends guarding them. Violetta has around eight dogs instead. Motor-Runner, however, is alone in his throne room with only two ''very'' weak dogs. Of course, you already had to fight through dozens of Fiends in the vault just to get to him... unless you Speech checked your way in or went on behalf of the Khans. Still have to fight your way out, of course (unless you kill him stealthily), but he only has about six Fiends in his section, same as the others.
413* HateSink: To underscore just how bad they are, at least three of your available companions will openly express their relief or even gleeful satisfaction after you purge them.
414* HardCodedHostility: The Fiends will always be hostile to the Courier as they're not even a faction that you can gain reputation with. At best, you can talk your way into Vault 3 so that the Fiends there think you're there to deliver drugs and won't attack you unless you shoot first.
415* KarmaHoudiniWarranty: Even if all the leaders are still alive, they [[spoiler: will end up destroyed in most endings.]]
416* LaughablyEvil: The cut dialog for the three Fiend bosses make them seem far more comical than just the psychotic raider bosses you hear them described as.
417* MeaningfulName: "Fiends," both as the most irredeemably evil faction in the game, and a shortening of the slang term "dope fiend" meaning someone in the final stages of addiction to a harmful drug.
418* PragmaticVillainy: The Fiends make a point of staying away from Westside after deciding that [[GentleGiant Mean Sonofabitch]] is more trouble than it's worth to kill.
419* StupidEvil: As one of the prisoners points out, they took prisoners for ransom, but since they also killed their loved ones, they basically killed anyone who had paid a ransom.
420* TragicMonster: Of a sort. As noted by Corporal Betsy, there's no way to tell if any individual Fiend is genuinely pure evil (like the leaders) or a broken shell of a man/woman so hopelessly drugged out that they're literally incapable of discerning right from wrong. Blagging your way into Vault 3 and mingling with the ordinary Fiends emphasizes this. [[TeenageWasteland They talk and act like scared teenagers sitting upon a massive pile of contraband in their clubhouse]] [[DrugsAreBad that they're all too strung out to clean up.]] The kicker is when you find some of them lying on beds in the dormitories; checking them reveals they aren't sleeping, they've OD'd and none of their compatriots have even bothered to check on them. [[IdiotBall These guys are so monumentally stoned they don't seem able to link your arrival with the subsequent violent death of their leader.]]
421* TheUsualAdversaries: Textbook examples, both from the perspective of the player and the NCR.
422* VillainByDefault: They are basically a slightly organized band of raiders that kill, burn, steal and rape everything they see.
423* WackyWaysideTribe: They don't really have much significance in the story other than acting as yet another obstacle for the NCR (and an NCR-allied Courier) to overcome. Their origin isn't specified either. If you don't side with the NCR you can easily never see these guys.
424** Duke in particular stands out, being the only Fiend with no unique dialogue (if you include the cut dialog for Cook-Cook, Nephi, and Violet), no quest where you have to kill him for a bounty, and no real backstory or history with the NCR. Yet he's also one of the very few characters in the game to have Very Evil Karma.
425* WithFriendsLikeThese: They have a loose alliance with the Legion who feed them intel about Camp [=McCarran=]. It doesn't stop them from firing at a Legion-aligned Courier, and their relationship is strained to the point that Caesar has them exterminated should they survive into the endgame.
426* YouHaveOutlivedYourUsefulness: If Caesar wins Hoover Dam he exterminates them due to their reliance on Chems.
427* ZergRush: Their tactics against Camp [=McCarran=]. However, once you kill their leaders, they become much less capable, to the point that they're wiped out in the epilogue.
428[[/folder]]
429
430[[folder:Motor-Runner]]
431[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/motor_runner.jpg]]
432[[caption-width-right:350:Four of Spades]]
433-->'''Voiced by:''' Jesse Burch
434
435->''"Sounds good to me, and to the dogs, too! Dinnertime, boys!"''
436
437The leader of the Fiends, Motor-Runner commands his raiders from within the depths of Vault 3. The "most sane" of the gang, Motor-Runner commands from the back lines, letting his three sub-bosses to take charge of the groups above ground, while still maintaining enough control to form the drug-addled people into a credible fighting force. Motor-Runner has survived multiple assassinations, and by the time of the game has still yet to be killed (even by an NCR Ranger). Motor-Runner is strong and durable and his "Motor Runner's Buff" perk grants him extra Damage Resistance and Damage Threshold and lets him hit harder with his chainsaw. As such, Motor-Runner is not to be trifled with.
438----
439* AffablyEvil: Rather hilarious when you realize that the ''leader'' of the most evil faction in the game is the only notable member who isn't automatically hostile to you, probably because he's the only one not on a massive amount of drugs. Motor-Runner is actually extremely polite should the Courier manage to speak with him, treating you with a measure of respect, is willing to bargain for drug prices, genuinely cares about the Fiends under him (referring to them as "my people" and leading them to Vault 3 to help protect them), and will even graciously accept the player's challenge to a fight... despite having butchered the Vault's defenseless inhabitants, [[TooDumbToLive who welcomed them with open arms]].
440* BenevolentBoss: He treats his men well, and the reason they are in South Vegas in the first place is that Motor-Runner conquered Vault 3 to give them a safe place to live.
441* ChainsawGood: He wields a chainsaw into battle.
442* FakingTheDead: You can help him fake his death by getting him to give his helmet to you as proof of his death to the NCR to get him off your back.
443* MeaningfulName: Got his name from the sound of his [[ChainsawGood signature weapon.]]
444* OnlySaneMan: As stated above, he's the only Fiend leader that isn't a complete maniac that attacks you on sight and can hold a normal conversation.
445* OrcusOnHisThrone: Literally: while you run around New Vegas gunning fiends down by the dozen, he just sits on that chair of his.
446* StupidEvil: If you offer to fake his death for him for 200 caps, he says ''you'' should be the one to pay ''him'' the 200 caps. If you say it would be more profitable to just kill him, he dares you to try it.
447[[/folder]]
448
449[[folder:Cook-Cook]]
450[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cook_cook.jpg]]
451-->'''Voiced by:''' Gregory Alan Williams
452
453->''"Who am I? I'm the scariest mother fucker you'' ever ''gunna meet.''"
454
455The most feared member of the Fiends, Cook-Cook is notorious for raping and burning his victims. Cook-Cook acts as one of Motor-Runner's sub-bosses, keeping command of the Fiends above with the threat of being cooked alive or worse. He is also noted to be very close to his pet Brahmin Queenie, disgustingly close, and will rampage about if she is killed. He is noted to be unhygienic and smelly but allowed to cook because that's one of the few things he's good at, making meals out of anything that passes into his little corner of turf be it "Brahmin, mole rats, lizards... the occasional traveler lost in the wrong part of town".
456----
457* AxeCrazy: He is utterly insane and sadistic, butchering almost everyone he comes across that isn't a Fiend.
458* BerserkButton: If anything so much as happens to Queenie, Cook-Cook's favorite Brahmin, he will ''completely'' lose his shit and attack everything. And his mind's already on the edge as it is.
459* BestialityIsDepraved: It's implied that Cook-Cook ''really'' loves his Brahmin. As if being a [[ImAHumanitarian cannibalistic]] {{Pyromaniac}} with a penchant for rape isn't enough to tell you how depraved he is. In cut dialogue, he goes off the deep end and promises that he's "going to burn the world for" Queenie... starting with the Fiends.
460* BlackComedyRape: His rape comments in the cut dialogue are somehow PlayedForLaughs.
461-->'''Cook-Cook''': NCR? Bunch of soft little bitches, they've got no stomach for life in the wasteland. Got some choice strange, though, I'll give 'em that. Heh heh... yeah. I'll give 'em ''that'' all right. [[labelnote:Explanation]]"Strange" is slang for casual sex, usually a one-night stand or cheating on one's current partner. Increasingly falling out of use, but still somewhat common among soldiers and sailors and others whose work often takes them away from their ongoing relationships.[[/labelnote]]
462* CardCarryingVillain: Cut dialogue indicates that Cook-Cook is well aware of his monstrous reputation and that he embraces it.
463-->'''Cook-Cook''': Who am I? I'm the scariest motherfucker you're ever gonna meet! I'm Cook-Cook, bitch, better not forget it!
464* DeadpanSnarker: Briefly if yoiu ask why they call him Cook-Cook.
465--> (in an exasperated "I shouldn't have to tell you this" tone) "If I had to guess, it's becaause I cook shit for the rest of the gang."
466* TheDreaded: While Motor-Runner is the gang's leader, Cook-Cook is the one that everyone fears, to the point that even his own fellow Fiends don't want to get too involved with him.
467-->'''Little Buster:''' The rapist with the flamethrower? Yeah, that's a combination I stay the fuck away from.
468* EvenEvilHasLovedOnes: Killing his prized pet Brahmin, Queenie, will cause him to snap and begin attacking everything around him (including other Fiends) in a blind UnstoppableRage, something that is emphasized by unused dialogue, in which he screams, "[[BigNo No!]] [[SayMyName Queenie!]] [[LaughingMad Hahahaha!]] [[AndThisIsFor I'm going to burn the world for you, Queenie!]]"
469* EvilChef: One of the only characters with "Very Evil" karma and, according to Dhatri, a damn good cook.
470* ExtremeOmnisexual: Women? Yes. Men? Yes. Young? Yes. Old? Yes. Human? Yes. Animal? Yes.
471* FatBastard: Some of Betsy's dialogue indicates Cook-Cook was supposed to be one, if not for the engine's limited number of character models.
472* FauxAffablyEvil: He talks like a funny frat boy in cut dialogue while being, y'know, a raping cannibalistic pyromaniac.
473* TheFriendNobodyLikes: ''No one'' in the Fiends likes Cook-Cook, and they only keep him around because he's a good chef. In DummiedOut dialogue, Driver Nephi will warn the Courier "Listen... you don't want to mess with Cook-Cook. And you ''really'' don't want to let him get you alone. Trust me," and Violet says "Driver Nephi'll brain your skull in! Cook-Cook... don't even want to know what he'll do."
474* GeniusDitz: Despite being completely off his gourd, Cook-Cook has an Intelligence score of 9. Might have something to do with the Mentats he takes.
475* HateSink: As long as you exclude the cut dialogue. He has absolutely ''no'' redeeming qualities, and the game goes out of its way to make you know about it. The [[BlackComedy cut dialogue]] frankly made him too funny to qualify as this.
476* ImAHumanitarian: Cut dialogue for Cook-Cook reveals he's into cannibalism and strips of human flesh can be found at campfires in his base, though his special stew doesn't use human flesh.
477* ILoveTheDead: In part of his cut dialogue, when he talks to a female Courier, it is implied that the victims of his rape don't necessarily need to be alive.
478--> (When the Courier asks him about Violet and Nephi): Course I do. You want to meet them, eh? Even money whether Violet's dogs rip you apart or Nephi caves in your skull with that iron of his.
479-->(Following on from the previous line, said to female Couriers only): And after they're done... I get to play with whatever's left.
480* KillItWithFire: His favorite method of killing. He will likely be armed with an incinerator or a flamer when the player finds him.
481* KnightOfCerebus: There's nothing redeemable about Cook-Cook and the aftermath of his actions are played completely straight without being sugar-coated, even with his restored dialogue. One of his victims is a key example of this; Sniper Corporal Betsy displays Rape Trauma Syndrome after her experience with Cook-Cook and one of the missions with NCR is to convince her to participate in therapy to help her come to terms with her trauma.
482* LaughablyEvil: His cut dialog makes him sound more comically sleazy than the monster he's stated to be, but does nothing to distill his utter depravity.
483-->'''Cook-Cook''': Hey there, sweet thing, want a ride on the Cook-Cook Express?
484* MalevolentMaskedMen: He wears a welding mask.
485* MeaningfulName: Double-meaningful, even. He's not only the Fiends' chef, he also wields a flamethrower as his weapon of choice.
486-->'''Cook-Cook:''' If I had to guess, it's because I cook shit for the rest of the gang. I'm a ''good'' cook. Maybe I'll make you dinner sometime.
487* MoralityChain: Cook-Cook has a pet brahmin named "Queenie". If she dies, he'll go berserk and attack the other Fiends around him. His cut dialogue concerning her indicates that [[{{Squick}} he might like her a bit]] ''[[{{Squick}} too]]'' [[{{Squick}} much...]]
488* MotorMouth: The cut dialogue made Cook-Cook a fast-talking LargeHam.
489* ThePigPen: None of the Fiends are all that clean as it is, but Cook-Cook is implied to ''really'' stink.
490* RapeIsASpecialKindOfEvil: Cook-Cook's penchant for rape and setting his victims on fire means that he's one of the few characters with "Very Evil" karma, making him just as evil as [[TheUnfettered Vulpes Inculta]], [[ImAHumanitarian Mortimer]], and [[EvilChef Philippe]].
491* {{Sadist}}: He enjoys burning people alive after raping them. Safe to say that he qualifies.
492* SerialRapist: In spite of being a cannibalistic pyromaniac, his proclivity to rape anything he gets his hands on is his most notorious trait.
493* SupremeChef: He is apparently such a good chef that the Fiends keep him around despite being disgusted by him otherwise. You can find the recipe to his special stew in his base and it's a decent healing item.
494* UncleanlinessIsNextToUngodliness: He's noted to be very unhygienic and having an unpleasant smell.
495-->'''Major Dhatri:''' Yeah... that's Cook-cook. Did he always smell like this? Even before he was dead? [[LampshadeHanging And the Fiends let this guy touch their food?]]
496* VillainOfAnotherStory: He's a nobody in the grand scheme of the Mojave, and the only role he'll ever serve for the Courier is as an assassination target for a single quest. He doesn't even have any dialogue in the final game. But Cook-Cook has committed so many atrocities and ruined so many lives that he's become the personal nemesis for many characters, including Betsy and Pretty Sarah.
497* WouldHurtAChild: He burned a boy alive in front of [[ForcedToWatch his mother]] as a warning if she disobeyed.
498[[/folder]]
499
500[[folder:Violet]]
501[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/violet.jpg]]
502-->'''Voiced by:''' Katherine Pawlak
503
504->''"Whatcha want, freakshow?"''
505
506A Fiend leader with an affinity for dogs and one of the NCR's top targets. One of Motor-Runner's sub-bosses Violet is deranged even by Fiend standards; constantly strung out on Psycho, Violet is extremely protective of her dogs (of whom she bred herself) and dislikes anyone looking at them, talking about them, or asking to take them. She is also implied to be a cannibal and feeds the meat of her victims to her dogs.
507----
508* AxCrazy: Like most Fiends outside of Vault 3, Violet is violent and brutal at all times.
509* TheBeastMaster: She has a whole pack of dogs at her beck and call.
510* BerserkButton: Dummied out content had her going berserk should something happen to her dogs as well as screaming at the player for trying to pet and/or buy them.
511* ImAHumanitarian: She's inclined to use people for meat whether it be for her dogs or herself. Her personal base is filled with strips of human flesh.
512-->"Heh heh. Good meat, huh? Cat meat, rat meat, dog meat -- maybe even ''you'' meat!"
513* YouNoTakeCandle: Her cut dialogue reveals that she is barely capable of forming complete sentences:
514-->"Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! '''HA HA!'''"
515[[/folder]]
516
517[[folder:Driver Nephi]]
518[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/driver_nephi.jpg]]
519[[caption-width-right:350:"Get fucked."]]
520
521-->'''Voiced by:''' Jesse Burch
522
523-> ''"Who the fuck are you and why are you bothering me?"''
524
525A fiend leader who likes to beat his victims to death with a driver. As durable as he is fast, Driver Nephi's longevity is also due to him using his own men as meat-shields. As implied by Elder Bert Gunnarsson, Driver Nephi was once a part of New Cannan and was a Mormon missionary that went out of Utah to preach. He fell into drug use with the Fiends and became one of the hardest fighters.
526----
527* DumbMuscle: He sports a perfect 10 in Strength and a remarkable 8 in Endurance, but an unimpressive 4 in Intelligence and a 3 in Luck.
528* EvenEvilHasStandards: When talking to a female Courier, one of his lines is to warn her to avoid being alone with Cook-Cook, which is perhaps the only time he's not a raging asshole.
529* FaceHeelTurn: It's implied that Nephi was a former New Canaanite and in his dialog pertaining to Bert he states that he's never going back to being a cultist.
530* GolfClubbing: His signature weapon is a ''driver iron'' and he is very good with it.
531* HiddenDepths: Cut dialogue with the Followers Doctor Bert Gunnarsson reveals that Driver Nephi used to be part of the Mormon Church and they were close friends before Nephi fell into a bad crowd. If the player kills Nephi before talking to Bert, he will comment that he hopes Nephi will somehow find peace in the afterlife, even with the other dialogue cut.
532* {{Jerkass}}: His cut dialog makes him a rude and foul-mouthed asshole.
533-->'''Nephi''': Name's Nephi, friend. A pleasure to meet you\
534'''Courier''': It is? Really?\
535'''Nephi''': No you fucking dolt! Why the hell would it be a pleasure?!
536* LightningBruiser: Has a reputation as very tough and fast melee fighter, who has killed at least a dozen NCR troopers, ''with just his golf club''. True to his reputation, he has very high Strength and Endurance and moves 25% faster than the other Fiends.
537* MadeOfIron: He is said to be so tough, a .308 round put in him by a ''First Recon Sniper'' didn't even faze him.
538* OnlySaneByComparison: To the other Fiend leaders outside Vault 3, at any rate. He might not be as depraved as [[RapeIsASpecialKindOfEvil Cook-Cook]] or [[TheBeastmaster Violet]], but he's still a drug-addled raider leader. [[ArsonMurderAndJaywalking And a]] [[{{Jerkass}} belligerent jerk]] to boot.
539* PaedoHunt: There are records of Driver Nephi purchasing a girl from slavers, Dermot tried to convince him to pay more and wait "until she got older". Even though it's not stated, it's very clear she was bought with the intention of becoming Nephi's sex slave.
540* SirSwearsALot: Cut dialogue has him swear the most out of all of the Fiend leaders with him saying "fuck" six times in his limited dialogue tree.
541[[/folder]]
542
543[[folder:Duke]]
544[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/duke13.jpg]]
545-->'''Voiced by:''' Jesse Burch
546
547The presumed leader of a group of Fiends based out of Zapp's Neon Signs in the ruins of South Vegas. Little is known about him.
548----
549* EnigmaticMinion: We know next to nothing about him, just that he doesn't wear common Fiend apparel, is named and has Very Evil karma, rather than just evil (a notation he shares with only four other named [=NPCs=] in the game).
550* EvilGenius: Statistically speaking Very Evil and very intelligent.
551* GeniusBruiser: He wears heavy Metal Armour and has impressive 7 in Strength and Endurance and 8 in Intelligence.
552* MrFixIt: Implied. While Repair isn't his tag skill, his gear is in good condition compared to the other Fiends and he's located next to a Workbench.
553[[/folder]]
554
555[[folder:Daniel]]
556
557-->'''Voiced by:''' Creator/YuriLowenthal
558
559-> ''"Man, are you turned around. Motor-Runner is on the other side of the complex."''
560
561Motor-Runner's right-hand man and the Fiend's jailor in Vault 3.
562----
563* TokenGoodTeammate: More like Token Neutral Teammate, but he's the only named Fiend with Neutral Karma, rather than Evil.
564[[/folder]]
565
566!!Followers of the Apocalypse
567
568[[folder:In General]]
569[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/Followers_2091.png]]
570[[caption-width-right:240:Nine of Spades]]
571->''[[ScavengerWorld Humanity lost many things after the war. Methods of agriculture, techniques for survival.]] We took it upon ourselves to piece together this knowledge and bring it back to them. Other things weren't lost but were blocked from our collective memory. [[InYourNatureToDestroyYourselves Knowledge of what we're capable of, and how things spiral out of control]]. It's in our nature to want to forget truths that keep us awake at night. And for that reason, it's all the more important that the Followers walk the wastes to remind people of them.''
572-->-- '''Ignacio Rivas'''
573
574A quasi-religious order and humanitarian organization that originated from the Los Angeles Boneyard, headquartered in the ruins of the former LA Public Library. The Followers are dedicated to helping the less fortunate people in the wasteland by providing them with education and medical aid with the long-term goal of ensuring that humanity does not repeat the mistakes that led to the Great War.
575----
576* BeingGoodSucks: [[spoiler:Most of their endings see them kicked out of the Mojave, overwhelmed with patients, or simply hunted down and killed. Though if the NCR wins and you can convince the Followers to work with them they will continue to provide their services with full government support, while if Caesar is alive for a Legion victory he lets them go out of respect for his old life.]]
577* BewareTheNiceOnes: They're normally pacifists. However, if they believe it'll help the less fortunate, they can and will kill without hesitation. [[spoiler: Plus, [[BigBad Caesar]] [[FromNobodyToNightmare used to be one of their members]]]].
578* BittersweetEnding: Pretty much any ending they get, unless you [[spoiler:[[EarnYourHappyEnding get them to support the NCR's annexation of the Mojave]]]] or [[spoiler:[[DownerEnding leave Lanius in charge of the Legion and then help them win at Hoover Dam]]]].
579* BombThrowingAnarchists: They're accused of this, but [[SubvertedTrope they're not]]. '' [[ZigZaggedTrope Usually.]] ''
580* DisasterScavengers: They entire goal is to seek out Pre-War tech and use it for humanitarian purposes. Arcade points out that simply scavenging can't go on forever and they do also try to gain the knowledge to produce things themselves.
581* HeroWithBadPublicity: As one of the most moral organizations in the Fallout universe, they have some very serious publicity issues. At best, people view them as well-intentioned {{Wide Eyed Idealist}}s that are too naive to survive in this CrapsackWorld. At worst, they are seen as anarchistic cultists with dangerous ideas that need to be destroyed. The bad publicity comes out in a very specific ending to a quest, The White Wash, after it's been uncovered that a rogue Follower killed an NCR Trooper for finding out that the Followers were stealing water from the NCR for the town of Westside to grow crops. Turning in said Follower has [[JerkWithAHeartOfGold Carrie Boyd]] mention that [[WhatTheHellHero this isn't the first time something like this has happened and that she's unsure their actions are helping or hurting their cause because they piss off people with power by doing the occasionally right thing the wrong way.]]
582* WhatHappenedToTheMouse: We don't get an ending for them with Mr. House. However, Yes Man states that House planned to [[PetTheDog enlist them to provide medical aid throughout the region]] as a "mitigating contingency", which is exactly what you do in the Independent ending.
583[[/folder]]
584
585!!!Leader
586
587[[folder:Julie Farkas]]
588[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/julie_farkas_fonv_3.jpg]]
589[[caption-width-right:350:Queen of Spades]]
590->'''Voiced by:''' Creator/LauraBailey
591
592->''"There is always something needing done. A few souls here in Freeside could be great assets to the community, if they'd kick their addictions. We need to get a regular supply of medicine organized, but the Crimson Caravan wants too many caps for what we need. Lastly, tensions between the townies and NCR tourists have been going downhill fast lately. A lot of innocent people will get hurt if things blow up."''
593
594The current leader of the Mojave chapter of the Followers of the Apocalypse who has her hands full keeping Freeside from killing itself through overdoses, addictions, random violence and lack of supplies. She keeps busy but always finds the time to help those in need.
595----
596* BewareTheNiceOnes: She is normally the nicest and most polite person you'll meet in Freeside. Get on her bad side, however, and you'll find she has a surprisingly sharp tongue when sufficiently pissed off.
597-->"I hope you don't think I'm going stitch your sorry ass."
598-->"Don't you have some kittens to drown or something?"
599* BigGood: She runs what is quite possibly the kindest, most benevolent faction in the entire wasteland.
600* ButNotTooForeign: If her last name is anything to go by, it's more than likely that she is of Hungarian decend thanks to her last name, Farkas meanins "wolf" in Hungarian but is also a common surname
601* DarkIsNotEvil: Minor example. She has a mohawk (which is typically only seen on raiders and thugs) and leads a faction that sounds like some sort of apocalypse cult, but she is actually one of the nicer residents of the Mojave.
602* DelinquentHair: Her most notable feature is her punk mohawk, a reference to the original founder of the Followers who also had a mohawk. While she's pretty mild-mannered, she fits the distrust of authority part, particularly with the NCR.
603* FreakyFashionMildMind: Despite sporting a prominent mohawk, Julie Farkas is one of the kindest individuals of the game.
604* NiceGirl: She's one of the very few characters in the game that has Very Good karma.
605[[/folder]]
606
607!!!Doctors and Scientists
608
609[[folder:Bert Gunnarsson]]
610[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bert_gunnarsson_fonv.jpg]]
611->'''Voiced by:''' Creator/SamRiegel
612
613-->''"I give what aid and comfort I can. I have medical knowledge thanks to my time with the Followers."''
614
615A ghoul doctor stationed at the Aerotech Office Park camp to help tend to the refugees there. Similar to Rotface, he had a slightly larger role in the game which ended up cut in the final product, though some of the lines made it into the game anyway.
616----
617* BadassesWearBandanas: He is heavily implied to have a good bit of combat experience and wears a bandana around his head.
618* BadassBystander: According to cut dialogue, he tracked Nephi across the wasteland all the way from Utah in the hopes of redeeming him.
619* BewareTheNiceOnes: He's extremely kind and a member of one of the most benevolent factions in the wasteland, but he has very high combat related skills, especially for a doctor. He also managed to track a member of the Fiends from Utah, which would require covering a lot of dangerous terrain.
620* CombatMedic: He's actually more skilled with firearms than any of his other tagged skills, with an 84 in Guns and 77 in Medicine and Unarmed. He also carries a .357 magnum revolver for self defense. It's implied that he's a New Canaanite, who all undergo firearms training.
621* NiceGuy: One of the only characters in the game with Very Good Karma.
622[[/folder]]
623
624[[folder:Doctor Usanagi]]
625[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dr_usanagi.jpg]]
626->'''Voiced by:''' Creator/LauraBailey
627
628-->"We believe that technology for basic necessities, like food, water and medicine, should be shared, not hoarded. We're also strongly in favor of proper education. I've come across more than a few [[BackAlleyDoctor "doctors" whose techniques]] [[GameplayAndStoryIntegration came out of the back of a magazine."]]
629
630A highly skilled doctor who runs the New Vegas Medical Clinic on the outskirts of the city for The Followers of the Apocalypse. In addition to offering basic surgical procedures she can also install cybernetic implants that boost the Courier's Attributes or give them unique abilities like increased wound recovery rate.
631----
632* AsianAndNerdy: She is the most versatile doctor in all of New Vegas and is even a university graduate, something that is almost unheard of in the wasteland.
633* SuperDoc: In addition to offering all of the basic wasteland doctor procedures like radiation and addiction removal she is also able to perform advanced cybernetic implant surgery and serve as a therapist for people suffering post-tramatic stress disorder. Quite impressive for a single individual.
634[[/folder]]
635
636[[folder:Emily Ortal]]
637[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/emily_ortal_fonv.jpg]]
638->'''Voiced by:''' Lora Cain
639
640-->"Excuse me, but... are you the courier who caused all of that trouble at The Tops?"
641
642A Followers scientist who was sent to The Strip to investigate Mr. House's longevity technology in the hopes of finding a way to use it to help the other residents of New Vegas live better lives. She hasn't had much luck so far and decides to enlist the help of the courier to secretly plant a bug on the network.
643----
644* AlcoholInducedIdiocy: She claims her little encounter with Benny was the result of sleep deprivation and one Atomic Cocktail too many. The Courier can even comment on it.
645-->'''Courier:''' Alcohol is the only way Benny could ever get any action from a smart girl like you.
646-->'''Emily:''' That's sweet of you to say, even if it isn't true.
647* BerserkButton: She hates talking about the incident with Benny and will become very angry if the Courier makes fun of her upon hearing about it. Unfortunately, most of the lines regarding this dialogue branch were programmed wrong and are normally inaccessible.
648-->'''Courier:''' Maybe you should chalk it up to being irresponsible and naive.
649-->'''Emily:''' And maybe you should jump off Hoover Dam, jackass.
650* SmallRoleBigImpact: She seems like just another quest giver at first, but talking to her after her quest is complete will reveal that she was the one who reprogrammed Yes Man for Benny, potentially altering the future of not just New Vegas itself but the future of House, the NCR and the Legion as well.
651* UnwittingInstigatorOfDoom: Talking to her again after bugging the Lucky 38 has her reveal that she was the one who reprogrammed Yes Man for Benny, something she's come to deeply regret.
652[[/folder]]
653
654[[folder:Ignacio Rivas]]
655[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ignacio_rivas.jpg]]
656->'''Voiced by:''' Creator/RonYuan
657A Followers scientist who infiltrated in the NCR-controlled Helios One, suspecting that the place holds something more dangerous than a than solar power plant. He's posing as Fantastic's subordinate, even though he's much more competent than his "boss".
658
659----
660* DissonantSerenity: Even though he's working with an imbecile to deal with the energy-matter and even found hints about a weapon of mass destruction in Helios One, he still speaks mostly in a gentle, calm tone.
661* GodzillaThreshold: The Followers are dedicated to preserving knowledge and the free exchange of ideas. With the discovery of [[KillSat the Archimedes]] at Helios One however, Ignacio is doing his best to keep it under wraps. Lampshaded if you tell him you're with the [[KeeperOfForbiddenKnowledge Brotherhood of Steel]], as he'll note that "for once we have the same goal".
662* HonorBeforeReason: Believes that distributing the Helios One energy evenly is the most humane choice, even through it will the greater demand will mean supply is patchy. If the Courier brings Arcade Gannon to Helios One and goes along with his idea of distributing the energy only to the poorer parts of New Vegas (Freeside and Westside), Ignacio will agree that this was a much better idea.
663* TheMole: He's infiltrated in Helios One both to assure the energy goes where it's needed and to avoid the NCR stumbling upon the [[KillSat Archimedes]].
664* StraightGay: A male Courier with the "Confirmed Bachelor" perk can flirt with him.
665* SurroundedByIdiots: Or one idiot, namely Fantastic, whose idiotic stunts and antics annoy him to no end.
666[[/folder]]
667
668[[folder:Tom Anderson]]
669[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tom_anderson_8.jpg]]
670->'''Voiced by:''' Creator/RonYuan
671
672-->I'm with the Followers of the Apocalypse, and I help the locals in Westside grow crops. Unlike the NCR, the Followers don't expect anything back.
673
674The co-owner of the Westside Co-Op, associated with the Followers of the Apocalypse. He helped establish the co-op, granting Westside a degree of self-sufficiency.
675
676* AntiVillain: If taken at his word. [[spoiler:He describes his killing of Cpl. White as "rash" and is willing to turn himself in for that, provided the Courier keeps mum about the actual motive and lies that it was a fight about a woman instead.]]
677* KarmaHoudini: Potentially, should the player so choose.
678* KarmicDeath: Should the player choose to kill him, a conversation with Arcade can end with him admitting this trope's in play. [[spoiler:Anderson killed a man to protect Westside from losing their self-sufficiency, and then the Courier killed him, as opposed to turning him over to the NCR, so that nobody connects his death to Westside locals]].
679* MotiveMisidentification: Invoked - [[spoiler:if convinced to turn himself in, he asks the Courier to lie about his motive to keep Westside self-sufficient.]]
680* TokenEvilTeammate: To the Followers of the Apocalypse, on account of [[spoiler:killing Cpl. White to protect Westside]]. Arcade describes him as a 'fringe operator'.
681* WellIntentionedExtremist: [[spoiler:He killed a guy for prying too much into the Westside water situation.]]
682[[/folder]]
683
684[[folder:Arcade Gannon]]
685
686See [[Characters/FalloutNewVegasCompanions Companions]].
687[[/folder]]
688
689!!!Workers
690
691[[folder:Bill Ronte and Jacob Hoff]]
692->'''Voiced by:''' Gregory Alan Williams and Creator/LiamOBrien
693
694->"Julie? Ah. I love Julie. She's such a nice lady. One time I was working on the water pump and she came over, put her hand on my shoulder, and told me I was doing a great job. Great job she says! I just choked up and didn't say nothing. Compliments are so rare these days." -'''Bill'''
695
696->"If I had two caps to scrape together I'd buy the materials to make my own, but my damn hands won't stop shaking. This guy named Dixon. Something about him seems sketchy, but I can't stop now. Last time I stopped, I felt like I was going to turn inside out. At this point, I'm mostly buying his stuff just so I don't feel sick. Speaking of which, do you have any spare caps?" -'''Jacob'''
697
698A couple of intelligent, yet strung-out old men that have become so addicted to cheap chems that they can't get any work done. Both are in dire need of help from the Courier if they hope to ever kick their habits and get their lives back. Bill Ronte is a competent repairman while Jacob Hoff is a skilled chemist. Having them recover from their addiction and practice their craft once more would go a long way towards helping the community.
699----
700* AddledAddict: Both are addicted to poorly made chems that they got from a corrupt dealer who enjoys watching them suffer. Their bodies are so ravaged by the drugs that they can barely think or move anymore unless they have some of the junk in their system.
701* TheAlcoholic: Bill is so sick off of the rotgut booze Dixon's been selling him that he's as crippled as a normal person would be after getting addicted to powerful street chems like Psycho or Jet.
702* HeroicWillpower: With a high enough Speech the Courier can convince both men to power through their addictions and quit cold turkey with the help of their friends and family.
703* {{Irony}}: Jacob used to brew homemade detox chems, now he's addicted to homemade street drugs.
704* NiceGuy: Like Farkas and Gunnarson, both of them have Very Good Karma.
705* TheSmartGuy: Both are very gifted and intelligent men who have skills in machinery and chemistry. Unfortunately, their addictions make it impossible for them to perform their jobs in their current state.
706[[/folder]]
707
708!!Great Khans
709
710[[folder:In General]]
711[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/Great_Khans_2985.png]]
712->''You want to hear the story of the Great Khans? It's a long one, full of honor, glory and betrayal. We have suffered, but we will regain our glory.''
713-->-- '''Papa Khan'''
714
715The third incarnation of a tribe of Mongolian-themed raiders that originated from the same vault as the NCR, their long-time enemy, after the original Khans and the New Khans. As the NCR expanded through the Core Regions, the Khans were pushed into the Mojave, only for Mr. House and the Three Families to evict them again to take control of New Vegas. The Great Khans resettled at Bitter Springs and raided from it for a few years, until the NCR retaliated with an attack that turned into a massacre. The surviving Khans have holed up in Red Rock Canyon, where they eke out a meager existence by manufacturing and selling chems. Now, a lucrative alliance with Caesar's Legion might give the Khans a chance to strike back against their old foes and regain their past glory... but at a great cost.
716----
717* AssholeVictim: Discussed. Most people, especially among the NCR, agree that the Khans had been due for a reckoning since coming to the Mojave, as they've been long-time enemies of NCR, actively aggressing against their settlers when the Republic began their expansion north. That said, most of the casualties at the Bitter Springs Massacre were children, the elderly, and the wounded. Several characters give opinions (often with very apparent biases) on to what extent the Khans brought such a disaster upon themselves and if NCR was in the right to gun down their civilians like they did, but most sympathize with the Khans, including the NCR troopers that were actually there that day participating in the attack and feel horrible about it.
718* BitPartBadguys: They're involved enough in the backstory of the setting, with them supplying the chems that keep the Fiends going, sacking several towns and caravans in the backstory, and six of them being hired to help Benny kill the PlayerCharacter at the beginning of the game, but they're too small and weak to have much plot relevance. Your only story-mandated encounter with them is at Boulder City, and that can be dealt with simply by telling the NCR squad present to kill them and watch it happen. Even if you do opt to take them out, there's only a handful of them at one base, so it's just one mid-sized gunfight. Convincing them to fight the Legion or leave peacefully, however, goes into its own quest chain.
719* DefectorFromDecadence: From the original Khans. In their case, both Manny Vargas and Bitter Root are this for them. You can also help [[EmoTeen Jerry the Punk]] become a member of the Followers of the Apocalypse. Subverted with Manny, as he's still on good terms with the other Khans, giving some shelter when they passed through Novac, and states that he left the NCR after Bitter Springs.
720* DefiantToTheEnd: Their alliance with Caesar has strong shades of this. Even if he is shown proof of Caesar's ill intent, Papa Khan will still be reluctant to break the alliance, if for no other reason than fulfilling his dream of crushing the NCR for their actions against his tribe.
721* DownerEnding: The only way for them to get a HappyEnding is to [[spoiler:convince them to abandon their feud with NCR and leave the Mojave in search of their legacy]]. Otherwise, they get wiped out, are forcibly assimilated into Caesar's Legion, or are relocated onto a barren, isolated reservation.
722* DrugsAreBad: They're pretty much the prime chem providers in the Mojave (it's all they produce at Red Rock, besides mercs, raiders, and some subsistence farming), and it's outright stated that their sales and manufacturing are what keep the Fiends going. Subverted in that the manufacturers can be convinced that there's money to be had in medical supplies, too, after which they'll begin making and selling Stimpaks on the cheap alongside their usual chems. That, their drug cook Jack is one of the nicer Khans.
723* DeathSeeker: If you convince the Khans to break the alliance with the Legion, and convince Papa Khan that the tribe has no true legacy to leave, the Great Khans as a whole decide to go out in a blaze of glory against the Legion at Hoover Dam.
724* ForTheEvulz: Papa Khan admits that raids on NCR establishments prior to the Bitter Springs incident were done just for fun.
725* FriendlyEnemy: Even if you're opposed to the Legion, whom they seek to ally with, the Khans will still welcome you if you help them out.
726* GangInitiationFight: Becoming an official member of the Khans involves the person taking a beating from all the Khans without giving in. At the least, you can try as many times as you want. Jerry the Punk laments the fact that he's just not tough enough to handle initiation.
727* GeniusDitz: Jack might talk like a stoned-out hippie, but he's also a talented chemist who took to the Followers' lessons.
728* GlassCannon: They wield powerful weaponry such as Grenade Rifles and Hunting Revolvers, but they're clad in sub-par leather armor, which provides little protection against most other weaponry, and will go down easily in a few shots.
729* GlorySeeker: Among the main reasons they are siding with the Legion in the first place is to both get revenge against the NCR and regain the glory of the old days when they were feared across the wasteland. [[spoiler:Giving them information about their namesake, Genghis Khan and the Mongols, from the Followers of the Apocalypse and showing them the real intentions of the Legion convinces them to switch sides, however.]]
730* AHandfulForAnEye: By completing her sidequest, Diane can teach you the Khan Trick, an unarmed move in which you toss sand at your opponent's eyes.
731* HorribleJudgeOfCharacter: Thanks to the frumentarius Karl's manipulations, they really believe that Caesar's Legion is going to change the M.O. they've used on 86 prior tribes just for them, letting them remain their own tribe and even female Khans as elite officers.
732* TheHunterBecomesTheHunted: Back when they were just the Khans, they terrorized Shady Sands effortlessly. Now, Shady Sands is the NCR, they destroyed the New Khans, and the Great Khans survive on their goodwill.
733* ALighterShadeOfBlack: They're indisputably a group of murderers and thieves, with their leader openly bragging about sacking towns and caravans that had no way of defending themselves. But between the White Legs, Fiends, [[spoiler: Omertas]], and of course the Legion, the Great Khans are practically the {{Token Good Teammate}}s. At the very least, they're the only group on the Legion's side that can be dealt with completely peacefully.
734* NobleSavage: Zigzagged; while they have a personal code of honor, are much more civilized than the other raider tribes, and will engage in reasonable diplomacy, they're also murderous raiders who provide much of the region with street drugs and unashamedly brag about ransacking defenseless towns because they felt like it.
735* PragmaticVillainy:
736** Unlike other Raider groups, the Khans don't kill for shit and giggles, they only do so if you have something they actually want. Otherwise, they leave you alone and may even be open to trade (as long as it's drugs you want, because that's all they have). It might not seem like much, but in the CrapsackWorld of ''Fallout'' it's enough for non-Khan Mojave residents to credit the group with at least a small amount of respect. It helps that their primary targets are NCR communities, whom Mojave communities generally resent.
737** You can use an argument along these lines to convince the Khan's drug cooks to produce medicines: a more diverse product line will increase their profits, and there's less chance of their customers dying.
738* ProudWarriorRaceGuy: The mindset of most of the tribe, especially Papa Khan. His motivation for siding with the Legion is that he feels his once-mighty tribe has been disgraced with their defeat by NCR, and Caesar will help them return to their glory days. [[spoiler:Every ending where the Khans hold onto this mindset results in their destruction or falling even further. Only by completely abandoning their feud with NCR and leaving the Mojave can they survive.]]
739* TakeAThirdOption: If you are working for the NCR, Colonel Moore gives you two options, make the Khans ally with the NCR or exterminate them. The third option is [[spoiler: to convince them to abandon the Mojave, which the mission will technically count as "exterminate", and you can even tell the colonel that [[ExactWords "The Khans are no longer a threat".]] ]]
740* TheQuisling: Papa Khan is so keen for vengeance against the NCR that he's easily swayed by Karl's rhetoric, and sides with the Legion despite their practice of backstabbing and press-ganging every tribe who allied with them in the past. His second-in-command, Regis, is the reverse; less motivated by hatred of the NCR than his brethren, and mistrustful of the Legion, he'd happily call a truce between the Khans and NCR in the name of long-term stability in the Mojave. [[note]]Either option leads to the Khans being massively screwed over by their new-found allies; the Legion absorbs the Khans and robs them of their tribal identity, and the NCR land grabs their territory and forces them to live on an isolated reservation.[[/note]]
741* ReasonableAuthorityFigure: Regis is even more reasonable than Papa Khan. He has doubts as to an alliance with the Legion, but won’t go against Papa without sufficient proof.
742* TheRemnant: The tribe was founded by survivors from the New Khans, who in turn were founded by the sole surviving member of the original Khans. Both of these groups were hunted to near extinction by the NCR, with help from itinerant heroes like the [[VideoGame/{{Fallout 2}} Chosen One]] and the [[VideoGame/{{Fallout1}} Vault Dweller]]. [[spoiler:If you convince them to drop their antagonism against NCR and leave the Mojave, their ending reveals they go north into Wyoming, properly learning lessons of empire-building from the Followers of the Apocalypse and successfully form a new tribal nation.]]
743* ScrewThisImOuttaHere: After convincing Papa Khan to break the alliance with the Legion, you can tell them to leave the Mojave to seek their fates elsewhere. Nonetheless, it's possible that they'll come to the Courier's aid in the final battle.
744* TheSpartanWay: The way that they train their children to become warriors is not nice at all. Some don't survive, though if you ''fail'' and survive, you're allowed to try again.
745* TheStoner: Jack the drug cook.
746* SuicidalOverconfidence: They continued to attack the NCR even after the nation's rise to power, still seeing them as the pathetic wimps they were when they were just Shady Sands. This resulted in [[LaserGuidedKarma the Great Khans being forced out of Bitter Springs, with most of them dying]]. By the time the game starts, they are just a small, isolated village in the canyons, yet still insist on allying with the Legion against the NCR, which rules over all of California and most of Nevada at this point. It's heavily implied it was to keep the NCR away. It didn't work.
747* SympathyForTheDevil: Ever since Vault 15 opened its doors and Shady Sands was founded, the Khans have preyed on their people with raids and abductions, even into their becoming the NCR, leading to a tragic culling of their civilians during the massacre at Bitter Springs. As a result, most people in the region, including ex-members of the NCR, feel sorry for them.
748* SympatheticPOV: The ''All Roads'' comic really makes you feel sorry for them, especially in the character Chance who deals with the trauma of Bitter Springs through hard substance abuse.
749* TookALevelInKindness: They’re by no means saints, but they're far from the antagonizing Khans you fought against in the first two games.
750* TrueCompanions: Each one of them is this to the other Khans, exemplified by the saying "Khans carry Khans".
751* UndyingLoyalty: Loyalty is big for the Khans, but not in a threatening way like the Omertas. They're just a very close-knit group that looks out for their own. If the Courier befriends them, they're one of the most accepting and friendly factions there is towards him/her.
752* VaporWear: Some female Khans wear open vests with no shirt or bra underneath. Of course, the vest stays in place so as to always be covering [[NippleAndDimed the right spots.]]
753* WhatTheHellHero: Not from the Khans, but rather their guest. Karl's reaction to you will vary based on your reputation with the Legion. If you have tampered their efforts and have a negative reputation, he will warn you that you're dangerously close to being marked to death, and later will do everything he can to sabotage efforts to break the Khans' alliance with the Legion. And if you've killed Caesar, he'll be ''pissed''!
754* WorthIt: The Legion ending where the Khans remain loyal to Ceasar states that some Khans that survived the forced integration into Legion and all it entailed (sick and elderly being killed, women enslaved and sold to high-ranking officers, complete annihilation of the tribe's identity) consider it a good price to pay for revenge against the NCR.
755[[/folder]]
756
757!!!Red Rock Canyon
758
759[[folder:Papa Khan]]
760[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/papa_khan_fonv_5.jpg]]
761-->'''Voiced by:''' Ian Gregory
762
763->''"I am the chief of the Great Khans -- the Khan of Khans, if you like. This is my tribe and these are my people."''
764
765The chieftain of the Great Khans. He was a follower of Darion of the New Khans, and was one of the few survivors of their battle against the New California Republic. Leading the survivors to the Mojave, Papa Khan reformed them into the Great Khans and has desperately sought to survive while surrounded by enemies new and old.
766----
767
768* BerserkButton: Insulting the Khans in front of him is a terrible idea. If you get Karl to do just this or give Papa his diary where he privately insults the Khans, he'll be gunned down by all the Khans in the building at Papa Khan's command.
769* AFatherToHisMen: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.
770* DeathSeeker: Regis speculates that Bitter Springs traumatized Papa Khan more than he lets on. His reluctance to break faith with Caesar, even knowing that maintaining the alliance will destroy his tribe, implies that Regis is correct.
771* HiddenDepths: While he may at first glance seem like nothing more than a slightly more reasonable tribal leader who is blinded by his hatred of the [=NCR=], Papa Khan is actually quite intelligent and wants a better future for his people. [[spoiler:If he reconnects with the Followers of the Apocalypse, he can do just that, building a civilization in Wyoming]].
772* HonorBeforeReason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his GlorySeeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. [[spoiler:It takes even more legwork to convince him that there are better ways to go about that.]]
773* {{Hypocrite}}: He views the NCR with contempt for what happened at Bitter Springs, focusing heavily around the deaths of the non-combatants. If you talk to him about the Khan's history, he'll proudly talk about the Khan's history of preying on travelers from the NCR in the Mojave, more or less doing the exact same thing he hates the NCR for.
774* KlingonPromotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
775* ReasonableAuthorityFigure: For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
776* TooDumbToLive: He really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will allow him to rule all the land west of the Colorado just because he allied with him despite the Legion's long and well-known history of backstabbing. He will, however, listen to his advisers and reconsider the deal if you convince enough of them to speak out against the alliance. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion is, even telling a female Khan about being a Legionnaire.
777[[/folder]]
778
779[[folder:Regis]]
780[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/regis_fonv.jpg]]
781-->'''Voiced by:''' Shane Johnson
782
783->''"Name's Regis - I'm Papa Khan's advisor and right-hand man. I'm also the chief enforcer of the tribe's laws - so watch your behavior."''
784
785Regis is Papa Khan's second in command and head advisor who is in charge of enforing the Khan's laws and watching out for their well-being. Unlike many of his fellow high-ranking Khans he is having doubts about supporting the Legion and is suspicious of their true motives.
786----
787* GeniusBruiser: As well as being considered fearsome even by other Khans, Regis is very well-read - his tent is filled with books and magazines on practical subjects, including military equipment, wilderness survival, and even computer programming.
788* OnlySaneMan: He is much more down to earth and rational than his fellow Khans and doesn't share many of their major flaws.
789* ProperlyParanoid: He is distrustful of the Legion for all the right reasons. Of course, he's also smart enough that he won't go forth with his accusations without evidence.
790* ReasonableAuthorityFigure: He takes his position very seriously and is more open to reason than most of his fellow Khans. If Papa Khan dies and he is made the new leader he will even be willing to bury the hatchet with the NCR even though he doesn't fully forgive them for the Bitter Springs massacre. He also has his doubts about allying with Caesar's Legion, unlike Papa Khan, who is just out for revenge against the NCR without fully considering the consequences of doing so.
791* SketchySuccessor: Unlike Papa Khan, Regis is willing to make a truce with the NCR. This turns out to be a pretty terrible decision for the entire tribe.
792[[/folder]]
793
794[[folder:Jack and Diane]]
795-->'''Voiced by:''' Shane Johnson and Creator/ZoeBell
796
797->"Do? We don't, like, do anything. We make the magic happen."
798
799->"We're supplying things people want in exchange for things our tribe needs. Don't judge us."
800
801A couple of Great Khan drug cooks doing the best that they can. Jack is in charge of cooking up the various chems the Khans barter with and Diane is in charge of sending out runners to deliver the shipments. Together they work as a team to make sure the Khans have the resources they need to survive in Red Rock Canyon, which is too inhospitable for most other forms of trade to be viable.
802----
803* BenevolentBoss: They both care about their runners. If they're informed that the Legion has crucified one of theirs, they immediately stand against the Legion alliance.
804* CutLexLuthorACheck: A Courier with a high enough speech stat can convince them to make helpful medicine, resulting in positive karma.
805* CombatPragmatist: Completing their sidequest will have Diane teach the Courier the Khan Trick special move, which is an attack that [[AHandfulForAnEye throws sand into an opponents face.]]
806* HiddenDepths: Jack is a surprisingly talented chemist.
807* MeaningfulName: Their names come from a John Mellencamp song.
808* NavelDeepNeckline: Diane has this due to the design of the female Great Khan simple armor is an open jacket and [[VaporWear nothing underneath]].
809* NewAgeRetroHippie: Jack has many of the mannerisms of one and uses a lot of hippie-sounding slang like "Groodalicious" to describe his product.
810* NiceGuy: Jack is extremely friendly to pretty much everyone. He even likes Jerry the Punk, unlike pretty much the entire rest of the tribe.
811* ObliviouslyEvil: Jack thinks making drugs is just helping people feel good, and that the Khans supporting Caesar is just a distant political decision that doesn't really affect him. The Courier has to make him realise his actions have negative consequences too if they want him to oppose Caesar or start making medicine.
812* PunchClockVillain: They only work as drug dealers because its just about the only form of resource the Khans have regular access to as well as the only thing they really excel at crafting. They do regularly supply the Fiends, but only out of necessity and have several other clients as well.
813* TheStoner: Jack. According to Jerry the Punk he was high enough to barely feel any pain during his initiation.
814* TeethClenchedTeamwork: Diane openly admits that she doesn't like dealing with the Fiends, but since they're the tribe's largest stream of revenue, they don't really have much choice.
815[[/folder]]
816
817[[folder:Jerry the Punk]]
818[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jerry_the_punk.jpg]]
819-->'''Voiced by:''' Creator/LiamOBrien
820
821-->"Have you seen this tribe? If it's not an epic drunken ballad of cracking skulls and hearing lamentations they think it's a waste of time."
822
823A young Khan member who would rather spend his time reading and writing poetry rather than knocking heads around, something that makes him stand out like a sore thumb from his fellow gang members. The Courier can help him achieve his wish by convincing the Followers of the Apocalypse to let him join them, allowing him to leave the Khans behind and maybe make something of himself.
824----
825* {{Bookworm}}: He prefers reading books to fighting and raiding, with a love of poetry and haikus in particular.
826* EmoTeen: One of the many reasons the other Khans don't give him any respect.
827* NonActionGuy: He's more suited to mental pursuits than physical ones and will become a lot happier if the Courier helps him join the Followers of the Apocalypse.
828* NoRespectGuy: He knows a lot of big words and understands how poetry and haikus work, which unfortunately doesn't win him a lot of respect points from a tribe that primarily thrives on mercenary work and drug dealing.
829* TheFriendNobodyLikes: Jack is literally the only member of the Khans that likes Jerry in any capacity.
830[[/folder]]
831
832!!!All Roads Khans
833
834[[folder:Jessup]]
835[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jessup_fnv.jpg]]
836-->'''Voiced by:''' Creator/LiamOBrien
837
838-->"What the hell? You're that courier Benny wasted back in Goodsprings! You're supposed to be dead!"
839
840One of Benny's Khan thugs that accompanied him to Goodsprings to ambush the Courier and steal the Platinum Chip. After departing from Benny he found himself caught in a hostage situation between the NCR and his fellow Khans at Boulder City. It's there that the Courier decides his fate.
841----
842* BadassesWearBandanas: He owns a unique bandana that gives the wearer a +1 to Perception.
843* EasilyForgiven: A Courier with good Karma will not only not hold a grudge against him, but will actually resolve the hostage situation peacefully, and convince the NCR officer to let him and his men go.
844* EvenEvilHasStandards: He may be a violent Khan, but he takes care of his own and is initially against taking Benny's job when it's revealed they would be killing an unaffiliated party that hasn't personally wronged them. He only relents when Benny promises to do the actual deed himself.
845* PunchClockVillain: He's Benny's hired thug, but only because the caps were good and the Khans need the cash. He actually hates the guy and will tell the Courier to shove Benny's lighter up his ass when they find him again.
846* UndyingLoyalty: To the Great Khans. He refuses to abandon Chance and demands that he be buried when he dies.
847[[/folder]]
848
849[[folder:[=McMurphy=]]]
850[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mcmurphy_fnv_intro.jpg]]
851-->'''Voiced by:''' Emerson Brooks
852
853-->''"Will you get it over with!"''
854
855The leader of the Khan group that Benny hired to ambush the Courier at Goodsprings. After the job was complete he found himself caught in a fight between the NCR and his own group. By the time the Courier reaches Bolder City he is already dead and can be found laying on a mattress in the ruins.
856----
857* AscendedExtra: Has a more prominent role in the ''All the Roads'' comic than in the game, see below.
858* BadassesWearBandanas: Similar to Jessup, but his is just an ordinary one.
859* EvenEvilHasStandards: Similar to Jessup. He only joined Benny for the caps and insists that the Khans bury their dead before moving on to Goodsprings.
860* PunchClockVillain: Same deal as Jessup.
861* ScaryBlackMan: He leads the group of Khans that ambush the Courier near Goodsprings at the beginning of the game under Benny's orders.
862* UndyingLoyalty: Similar to Jessup, he refuses to abandon Chance and helps bury him when he dies.
863* WeHardlyKnewYe: Despite his important role in the story he only appears in one cutscene and gets a single line before being killed at Boulder City.
864[[/folder]]
865
866[[folder:Chance]]
867[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/chance_all_roads.jpg]]
868[[caption-width-right:300:Chance in the graphic novel ''All Roads''.]]
869
870A lumbering Great Khan with a taste for chems and a deeply scarred psyche from witnessing the Bitter Springs massacre. He hasn't spoken since due to the trauma he suffered, but he's good in a fight so the Khans bring him along for Benny's job. This proves to be his end, however, when Benny slips him a vial of potent chems that causes him to overdose.
871----
872* AscendedExtra: In the game, the only traces you can find of his existence is his unique combat knife buried in his grave and a map he carved on the ground, while in the ''All the Roads'' comic, he is a proper character.
873* AddledAddict: His chem addiction makes him a huge liability, so much so that Benny repeatedly suggests they just abandon him. The man in the checkered coat eventually takes him out with a drug overdose to lighten the load.
874* BarbarianLonghair: He has long blonde hair and is prone to fits of psychotic rage.
875* BerserkButton: Being caught in the Bitter Springs massacre made him obsessed with fire. When he comes across a group of Fiends that burned down a village he flies into a rage and begins tearing them apart.
876* ICallItVera: He carried a unique combat knife simply called Chance's Knife that can be looted from his grave. It's actually one of the better melee weapons in the game due to it being affected by both the Cowboy and Grunt perks, giving it very impressive damage.
877* DrivenToSuicide: Or rather, persuaded into it by Benny.
878* {{Foil}}: Basically is Boone if he were a Great Khan, mainly regarding the Bitter Springs trauma and the [[TheStoic stoic]] personality, and additionally so because of Boone's specialty as a First Recon sniper whereas Chance prefers melee combat with his personal knife.
879* MadeOfIron: He takes a direct blast from a flamer without flinching.
880* OneManArmy: He wades into a sea of Fiends armed only with his combat knife and manages to kill several of them singlehandedly, including one armed with a flamer that [[MadeOfIron doesn't even make him flinch]]. With the support of his fellow Khans and Benny, he manages to survive the ordeal with just a few burns and cuts.
881* TheQuietOne: He hasn't said a single word since the tragic events of Bitter Springs.
882[[/folder]]
883
884!!!Other Khans
885
886[[folder:Melissa Lewis]]
887[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/melissa_lewis_fonv.jpg]]
888-->'''Voiced by:''' Creator/ZoeBell
889
890-->''"We're an independent group. We take care of our own and don't take crap from anybody, especially the NCR."''
891
892A Great Khan scout stationed near near the Quarry Junction waiting for a drug package, but the runner's a no-show. Helping her out will convince her to put in a good word for the Courier with the Great Khans and speak out against joining the Legion.
893----
894* ActionGirl: She only agreed to the alliance with Caesar's Legion because she was promised the rank of speculatore by Karl. Revealing to her that [[StayInTheKitchen women are not permitted to serve the Legion as soldiers and that the best she could hope for is to become an officer's wife]] is the easiest way to get her approval to sever all ties with the Legion for Papa Khan.
895* FriendlySniper: She uses a Hunting Rifle and carries a bottle of Steady with her.
896* NotEvenBotheringWithTheAccent: Zoë Bell didn't bother hiding her New Zealand accent when she voiced Melissa.
897* UnexplainedAccent: She has a very strong New Zealand accent for some unknown reason. Her father has a plain American accent, making the situation that much stranger. According to [[WordOfGod Joshua Sawyer]] it was due to a screw-up with the directing, and by the time anyone realized Bell hadn't been told to do an American accent, it was too late to re-record.
898[[/folder]]
899
900[[folder:Oscar Velasco]]
901[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/oscar_velasco_fonv.jpg]]
902-->'''Voiced by:''' Shane Johnson
903
904-->''"Refugee Camp? Is that what they're calling it? Good old NCR, they can whitewash anything. Let me tell you something, that refugee camp? It's built on the blood and tears of my people. Nobody likes to talk about it, but I remember."''
905
906A vengeful Great Khan sniper hiding out in the caves above Camp Bitter Springs. He has remained resentful of the NCR ever since the Bitter Springs massacre that killed his family. Now he takes his revenge however he can, usually in the form of dead soldiers and innocent civilians.
907----
908* ArcVillain: Of the "Climb Ev'ry Mountain" quest.
909* BerserkButton: He absolutely loathes the NCR First Recon snipers for murdering his family and will attack the Courier on sight if they have Boone with them due to his affiliation with the group.
910* ColdSniper: He's extremely bitter over the massacre that killed his family and has no problems shooting down the refugees simply for being a part of the Bitter Springs campsite.
911* EasilyForgiven: Despite his atrocities the Courier can choose to let him leave peacefully.
912* EvilCounterpart: Narratively he's intended to be this for Boone, being a ColdSniper at Bitter Springs attacking people, and has issues relating to the loss of his family. Ironically, bringing Boone causes Oscar to instantly become hostile.
913* HeWhoFightsMonsters: He's traumatized and vengeful over the NCR killing Khan innocents. His method of revenge is to kill innocents on the NCR side.
914* {{Hypocrite}}: He hates the NCR for what they did at Bitter Springs, a completely understandable reaction, but decides to go about getting "justice" for it by killing NCR soldiers and civilians who aren't responsible for it, doing exactly what they did to the Khans without any hint of irony.
915* MisplacedRetribution: If Gilles is to be believed, most (eight out of eleven) of his victims have been civilian refugees.
916* SoleSurvivor: He lost his family to First Recon snipers that fired upon them as they were escaping through a pass.
917* TakingYouWithMe: The Courier can convince him to redirect his revenge at the NCR military, in which case he runs out of the cave and attacks Camp [=McCarran=] and kills several NCR soldiers before he's killed.
918* TokenEvilTeammate: He's the only Great Khan to have evil karma in the entire game while the others all have at least neutral karma. Murdering several innocent refugees in the name of vengeance might have something to do with that.
919[[/folder]]
920
921
922
923!!The Kings
924
925[[folder:In General]]
926[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/The_Kings_8058.png]]
927[[caption-width-right:240:Ten of Spades]]
928->''"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."''
929-->--'''The King'''
930
931The only bigger gang to refuse House's ultimatum of a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.
932----
933* AllHailTheGreatGodMickey: When the tribe that would become the Kings found the King's School of Impersonation after being exiled from Vegas, they took the massive amounts of recordings, posters, imagery, and imitation instructions to indicate that the man known as "the King" was actually a god figure from before the war that people worshiped. They never even learned his real name as Elvis Presley since the posters showing it had degenerated with time, nor did the name ever come up in any of the recordings.
934* AnarchyIsChaos: The King and Pacer both agree that their image of Freeside is a town where everyone can be free to do what they want, but they disagree on what this means. The King imagines a society where every citizen is free to pursue their own path, so long as they respect the rights of others -- well within the [[UsefulNotes/{{Anarchism}} spectrum of actual anarchist politics]]. Pacer is happy to live in a society where the strong take from the weak and the weak can like it or go live somewhere else -- assuming that, as second-in-command of the biggest gang, he'll be in the 'strong' category. [[spoiler:Unsurprisingly, his attack on the NCR relief effort ended ''terribly'' and if the rest of The Kings go down his path and [[GenreBlind attack the trained and heavily armed troops]], [[CurbStompBattle they will get massacred]] and [[DownerEnding Freeside will end up under NCR martial law]], while The King's willingness to compromise will allow them to end the situation peacefully... unless the player sides with House, who [[WrongGenreSavvy sees the Kings siding with the NCR as an act of hostility to his rule over Vegas and wipes them out if they do]]. Conversely, if the Courier helps the Kings attack and drive out the NCR, it is seen as a sign of loyalty and House rewards them for it by formally giving them Freeside to control on his behalf.]]
935* EarnYourHappyEnding: The Kings die or suffer horribly in most of the game's endings, but they do have their GoldenEnding if the Courier follows Pacer's plan to oust the NCR from Freeside and later helps House during the Second Battle of Hoover Dam, where they get to maintain their principles, get what they want, and don't lose many people in trying to fight the NCR.
936* ElvisImpersonator: An entire ''gang'' of them, all convinced it's a pre-war ''religion''. Only The King and Pacer put on the voice, but this might be justified since the former can mention that the tapes used to teach this stopped working a few years prior and were sold off. Both are the oldest members of the gang and might be the only ones still alive to have heard them.
937* EntitledBastard: Zig-zagged, they aren't fond of the NCR "squatters" putting a drain on their resources, and The King is not pleased when he finds out the NCR is giving handouts to its citizens while neglecting the actual citizens of Freeside. However, as the Courier can uncover, it turns out that NCR ''wanted'' to supply everyone, but the messenger they sent to negotiate with The King was beaten and turned away by Pacer, so they were only given enough support to take care of their own. They have the option to eventually smooth things out and get the two to agree to a truce, which leads to NCR providing relief support to Freeside if they win the Second Battle of Hoover Dam.
938* FutureImperfect: The Kings, including the founder himself, actually have absolutely no idea who their idol, "The King" really is. When they first discovered the School of Impersonation which was filled with holotapes, jackets, and a seemingly unlimited supply of hair gel, they concluded that he was a god being worshiped in pre-War times and the building was his temple.
939* GangOfHats: The gang is based in the King's School of Impersonation and their leader, The King believes the building was a place of worship to a man called "The King". The place had a stockpile of hair gel, outfits, and recordings of The King to teach the listener how to move and talk like him. This lead them to form a gang in The King's image since they thought he was important enough to have his image immortalized through impersonations. The gang formed a philosophy around his supposed ideals, using The King as an example of being in control of one's own destiny where "Every man is a king in his own right".
940* GreaserDelinquents: They're a hybrid of this trope and ElvisImpersonator.
941* NeighborhoodFriendlyGangsters: The Kings take this a step further by acting as Freeside's ''de facto'' police force, and the closest thing they have to a government, even if The King espouses the anarchist ideal that "Every man is a king in his own right".
942* NiceGuy: The King, leader and founder of the gang is a rather personable and likable person, who despite being noted as something of a hothead remains a ReasonableAuthorityFigure for the most part. The Kings as a whole are very generous, giving freebies to a Courier who's proved helpful to the people of Freeside. If they do have a flaw, it's merely a mild excess of hometown pride.
943* SpellMyNameWithAThe: The King, with no "real" name ever given. The fact that this makes him "The King of Kings" is noted by Rotface.
944* SuicidalOverconfidence:
945** In a quest involving conflict between the NCR and the Kings, the former sends a platoon of fully-armed soldiers to the Kings' HQ. The King tells you to explain what's going on before his gang kills the soldiers. You have the option of telling him to calm down since his gang stands no chance if they start a fight. He'll take this as a challenge, and order his gang to open fire, upon which they are all gunned down.
946** This is basically what happens in all but a few of the endings for the Kings. They decide to pick a fight with the victors of the Mojave and get themselves killed. The NCR is the only faction that's willing to even have a peaceful solution with them (aside from [[TheHero the Courier]], of course), while Mr. House will only go so far as to leave them alone (if he doesn't have them eradicated for being disloyal and helping out NCR).
947** Speaking of peace with the NCR, if the Courier gets the King to sign a truce with them, [[spoiler:right-hand man Pacer]] storms in, angry that the King had "sold out", and attacks him -- along with the King's loyal guards... and several, heavily armed NCR soldiers... oh, and YOU too.
948[[/folder]]
949
950[[folder:The King]]
951[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_king_fonv.jpg]]
952[[caption-width-right:350:King of Spades]]
953-->'''Voiced by:''' Creator/JamesHoran
954
955->''"Look Rexie, someone new's come to see us."''
956
957The leader of the Kings gang and, by extension, ''de facto'' ruler over most of Freeside as well. He spends most of his days relaxing at the King's School of Impersonation though he also keeps up with current events happening on the street.
958----
959* BerserkButton: He has a strong dislike for the NCR, seeing them as people treading on Freeside when they should leave it be, though his opinion of them may improve depending on the Courier's actions, as he can learn that the situation with them isn't what he thought it was.
960* BigGood: He fulfills this role for Freeside, being the leader of the group that fulfills the role of police, in addition to rewarding the Courier, if s/he helps the community.
961* EstablishingCharacterMoment: If you pay Pacer's toll to get in to talk to him and mention it to him, The King apologizes for Pacer acting up and refunds you personally, and if you paid the max of 500 caps to get in, he makes a crack that you must have ''really'' wanted to meet him.
962* GameplayAndStorySegregation: Despite being described by Ambassador Crocker as being "extremely charismatic", he has an utterly average 5 in his Charisma stat.
963* HorribleJudgeOfCharacter: The King continues to display an almost comical level of UndyingLoyalty to Pacer long after it becomes obvious that the man is a two-faced weasel [[spoiler:who's been manipulating his gang into a pointless fight with the NCR]]. The King actually lets on that he knows of Pacer's xenophobia towards NCR but overlooks this because he can understand Pacer's reasons since a lot of Freeside feels the same, and Pacer is still his best friend and in any other matter has the King's best interests at heart. He just doesn't know that Pacer [[spoiler:is actively trying to start a war between the Kings and the NCR to drive the latter out of Freeside entirely and is causing much of the breakdown in communication between the two. Getting him to see the truth has him finally draw the line]].
964* IOwnThisTown: A fairly benevolent example. His gang runs most of Freeside and his word carries a lot of weight. As such, almost everyone waits for his approval or opinion on matters before proceeding.
965* JustTheFirstCitizen: The King himself is quick to point out that he only controls the Kings and generally lets Freeside's residents and visitors well enough alone so long as they don't cause trouble, but most of the people of Freeside (outside the NCR squatter community) look up to him as their ruler anyway.
966* LockedOutOfTheLoop: A major reason for why he dislikes the NCR is because he only really hears about the terrible things they do to the people of Westside. [[spoiler:He's unaware that much of the problems come from Pacer going out of his way to make things worse]], though when he does learn this fact, the King immediately steps up to try and fix it.
967* OnlyKnownByTheirNickname: Everyone in Freeside refers to him as The King, even his close friends and we never find out what he was called before that.
968* ReasonableAuthorityFigure: The King is one of the few politically powerful figures out there motivated by a genuine desire to help the people and will always favor peaceful and diplomatic solutions if there is one. He dislikes the NCR squatters around, but it's due to pride and miscommunication, and it's possible to smooth things out and make peace between them.
969* YouOweMe: After completing a series of quests for The King, he gives you a one-time offer to ask for a favor, ranging from a sum of caps to membership in the Kings to a fake passport to enter the Strip. Perhaps the most useful application of this favor though is getting him to focus on stopping tensions between the Kings and the NCR in Freeside during the appropriate quest.
970[[/folder]]
971
972[[folder:Pacer]]
973[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pacer_fnv.jpg]]
974[[caption-width-right:350:Ace of Spades]]
975->'''Voiced by:''' Creator/LiamOBrien
976
977->''"In Freeside, the Kings rule. And the King rules the Kings. Got it?"''
978
979Pacer is the King's second-in-command and lacks most of the charm and charisma his boss has, instead acting more like a two-bit thug. [[spoiler:He is also trying to start a war between the Kings and the NCR citizens in Freeside, hoping to get The King to drive them out.]]
980----
981* ArsonMurderAndAdmiration: If you try to blackmail him for your silence about his deeds, he compliments you by stating that you're a bastard after his own heart. He's less fond if you pass the barter check to bilk him out of more money.
982* AssholeVictim: If you kill him without being caught or implicating the NCR, The King is the only one who's sad about his demise. Doubly so if Pacer's death happens [[spoiler:as a result of trying to kill The King if you convince him to make peace with the NCR]].
983* BullyingADragon: He constantly causes the conflict between the Kings and the NCR to escalate, despite the fact that the NCR is a much more powerful faction that could wipe the Kings off the face of the earth. And, in one possible outcome of the affair, ''they do''.
984* FaceHeelTurn: [[spoiler:If you convince them to make peace with the NCR, he becomes enraged over the King "selling out" and attacks him. [[SuicidalOverconfidence In front of several loyal Kings, NCR Troopers, and the Courier's party]]. The only way to avoid this and still end the quest peacefully is to complete "King's Gambit" and use your favor to have the King agree to make peace]].
985* {{Jerkass}}: He is much more rude to the Courier than the King himself and will even charge them a bribe when they visit for the first time. [[spoiler:He is also raising tensions between the NCR and the Kings to instigate a war that he hopes will kick the NCR right out of Freeside.]]
986* TheLancer: He's the King's second-in-command and he revels in his position.
987* OnlyOneName: The [[https://fallout.wiki/wiki/Pacer%27s_patient_record in-game patient record]] in the Followers' compound shows that he either doesn't have a last name or doesn't use one.
988* TooDumbToLive: [[spoiler: If the Kings and the NCR are persuaded into signing a truce, he will stage a mutiny, despite being outnumbered by the other Kings loyal to their leader, NCR soldiers, and the Courier's own party.]]
989* TokenEvilTeammate: He's the only member of the Kings set to Evil Karma. [[spoiler:He wears the label proudly as he tries to orchestrate conflict between the Kings and the NCR in Freeside.]]
990[[/folder]]
991
992!!Powder Gangers
993
994[[folder:In General]]
995[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/Dynamite_7068.png]]
996->''[[MadBomber Never gets old when something blows up!]]''
997-->--'''Random Powder Ganger'''
998
999A group of escaped convicts originated from NCR territory. The NCR originally brought them from the west to use as cheap labor to work on a railway line. But the convicts managed to take control of their prison and formed into a loosely organized group of thugs and raiders.
1000----
1001* AntiVillain: There's a variety of crooks in the gang, and of course some are considerably worse than others. Some of the lighter grey members were sentenced to the camp for skimming medical supplies to sell, being framed for stealing from a casino or being a CowboyCop-type sheriff. Additionally, some of them stay only with the gang because they have nowhere else to go and know that, even if they didn't take part in the breakout, they'll be shot on sight because they're all guilty in NCR's eyes.
1002* AssholeVictim: Killing them gives the Courier good karma.
1003* BitPartBadguys: To an extent; they're a mild challenge at first when dynamite is still considered threatening. They never upgrade beyond that. [[FromNobodyToNightmare You do]]. Towards the end of the game, they're not even a speedbump, but you'll still run across them from time to time on the west side, and they'll randomly send hitsquads after you around the Primm area if antagonized. That said, they fare much better then The Jackals, Vipers and Scorpions, since there are a few quests where you either fend off or help the Powder Gangers.
1004* CurbStompBattle: They end up on the wrong end of this trope if you side with the NCR in "I Fought the Law", falling easily before the NCR forces sent to retake the facility.
1005** Even if you side ''with'' the Powder Gangers they'll end up on the wrong side of this. You'll really have to get creative and effectively carry them through the battle if you want them to make it through without casualties.
1006** If they survive said attack, but the player goes on to finish either the NCR or Legion route, said victorious faction will lead an attack on the NCRCF that results in the Powder Gangers getting slaughtered.
1007* EvenEvilHasStandards:
1008** Most of the Powder Gangers are wary of Scrambler, and they will warn you not to approach him when he's "acting up again".
1009** The Powder Gangers in Vault 19 describe the experiment that went on there as "some seriously messed-up shit."
1010* EliteMook: The West Vegas Powder Gangers have noticeably twice as much health as their NCRCF peers, are usually armed with both a melee weapon and a gun, and some members might be armed with energy weapons they presumably gleaned from Vault 13's armory. They're still unlikely to be a match for the player by the time they're encountered, and two of them will usually be found dead at the hands of [[EpicFail angry geckos]]. The Powder Ganger Bodyguards, who noticeably also have twice as much health as the rank and file and are armed with sub-machine guns, remain a more credible threat by the time they're usually encountered in the NCRCF compound, guarding Eddie.
1011* GenreBlind: They barely tried to fortify the NCRCF building after their breakout weakened the defenses, their guard force was dense enough to let some nameless schmuck run around their bases unmolested after paying a hundred cap toll, and it never occurred to Eddie that hiring said nameless schmuck could potentially (no pun intended) blow up in his face.
1012* GoldfishPoopGang: They aren't very comedic, but they are more an annoyance than a true threat.
1013* TheGoomba: The Powder Gangers are weak to an almost pathetic extent (the average Powder Ganger has a mere 40 HP, 5 less then most generic wastelanders), and basically exist to give something for the player to kill in the first few hours of the game.
1014* GrenadeSpam: Dynamite spam, to be more specific. Low-level players beware, as all that dynamite means lots of damage taken and crippled legs.
1015* AHouseDivided: There are at least five factions of Powder Gangers, though only one still goes by that title (the others are known simply as "Escaped Convicts").
1016** The main group is based in the NCRCF, and is led by a thug called Eddie. They are easily the biggest Powder Ganger group, stretching all across the Mojave Wasteland with several members, including several Powder Ganger camps, Nipton and, depending on Player Choice, Goodsprings among their territory.
1017** There is also a very small group led by a man named Chavez, which has turned on Eddie and inhabits the gang's southern camp.
1018** The original leader of the prison break -- the anti-NCR rebel Samuel Cooke -- has since led a splinter group to set up in Vault 19 and plan further anti-government actions.
1019** Some of the Vault 19 group, led by small-time thief Philip Lem, are tired of being on the run and want to surrender to the NCR.
1020** Finally, another group tried to take over the town of Primm and hole up in the Bison Steve Casino. [[HardcodedHostility They will always attack you.]]
1021* KarmaHoudini: If you help them or at least Eddie survive the NCR's assault on the NCRCF Building by killing the NCR troops before they can get to him, and complete the game on the House/Independent route, they'll get away with their actions and go on to continue robbing and killing caravans without any punishment.
1022** This can also happen very easily with the Vault 19 group as well. Even if you blow up the vault, the epilogue acts as if they're still alive. You can convince most of them to turn themselves in to the NCR by completing Philip Lem's questline, but doing so will cause Samuel Cooke to leave the group and never be punished for his actions. The only way to avert this trope is by personally killing Cooke yourself.
1023* NoWomansLand: One can only imagine, based on some comments the gangers make and the fact that they're all escaped convicts, what happens to women caught in their territory all alone. There are no female Powder Gangers, though this is probably justified given that the NCRCF was probably a men's correctional facility.
1024* OhCrap: If you've killed enough Powder Gangers to have a bad faction reputation with them, Boxcars in Nipton is ''not'' happy to see you, referring to you as the Powder Ganger's own personal "[[TheDreaded Grim fuckin' Reaper]]".
1025* PetTheDog:
1026** Unlike other raiders who will attack you on-sight, the Powder Gangers in the prison won't attack you without provocation and if you have neutral karma with them, the gang members in the camps surrounding the prison will give you a moment to turn back if you run into them, before they attack. As of the final version of the game, they won't attack at all unless you have a poor reputation with them, in which case they will warn you to turn back before attacking, where most other factions shoot without hesitation.
1027** They also still allow Meyers to hold up in the prison, despite him refusing to take part in their crimes.
1028* TheRustler: They steal cattle too.
1029* StarterVillain: The Powder Gangers are the first faction to antagonize the player and the first you see antagonizing innocent people. The final tutorial quest even points you in the direction of defending Goodsprings from a pack of them. [[InvertedTrope Inverted]] if you instead choose to ally with and help them out.
1030* TheStarscream: Philip Lem, who thinks Cooke will drag the Vault 19 gang to their death and wants to surrender to the NCR before that happens.
1031* StuffBlowingUp: As one can probably tell by their name, they happen to like explosives, specifically dynamite. They also tend to protect their camps with mines.
1032* TemptingFate: Build a prison in a remote and isolated location, fill it with violent criminals, give them access to a large cache of explosives, and then leave the prison undermanned and poorly-equipped to handle a mass break-out. [[SarcasmMode Nope, don't see anything wrong there]].
1033** On top of that, bring a known anarchist ''who has used explosives before'' and then, ignore the warden's pleas that said BombThrowingAnarchist, has amassed a large following among the prisoners and are acting suspicions.
1034* ThrowDownTheBomblet: Share this gimmick with the Boomers, though to a lesser degree; the Boomers prefer firing explosives via mortars and howitzers, while the Powder Ganger's signature weapon is dynamite, thrown by hand.
1035* VillainDecay: Early in the game they're pretty dangerous, but they start to lose menace after you see them crucified by [[EvilerThanThou Caesar's Legion]] in Nipton. By the middle of an average playthrough, they cease being a real threat.
1036* WorkingOnTheChainGang: The origin of the faction; they used the dynamite provided for their work to escape, because ''duh''. "Chain gangs, basically" is the first thing Trudy has to say when you ask her about them, and likely the first thing you'll hear about them at all.
1037[[/folder]]
1038
1039!!!NCR Correctional Facility
1040
1041[[folder:Eddie]]
1042[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eddie_fonv.jpg]]
1043->'''Voiced by:''' Emerson Brooks
1044
1045->''"This is Powder Ganger territory - my territory."''
1046
1047The leader of the Powder Gangers remaining at the NCR Correctional Facility. He's usually hostile to the Courier, but if the player helped the Powder Gangers take over Goodsprings he'll be much more welcoming.
1048----
1049* ArcVillain: He's an important target for an NCR allied Courier as he is in control of one of their prison facilities, otherwise he's just a slightly buffed Powder Ganger with a couple of bodyguards that can be ignored if the player doesn't feel like dealing with him.
1050* DefiantToTheEnd: He refuses to be taken alive and would rather die fighting the NCR than be captured.
1051* {{Jerkass}}: He's the leader of a group of escaped convicts so this is to be expected.
1052* OrcusOnHisThrone: He leads the Powder Gangers from the safety of the NCRCF and sends his men or the Courier out to deal with any problems that arise.
1053* PetTheDog: If you have good reputation with the Powder Gangers, he'll thank you by giving you free explosive supplies every few days, and he'll also thank you if you save his life during the NCR's attack on the prison by telling you that you can stick around whenever you want.
1054* WakeUpCallBoss: Eddie's plasma pistol packs a punch, and he has an entire roomful of bodyguards with armor and [=SMGs=]. If you head to the NCRCF facility straight away, he's almost bound to catch you by surprise.
1055[[/folder]]
1056
1057[[folder:Scrambler]]
1058[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scrambler_fonv.jpg]]
1059->'''Voiced by:''' Alex Mendoza
1060
1061->''"I keep an eye on my buddy Eddie. Anybody messes with him and I scramble them real good."''
1062
1063A violent convict who guards Eddie at the NCRCF.
1064----
1065* AxCrazy: He's heavily implied to be quite unstable and violent, as he's very upfront about his crimes, and the other Powder Gangers will warn you to stay away from him when he's "acting up again".
1066* BloodKnight: He actually manages to disturb some of the other Powder Gangers.
1067* TheBrute: Scrambler has a 10/10 strength stat and unlike the other gang members, he prefers hand-to-hand combat over guns and explosives.
1068* ButForMeItWasTuesday: He has committed so many violent crimes that he isn't quite sure which of them specifically landed him in the correctional facility. He nonchalantly guesses that it probably involved killing several people.
1069* TheDragon: To Eddie, the leader of the Powder Gangers at the NCRCF.
1070* DumbMuscle: He has a Strength stat of 10 and an Intelligence stat of... 3.
1071* EyepatchOfPower: He wears an eye patch over his left eye and is the strongest member of the Powder Gangers.
1072* TheFriendNobodyLikes: The rank and file gang members seem to be very afraid of him and if The Courier somehow kills Scrambler without turning the others hostile, they'll even show relief at his absence.
1073* PsychoSerum: You can find a dose of Psycho on his inventory, which probably goes a long way in explaining what his deal is.
1074* WouldHurtAChild: He is disturbingly upfront about this:
1075-->'''Courier:''' What did you do to end up in here?\
1076'''Scrambler:''' Not much, just killed a bunch of people. Maybe a couple of kids, too. Whatever.
1077[[/folder]]
1078
1079[[folder:Hannigan]]
1080[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hannigan_fonv.jpg]]
1081->'''Voiced by:''' Avery K. Waddell
1082
1083->''"I was an NCR medic for six months, so I'm not exactly a "doctor." Still, it's more medical training that any of the other guys here. It also gives me an excuse to stay out of any raiding parties. The gang can't lose its only doctor now, can it?"''
1084
1085A former medic from the NCR, now serving as a doctor in the Powder Gangers. Before he was a medic or a powder ganger, Hannigan worked as a farmhand, bouncer, a bandit and an NCR trooper. After becoming a medic he was incarcerated for selling NCR medical supplies on the black market. Being a "doctor", with 6 months of medic training, for the Powder Gangers gives him an excuse to not have to do any fighting because "The gang can't afford to lose its only doctor".
1086----
1087* BackAlleyDoctor: He's an escaped convict with only six months of medic training, which still makes him a more qualified doctor than Ada Straus in Novac.
1088* BladeEnthusiast: Despite presumably having access to guns and explosives like the other Powder Gangers, Hannigan is only armed with a knife.
1089* CowardlyLion: He makes it no secret that one of the reasons he's even in the gang is for protection from the wasteland. He chose to become the gang's doctor because it gives him an excuse to not risk his life going out on raids with the others.
1090* TheMedic: His role in the gang.
1091* NiceGuy: He's one of the few Powder Gangers that actually seems like a friendly enough guy rather than a hardened killer or an extremist.
1092* TokenGoodTeammate: His karma is even listed as Neutral, instead of evil like the other Powder Gangers.
1093[[/folder]]
1094
1095[[folder:Carter]]
1096[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/carter_fonv.jpg]]
1097->'''Voiced by:''' Ari Rubin
1098
1099->''"I was always the guy who could get things, if you know what I mean. Figured I might as well keep on doing it."''
1100
1101Carter is a former casino worker from New Reno that was doing time for robbery during the prison revolt, (though he claims to have been framed by the casino's pit boss) who got a reputation for being able to sneak in contraband, which led to him becoming the gang's sole merchant after they took over the prison.
1102----
1103* FriendInTheBlackMarket: Before the riot he was the man on the inside who could get contraband to his fellow prisoners. Now he serves as the group's only merchant.
1104* HadToComeToPrisonToBeACrook: He claims to have been an innocent man, before being sent to prison. Though whether this is true or not is hard to say.
1105* TheScrounger: Carter, the Powder Gangers' trader. As he puts it, he was always the guy who could "get things" when they were all locked up. Naturally, though, he doesn't have a very impressive selection of wares or a lot of caps to spare.
1106[[/folder]]
1107
1108[[folder:Meyers]]
1109[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/meyers_nfv.jpg]]
1110->'''Voiced by:''' Ari Rubin
1111
1112->''"Howdy do, folks. I'm sheriff Meyers. Be good, or I'll shoot you dead."''
1113
1114A former sheriff who was incarcerated for "speeding up justice" a few times too many. He shows no remorse for what he had to do but would be willing to become the sheriff of Primm, provided he gets a pardon from the NCR government and the ability to run things his way.
1115----
1116* BrutalHonesty: The man says what's on his mind and lets everyone know exactly where they stand with him.
1117* CowboyCop: He is unapologetic for taking the law into his own hands when he was a sheriff for the NCR, claiming it was a necessary part of the job. In his non-Legion epilogue for Primm, it's noted that while he's a fair sheriff for the most part, suspected criminals with insufficient evidence of their guilt have a habit of dying mysteriously.
1118* DisproportionateRetribution: "Be good, or I'll ''shoot you dead''."
1119* GoodIsNotSoft: He's a friendly guy and has good intentions, just don't break the law. Or be ''suspected'' of breaking the law.
1120* LastStand: In his Legion ending, he leads the citizens of Primm in defending the town from a Legion takeover. They put up a valiant fight, but due to [[ZergRush the Legion's sheer numbers]], they are inevitably overwhelmed by the horde and slaughtered.
1121* NotInThisForYourRevolution: He played no part in the prison riots and is not an actual Powder Ganger. The only reason he's staying in the correctional facility is to serve out his sentence properly, which the rest of the gang have no problem with as long as he stays out of their way.
1122* TokenGoodTeammate: Well, calling Meyers a teammate at all is kind of stretching it, as he's only part of the gang by virtue of sharing a prison with them and he wants nothing to do with the Powder Gangers crimes, happy to simply wait until the NCR comes back. Though they seem oddly okay with him staying around without helping. Cut content shows that he took other non-Powder Ganger-affiliated inmates who chose to stay around the jail as his deputies if he becomes sheriff of Primm.
1123[[/folder]]
1124
1125!!!Nipton
1126
1127[[folder:Boxcars]]
1128[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/boxcars_fonv.jpg]]
1129->'''Voiced by:''' Avery K. Waddell
1130
1131->''"First I get my legs smashed, then in walks the Powder Gangers' grim fucking reaper?! What the fuck have you got against us, man/bitch?!"''
1132
1133An unlucky Powder Ganger who had the misfortune of being in Nipton during the Legion's lottery. He got second place, which means he was allowed to live at the cost of having his legs smashed and crippled.
1134----
1135* AssholeVictim: As horrific as his fate is, he's still an unrepentant Powder Ganger so it might be hard to feel sorry for him. If the Courier feels like it they can just cap him for a small karma boost, though doing so fails the "Booted" and "Wheel of Fortune" quests. [[YouHaveOutlivedYourUsefulness Killing afterwards, on the other hand...]]
1136* DrivenToSuicide: Rather than try to make it back to the NCR or wait around to die he requests the Courier give him enough Med-X to overdose on and end his suffering. Unfortunately, he won't die no matter how many you give him as his existence is required for the aforementioned quests.
1137* EvenEvilHasStandards: He's an escaped convict who was a part of [[WretchedHive Nipton]] but he sounds genuinely disgusted when describing what the Legion did to the town.
1138* {{Jerkass}}: Even if you give him Med-X and free his enslaved comrades he is still extremely rude to you and is very ungrateful.
1139* MercyKill: He'll ask for doses of Med-X for this exact purpose, though the player is free to shoot him in the face at any point if they don't want to give up some of their chem stash.
1140* MoralMyopia: Boxcars can't seem to grasp what your problem with the Powder Gangers is and act like he's an innocent victim. Nevermind that his gang tried to attack the town that saved your life for sheltering a man that killed some Powder Gangers in self-defense.
1141* SirSwearsALot: He's an escaped convict who just witnessed all of his buddies get horribly murdered and enslaved and had his legs crippled, so its hard to blame him.
1142* UngratefulBastard: You can save the Powder Gangers he told you were enslaved (even if you have a very low reputation with the Powder Gangers) and his only response is that you should’ve showed up sooner.
1143[[/folder]]
1144
1145[[folder:Oliver Swanick]]
1146[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/oliver_swanick.jpg]]
1147->'''Voiced by:''' Creator/YuriLowenthal
1148
1149->"I'M A WINNER! I WON THE MOTHERFUCKING LOT-TER-Y! HA HA!"
1150
1151A Powder Ganger who was luckily enough to win the Nipton town lottery and walk away without being killed, enslaved or crippled, a fact that he is VERY excited about.
1152----
1153* IncomingHam: Literally the first thing Oliver says to the Courier -- an interaction that you don't even instigate -- is "'''''YEEEAAAAAH!''''' WHO WON THE LOTTERY?! '''''I DID!'''''"
1154* KarmaHoudini: He's presumably just as vile and deceitful as the rest of the town, yet is allowed to walk away as the first place winner of the lottery. Of course, there isn't anything stopping the Courier from popping him one in the skull before they head into Nipton. Plus if you continue to follow him instead of letting him run away and vanish from the game, he'll be killed by nearby enemies.
1155* LargeHam: You'd think Yuri himself won the RealLife lottery with the performance he gives as Swanick. "SMELL THAT AIR! COULDN'T YA JUST DRINK IT LIKE BOOZE?! HA HA HA!" Given [[NightmareFuel what he just walked away from]], it's subtly implied to be a coping mechanism meant to deal with what he dealt with before running into the player.
1156* SirSwearsALot: Not quite as bad as Boxcars, but he's quite eager to tell you that he "WON THE MOTHERFUCKING LOTTERY! HA HA HA!"
1157[[/folder]]
1158
1159!!!Goodsprings
1160
1161[[folder:Joe Cobb]]
1162[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/joe_cobb_fonv.jpg]]
1163
1164->'''Voiced by:''' Avery K. Waddell
1165
1166->''"I saw some of the townies gathering at the saloon, so we've got a militia to take down."''
1167
1168Joe Cobb is the leading member of a small offshoot of Powder Gangers. Their current goal is to comb through Goodsprings to take revenge on Ringo for killing some of his men when they attacked his caravan. Additionally, he and his group are seeking to take over the whole of the town as a source of resources.
1169----
1170* {{Jerkass}}: He's not the friendly sort. Your ''first impression of him'' (and, by association, the Powder Gangers as a whole) is his arguing with Trudy and threatening Goodsprings in the same breath.
1171* PetTheDog: If you help him take Goodsprings, he'll warn you about the escaped convicts that split off from their gang, that will be hostile to you regardless of helping the main group.
1172* RevolversAreJustBetter: He wields a .357 magnum revolver.
1173* ScaryBlackMan: While not as bad as, say, [[EvilerThanThou Samuel Cooke]] or [[AxCrazy Jean-Baptiste]], Joe is the first one who you are meant to deal with.
1174* StarterVillain: The first major conflict that you face in the game is the enmity between Goodsprings and Joe Cobb's group of Powder Gangers, and no, it can't be peacefully resolved; there ''will'' be a gunfight regardless of [[VideoGameCaringPotential which group]] [[VideoGameCrueltyPotential you side]] with.
1175* WhatHappenedToTheMouse: Unlike the NCRCF and Vault 19 Powder Gangers, the fate of Joe Cobb's group in Goodsprings should you choose to help them take over the town is never mentioned in the epilogue no matter what faction ending you get. However, the town is mentioned to have been deserted, making it possible that Cobb might have been smart enough to realize that he wouldn't stand a chance against which faction wins the Battle of Hoover Dam {NCR or Legion, not knowing about House or Yes Man} and left the town, taking his gang and the surviving Goodsprings residents with him.
1176[[/folder]]
1177
1178!!!Vault 19
1179
1180[[folder:Samuel Cooke]]
1181[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/samuel_cooke_fonv.jpg]]
1182->'''Voiced by:''' Avery K. Waddell
1183
1184->''"A beautiful thing. Saved a little blast powder here, hid a makeshift weapon there, and one day I orchestrated a little symphony for the NCR."''
1185
1186A rabid anti-NCR revolutionary who was imprisoned for blowing up NCR caravans, Samuel Cooke is the man who originally orchestrated the revolt at the NCR Correctional Facility, but has split off from the main group of Powder Gangers and journeyed north with his own followers and has taken refuge in the now abandoned Vault 19, where Cooke plans on a large deposit of minerals in the same cave system as the vault to increase their explosive arsenal and join forces with the Great Khans to fight the NCR together. But complications arise when one of the men with him, Philip Lem, decides it's time to throw in the towel and surrender to the NCR, creating a divide in Cooke's gang between both men's supporters.
1187----
1188* BombThrowingAnarchists: It's what got him tossed into prison in the first place. The others, however, are just petty thugs.
1189* ColdBloodedTorture: If he survives the game with the other Vault 19 Powder Gangers still working for him, the epilogue reveals that he regularly tortures NCR citizens to death.
1190* EvenEvilHasStandards: Samuel Cooke is a BombThrowingAnarchist in every sense of the words, but even he thinks the Fiends are a pack of strung-out freaks best avoided.
1191* EvilerThanThou: Unlike the other Powder Gangers, that seem to be mostly made up of thugs and petty crooks, Cooke is a ''terrorist'' who seems to be interested in taking the NCR down a peg for its own sake, instead of wealth and power, or survival like the other gang members. He's also much more sadistic then most of the other Powder Gangers, as revealed in the epilogue if he's still alive and in control of the group.
1192* {{Jerkass}}: '''Big time'''.
1193* KarmaHoudini: He will get away with his crimes scott-free unless you decide to kill him yourself.
1194* KickTheDog: If you side with Cooke, you'll later find that Lem has been ''brutally'' murdered, leaving only a poodle of gore behind. If you confront Cooke about it, he'll admit that he did it.
1195* NamedAfterSomebodyFamous: His name is likely a reference to legendary soul singer Music/SamCooke.
1196* NotInThisForYourRevolution: Inverted. While all the other Powder Gangers hate the NCR just because they're Californian criminals and were satisfied with being raiders in a lawless borderland, Cooke hates the NCR for political reasons and wants to terrorize them even more.
1197* VillainHasAPoint: Cooke definitely isn't wrong about NCR's ambitions.
1198* VillainTeamUp: Arguably his alliance with the Great Khans if you choose to side with Cooke.
1199[[/folder]]
1200
1201[[folder:Philip Lem]]
1202[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/image_2023_01_08_203613056.png]]
1203-->'''Voiced by:''' Creator/SamRiegel
1204
1205A Powder Ganger who was sent to prison for sneaking into NCR camps and stealing goods, Philip Lem was initially one of Samuel Cooke's supporters, but now thinks that the group cannot sustain themselves on their limited resources and that Cooke's ambition will get them all killed, and would now prefer to surrender to the NCR.
1206----
1207* ZeroPercentApprovalRating: Maybe. Lem claims there are other Powder Gangers who want to surrender to the NCR, but talking to the other Powder Gangers provides no evidence of that; in fact, most of them will comment on Lem's spinelessness. However, killing Lem will cause the Powder Gangers to become hostile even if done stealthily, and Cooke feels the need to kill him to keep control of the gang, so maybe he has more influence than he appears to.
1208* CruelAndUnusualDeath: He receives one if you side with Samuel Cooke. Even the other Powder Gangers feel sorry for him.
1209* NamedAfterSomebodyFamous: He's named after Creator/PhilipKDick and Creator/StanislawLem.
1210[[/folder]]
1211
1212!!The Van Graffs
1213
1214[[folder:In General]]
1215[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/silver_rush_fnv.png]]
1216[[caption-width-right:350:Eight of Spades]]
1217-->'''Voiced by:''' Creator/CourtenayTaylor (Gloria Van Graff) and Emerson Brooks (Jean-Baptiste Cutting)
1218
1219->''"While I respect their business acumen, I'm obligated to try to destroy them however I can. That's business, after all."''
1220
1221The Van Graff crime family is a large and powerful crime family that grew out of New Reno, and specializes in the weapons trade, specifically energy weapons. For that reason, they are the biggest competition of the Gun Runners, who have so far outmaneuvered them due to superior manufacturing facilities and favor with NCR. They've begun expanding into the Mojave and have set up a business, the Silver Rush, in the ruins of an old casino in Freeside. The current heads of the family are siblings Gloria Van Graff and Jean-Baptiste Cutting.
1222----
1223* AffablyEvil: They're a fairly friendly and polite group... who are using blackmail, murder, and theft to marginalize the competition and expand their reach and profits.
1224* AllThereInTheManual: A lot of their backstory isn't found in-game. The family was formed in New Reno by Tiaret Van Graff, who has ten children, all by different fathers, and uses them as her lieutenants to expand the family business. Gloria and Jean-Baptiste just happen to be the two sent to the Mojave. Jean-Baptiste has his father's name instead of Tiaret's because of the ten fathers of her children, his is the only one she liked.
1225* ArmsDealer: Their specialty is energy weapons.
1226* BigScrewedUpFamily: Gloria implies that the Van Graffs, in addition to their size, aren't exactly the most close-knit or cohesive of families. And that she's ''glad'' to be out in New Vegas instead of further west.
1227* CanonImmigrant: The Van Graffs were first mentioned in the J.E. Sawyer's Fallout Role-Playing Game, and were planned to be in ''Van Buren'' before it was canned. This is their first appearance in a canon Fallout game.
1228* CorruptCorporateExecutive: Their business practices are very immoral.
1229* TheDogBitesBack: The Van Graffs have a nasty habit of murdering their competition and doing whatever they can or want to make a profit. There are not just one, but ''three'' potential opportunities for this to bite them in the ass real hard.
1230** One of the customers you have to pat down for weapons at the start of the Van Graffs quest is a suicide bomber who lost relatives to them. If you let him inside the store, he'll kill the entire group in a massive explosion.
1231** Then there's the standard way of handling Cass's quest, where she and the Courier kill the Van Graffs and Alice [=McLafferty=] out of revenge for Cass's caravan employees being slaughtered.
1232** Lastly, if you complete Cass's quest peacefully, but also help Alice sabotage the Gun Runners, [[spoiler: she and the Van Graffs will be ambushed and murdered by a "Raider Group" who are heavily implied to be the Gun Runners seeking vengeance]].
1233* TheDragon: Jean-Baptiste to Gloria. He ''loves'' personally doing her dirty work.
1234* EnergyWeapon: Their specialty is a variety of laser and plasma weaponry. Gloria personally prefers her men to be armed with plasma rifles for the greater stopping power, but sells both herself.
1235* EstablishingCharacterMoment: The first time you enter their store, you interrupt them negotiating with a customer. [[KickTheDog They execute one of their own employees]] in order to demonstrate how ruthless they can be.
1236* FlunkyBoss: If you try to kill Gloria and Jean-Baptiste, they'll be backed up by 5 Van Graff thugs (six if you count the doorman) wearing full combat armor and carrying hard hitting plasma rifles. Needless to say, this makes the fight very hard at lower levels.
1237* ForTheEvulz: Apparently, this is the motivation for Jean-Baptiste when he [[spoiler: [[KickTheDog executes Cass]].]]
1238* GunPorn: Their store is full of some very cool energy weapons on display. And the best part is you can kill them and take all of it with no repercussions from anyone outside their security team. Killing them and their security team, however...
1239* InformedAttribute: They're supposedly a much larger and more powerful organization than the player sees. Gloria claims the Van Graffs have the men and arms to field a small army if they needed it.
1240* KingMook: Jean-Baptiste is a normal Van Graff thug, except he has his health and skills inflated to boss-like levels.
1241* MadeOfIron: Jean-Baptiste has good armor and twice as much health as a Companion.
1242* MeaningfulName: Their name comes from ''Van de Graaf'', a type of electric generator. Appropriate, considering their affinity for energy weapons.
1243* OddlySmallOrganization: Justified, since they are only one chapter of their family organization, which has a much larger presence back west.
1244* PragmaticVillainy:
1245** When you work for them as a door guard, your orders are to be polite but stern to customers, and keep out the riff-raff with non-violent means unless they start a fight. They're in the business of encouraging fights elsewhere, not on their doorstep.
1246** [[spoiler:The reason that they have been secretly working with NCR to take down the Legion isn't because they oppose slavery, but because the NCR's economy is three times larger than the Legion's and therefore pays better. There's also the major fact that Caesar is infamous for pulling a YouHaveOutlivedYourUsefulness on his allies once they're no longer needed, and (unlike Papa Khan or the Omertas) Gloria is smart enough not to imagine that she'd somehow be an exception. Not to mention the Legion's [[ScienceIsBad usual approach towards energy weapons.]]]]
1247* ShopliftAndDie: Ordinary merchants have themselves and ''maybe'' a guard or two on hand. These guys have no less than five heavily armed and armored guards, who will open fire if you so much as take a microfusion cell.
1248* TheSpymaster: After the 1.02 patch, [[spoiler:if you solve Cass' quest the peaceful way by turning over evidence of their plot to collaborate with the Crimson Caravan to gain monopoly over all commercial actives in the Mojave to the NCR officials, they will be permanently hostile and shoot you on sight. Most likely because they have informants in the NCR government that informed them of what you did.]]
1249* WomanScorned: DummiedOut dialogue establishes that Gloria was in a relationship with the guy that gets killed by Jean-Baptiste as an "example". Despite her warnings to him that she can be a ''very'' jealous woman, she caught him being serviced at Gomorrah. She was ''not'' pleased.
1250* WorthyOpponent: The Gun Runners. Which is why Gloria is obligated to obliterate them however she can.
1251[[/folder]]
1252
1253[[folder:Gloria Van Graff]]
1254[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gloria_van_graff.jpg]]
1255-->'''Voiced by:''' Creator/CourtenayTaylor
1256
1257-->"Look around, and you'll notice two things. First, we don't lack for security. I'm not worried about anyone breaking in here or stealing our goods. Not that we don't occasionally have attempts, but even those prove useful. Do you know how much target dummies cost? Back to my point, the second thing you'll notice is that we don't sell cheap merchandise. Everything here is second-to-none. people who buy Van Graff Goods typically don't care where they have to go to get them."
1258
1259The head of the Silver Rush, a Van Graff family weapons dealership in the Mojave wasteland. She is friendly and polite to potential customers and employees but has a reputation for being ruthless and cutthroat. She can also hire the Courier to work for her on increasingly shady jobs in the "Birds of a Feather" questline.
1260----
1261* AffablyEvil: She's a pretty good boss so long as you do your work well enough and don't try to double cross her.
1262* AllGirlsWantBadBoys: If you ask Gloria about Caesar's Legion, she suggestively says that she finds Caesar an "interesting man", despite how badly women are treated in the Legion's territory.
1263* ArmsDealer: She runs the Mojave branch of the Van Graff family arms trade, which specializes in high end energy weapons like laser rifles and plasma grenades.
1264* BadBoss: She's introduced executing one of her own men to intimidate a customer. Cut dialogue would have revealed that the guy who got zapped was cheating on her over at the Gommorah.
1265* BenevolentBoss: So long as you follow her rules and do your job competently she'll pay you handsomely and play nice. If you cross her or fail to do your job properly, however...
1266* BornLucky: She has a perfect 10 in Luck. Ironically, her ruthless business practices to undermine her rivals can lead to her luck finally running out if the Courier sides with Cass and helps her get revenge on the Van Graff family for what they've done to her. Or if the Courier simply feels like restocking their armory with some fresh ordinance and has a taste for flashy energy weapons.
1267* DisproportionateRetribution: That guy who got blasted when the Courier first entered the shop? Turns out he was Gloria's former lover whom she caught being serviced over at Gommorah...
1268* WomanScorned: She executes one of her own men to serve as an example to a high profile customer. The reason? He was caught cheating on her at one of the casinos on the strip.
1269[[/folder]]
1270
1271[[folder:Jean-Baptiste Cutting]]
1272[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jean_baptiste_cutting.jpg]]
1273[[caption-width-right:350:Jack of Spades]]
1274-->'''Voiced by:''' Emerson Brooks
1275
1276-->"One day mama took me aside and said, "Boy, you're never going to go very far, but you're going to make a whole lot of people come up short."
1277
1278The second-in-command of the Mojave branch of the Van Graff family and Gloria's right hand man. He prefers to let his sister handle the business aspects of the Silver Rush and serves as the head of security while also eliminating any threats that arise to cause trouble towards their steady grip on the local arms trade.
1279----
1280* {{Hypocrite}}: At one point he mocks Cass for having a fancy sounding name. This coming from a guy called Jean-Baptiste.
1281* {{Jerkass}}: He'll remain civil as long as the Courier doesn't get on the Van Graffs bad side, but he's not as polite as his sister and takes a lot more convincing before he sees them as a valuable employee.
1282* UnskilledButStrong: Even his own mother didn't think he'd amount to much, but with his raw level of strength and combat prowess he doesn't really need to be skilled. To reflect this his tag skills are Speech, Guns and Energy Weapons with scores of 30, 34 and... '''117'''?!
1283[[/folder]]
1284
1285[[folder:Simon]]
1286-->'''Voiced by:''' Avery K. Waddell
1287
1288-->"I'm afraid I'm gonna have to search you before letting you in. The only weapons allowed on the premises are the ones we're selling."
1289
1290The doorman who watches the front entrance to the Silver Rush and checks customers for weapons and contraband before they enter. He also assists the Courier when they are hired for a job to guard the front door for a while during the "Birds of a Feather" questline.
1291----
1292* AffablyEvil: He's polite, if a bit snarky when the Courier becomes his partner for a short while during a quest. He'll also complement the player for doing a good job while standing guard with him and acting professional towards customers. (Ironically, Charisma is his lowest stat at a mere 2.)
1293* DumbMuscle: Downplayed. He certainly doesn't seem to be stupid but his Intelligence stat is slightly below average while all of his combat related attributes are all fairly high. He's also gifted in both Unarmed (65) and (naturally) Energy Weapons (95) as well.
1294* GateGuardian: He watches the front of the shop and makes sure no troublemakers or drunks bother his boss. He also does weapon pat-downs and confiscates potential customers weapons while they're shopping. If the player wants to get inside the Silver Rush with all their gear they'll need to kill him first, which turns the rest hostile.
1295* PunchClockVillain: He's a member of the Van Graffs, but only serves as a security guard and isn't shown doing anything morally questionable like his bosses. [[spoiler:If the Courier lets a [[ActionBomb suicide bomber]] enter the Silver Rush while working with him as a doorman, Simon will be pissed because it costed his job, not because Gloria and Jean-Baptiste are dead.]]
1296[[/folder]]
1297
1298!!Crimson Caravans
1299
1300[[folder:Alice [=McLafferty=]]]
1301[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alice_mclafferty.jpg]]
1302[[caption-width-right:350:Six of Hearts]]
1303-> '''Voiced by:''' Marianne Muellerleile
1304
1305The manager of the Crimson Caravan Company in the Hub who has come to improve the underperforming New Vegas branch.
1306----
1307* AffablyEvil: She's a friendly old lady, but she's also very amoral and ruthless.
1308* BadBoss: If you're incompetent, anyways. At the same time...
1309* BenevolentBoss: Uphold your contract and work hard, she'll treat you fair. With a little encouragement, she will also let a few things slide in the name of love.
1310* BitchInSheepsClothing: She may seem nice at first, but she's busy making underground deals to kill off her competition. Literally.
1311* TheChessmaster: The ''[[VideoGame/FalloutVanBuren Van Buren]]'' incarnation of "Ailis" was going to be supplying both sides of the war between the Brotherhood and NCR to make more money and weaken both of them, and had the ultimate plan to take over Hoover Dam and destroy the Brotherhood to make herself a war hero to NCR. Her ''New Vegas'' incarnation is only a step or two down, [[spoiler:making deals with the Van Graffs for the two to help the other take out their competition.]]
1312* CorruptCorporateExecutive: Does all sorts of shady and illegal things to one-up or muscle out her competitors, from corporate espionage to outright murder.
1313* FateWorseThanDeath: At the end of Cass's companion quest, the player can convince her that tying Alice and the company up in NCR legal redtape will do far more damage to the company and her than simply shooting her.
1314* LaserGuidedKarma: Depending on how you go about committing corporate espionage on the Gun Runners for her, she might end up getting killed by "raiders" using advanced weapons and military tactics. [[SuspiciouslySpecificDenial The Gun Runners deny having any public knowledge of the attack.]]
1315* PetTheDog: The Courier can convince her to still pay Janet the wages she's owed despite breaking her contract. One way to do so is to ask her whether she wants to ruin Janet's chance at love. [=McLaffery=] grumps about being sentimental, but agrees to pay the owed wages.
1316* PragmaticVillainy: While the tasks many of her outside contractors are given are unsafe, Alice notes that they always get paid well for their efforts -- you don't build a thriving business as a cheat who goes back on deals. She also notes that the only one that is straight-up immoral/illegal-- committing industrial espionage on the Gun Runners-- is strictly optional, and there is no penalty or reprisal for Couriers who refuse it.
1317[[/folder]]
1318
1319[[folder:Ringo]]
1320
1321-> '''Voiced by:''' Creator/YuriLowenthal
1322
1323-> ''"I won't let you stick your neck out for free. I can't pay you back now, but I'll make sure the Crimson Caravan pays up. You've got my word."''
1324
1325Ringo is a trader for the Crimson Caravan Company hiding out in the abandoned gas station in Goodsprings after his caravan was sacked by Powder Gangers. By the time you find him, it's clear that he's considered a thorn in the side of Goodsprings due to being harassed by the Powder Gangers who are trying to find him, in revenge for him killing some of their members trying to escape from them.
1326----
1327* BecauseYouWereNiceToMe: Not only will he pay you what funds he has on him when you save him, but once you reach the Crimson Caravan's New Vegas HQ, he'll give you even more money.
1328* MrExposition: He serves a sort of brief titular on the in-universe card game "Caravan".
1329* NiceGuy: Once you get past the whole itchy trigger finger that comes with having men out trying to kill you thing, he's a real friendly sort, even offering to play a hand of cards with you. If you save him, he'll insist on paying you what ever he can, even if you try to turn him down.
1330[[/folder]]
1331
1332[[folder:Blake]]
1333
1334->'''Voiced by:''' Gregory Alan Willaims
1335
1336-->"If you're looking to buy or sell, you've come to the right man. The crimson Caravan Company has the widest selection in the wasteland."
1337
1338A Crimson Caravan merchant who works at the company outpost on the outskirts of New Vegas and sells everything from junk to weapons to obscure books on medicine. If you need or want something there's a good chance he'll have it in stock somewhere.
1339----
1340* OnlySaneMan: He's the only member of the Crimson Caravan Company without some huge problem or flaw to deal with. His boss Alice is engaging in shady business practices and corporate espionage that might leave her dead, Ringo got himself into trouble with the Powder Gangers and can end up dead if the Courier sides with Job Cobb, Janet has fallen madly in love with a Boomer boy and can be killed trying to enter their base without proper identification, Don Hostetler is cheating on his wife with his secretary and is involved in the Great Khan drug trade and, lastly, Henry Jamison is a spoiled brat with a gambling addiction who only got his position through nepotism. In comparison, Blake's just a normal guy who got tired of boring country life and headed for the frontier (while he ''does'' have a drug trade connection, it is unintentional on his part -- so far as he's aware, he's simply selling medical supplies to an NCR supply merchant).
1341* SmallTownBoredom: If the player asks him about himself he'll mention that he comes from a small farming settlement called Oak Creek. Since he didn't want to herd brahmin for the rest of his life he signed onto the Crimson Caravan Company and ended up where he is now.
1342[[/folder]]
1343
1344[[folder:Janet]]
1345
1346->'''Voiced by:''' Creator/CourtenayTaylor
1347
1348-->"Ooh, I've just got to meet him! Is there any way the Boomers would let me visit Nellis?"
1349
1350Jack's love interest who works at the Crimson Caravan Company. When not working she spends her time looking through he binoculars at Nellis Air Force Base in the hopes of catching a glimpse of her love. With the Courier's help she can finally meet Jack in person and begin having a proper relationship with him... or get blown to pieces after being tricked into walking inside the boomer killzone.
1351----
1352* StarCrossedLovers: With Jack.
1353* VideoGameCaringPotential: There's no real reason to help outside of Jack's request, but if complete it in the opportune way (running back and forth between her, Jack, Alice and Pearl to get the associated permissions and gear), they will reunite at the Nellis Hangers and be inseparable for the rest of the game, often seen walking beside each other. On the other...
1354* VideoGameCrueltyPotential: You can purposely sabotage her meeting with Jack by convincing her to make her way to Nellis ''without'' getting her the Boomers flightsuit, making it so that she will be targeted with a missile bombardment and killed before she arrives.
1355* YouCantThwartStageOne: It's initially suggested that getting her to agree to come to Nellis will be as simple as just asking, but it becomes clear that you have to jump through several hoops first, such as negotiating with Alice [=McLafferty=] to free her from her contract and getting Pearl to approve the union. Alternately, you ''can'' thwart Stage One by killing Alice before starting the quest -- in which case, Janet notes that her employer is dead and that nothing is stopping her from voiding her contract and leaving for good.
1356[[/folder]]
1357
1358!!State of Utobitha
1359
1360[[folder:In General]]
1361
1362-> ''" Well Rhonda, I'm a little concerned about the number of humans that keep coming to Black Mountain. Honestly, I think they're a little jealous of the ideal society we've built here, Rhonda. And I can't blame them. We have everything we need here. Food, shelter, safety, entertainment. It really is a paradise. But humans need to be aware that Black Mountain is no place for them. In fact, it's even dangerous for them here. First of all, there's the radiation. That warm, peaceful glow that we all know and love doesn't have the same effect on humans. You see, humans are weak, and have an inherent defect that causes them to fall apart when exposed to radiation."''
1363-->-- Tabitha's radio broadcast
1364
1365The State of Utobitha is Super Mutant and Nightkin "nation" located in the irradiated ruins of the Black Mountain Satellite Instillation. It originated as Marcus's first attempt to build a settlement where he and the other mutants could live in peace, but the disagreements with the more aggressively [[FantasticRacism anti-human]] Tabitha, as well as her Nightkin and Gen 2 Super Mutant followers lead to Marcus and most of the Super Mutant still loyal to him being pushed out and Tabitha establishing her own little nation in Black Mountain, where she broadcasts her mad ramblings for her followers and any nearby humans to hear, and the Super Mutants under her command can attack any humans unfortunate enough to wander by without repercussion.
1366----
1367* {{Egopolis}}: It's ruled by Tabitha, who of course names it after herself.
1368* EnemyCivilWar: It's possible to trigger one between the Nightkin and the Gen 2 Super Mutants, by convincing Tabitha over a Ham Radio, that the Super Mutants are a threat to her.
1369* FantasticCasteSystem: Nightkin -> Gen 1 Super Mutants -> Gen 2 Super Mutants -> Centaurs -> Humans. With a Speech check you can convince Tabitha the Gen 2s are planning a revolt, starting a civil war.
1370* FantasticRacism: Other then the Mutant's disdain for humans, the Nightkin (or at least Tabitha) think of themselves as superior to the Gen 2 Super Mutants, who they refer to a "dumb-dumbs".
1371* RedOniBlueOni: Tabitha is hammy, AxCrazy, and prone to flying off the handle, while Rhonda is the more levelheaded co-host who tries to downplay Tabitha's outbursts and keep the conversation on track. [[spoiler:Subverted when it turns out the Rhonda we hear is just Tabitha talking to herself. Double-subverted when the real Rhonda is revealed to be a robot who keeps Tabitha stable.]]
1372* TokenGoodTeammate: Neil, a Super Mutant still loyal to Marcus that was left behind to keep tabs on Tabitha and the others, is the only Super Mutant left at Black Mountain that won't attack you on sight, but still seems to be accepted, if only barely by the rest of the mutants.
1373[[/folder]]
1374
1375[[folder:Tabitha]]
1376[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tabitha_5.jpg]]
1377->'''Voiced by:''' Creator/FredTatasciore
1378
1379-->''"Threats all around us! Converging, like a noose! Tightening! Two-head bear people astride battle cattles!"''
1380
1381The hilariously insane super mutant leader of the "State of Utobitha" stationed at Black Mountain.
1382----
1383* AndTheAdventureContinues: If the Courier manages to reactivate Rhonda, Tabitha and the robot will go on adventures deep within Legion territory. Tales of their exploits will entertain children for years to come.
1384* AntiVillain: TheWoobie variety as most of her... eccentricities stem from her Stealth-Boy-induced insanity.
1385* AxCrazy: She's only slightly more sane than the super mutants in DC.
1386* CloudCuckoolander: Maybe even a little CrazyIsCool.
1387* EveryoneHasStandards: Even she's afraid of the Legion, or the "battle cattle" as she calls them. But don't say that to her face, and don't express your own fear of them as well.
1388* FauxAffablyEvil: She is AxCrazy and has been raiding cattle convoys.
1389* JustTheFirstCitizen: Her position in the State of Utobitha is "Best Friend Tabitha".
1390* GonkyFemme: She notoriously wears a blonde wig with a red bow and heart-shaped glasses, which she calls "my true hair" and "my true eyes", respectively, on the radio.
1391* HarmlessVillain: Other than broadcasting her own particular brand of crazy over radio for anyone to hear, Tabitha is mostly content to remain in Black Mountain without causing any trouble for the rest of the Mojave Wasteland (although it's mentioned during the Jacobstown quest that her super mutants have been raiding [=NCR=] cattle convoys).
1392* HypocriticalHumor: She's often frustrated by the stupidity of the "dumb-dumb" Super Mutants, but honestly isn't all that bright either.
1393* IResembleThatRemark: "[Humans] have a hard lot in life. Which may explain why they're so [[SuddenlyShouting IRRITABLE ALL THE TIME]]!"
1394* FreudianSlip: During one of her broadcasts where she talks about centaurs:
1395-->'''"Rhonda":''' We're back with Best Friend Tabitha, who was telling us why humans should [[SuddenlyShouting STAY THE HELL AWAY]], err, keep their distance from the State of Utobitha.
1396* FunnySchizophrenia: Unlike [[TheWoobie Lily]] or Dog/God, her insanity is 100% PlayedForLaughs.
1397* LargeHam: So much that she has her own...
1398** LargeHamRadio: And you can hear it.
1399* LaughablyEvil: As violent and crazy as she is, her radio show is hilariously entertaining.
1400* LivingEmotionalCrutch: Rhonda was hers. Marcus notes that she only really started losing it once Rhonda got damaged and shut down.
1401* MsExposition: Listening to her radio station can provide insight (albeit of a heavily slanted nature) on the history of the Super Mutants for those unfamiliar with the first game.
1402* PetTheDog:
1403** Done offscreen, but she did save Mean Sonofabitch years ago while he was being tortured by NCR troopers.
1404** If you fix Rhonda she sincerely thanks you, rewards you for your help and leaves without a fight.
1405* PunctuatedForEmphasis: "CENTAURS! EAT! HUMANS, RHONDA!"
1406* {{Robosexual}}: It's never brought up explicitly, but part of Tabitha's backstory is that she fell in love with Rhonda, the disabled Mr. Handy. This would also technically make her a lesbian. Though hilariously Rhonda always has a male voice.
1407* SitcomArchNemesis: Raul, who she threatens to execute every day, only to decided against it since he hasn't oulived his usefulness yet. [[spoiler:If you never rescued Raul or dealt with Tabitha, the ending shows this is ''still'' going on long past the Courier's victory.]]
1408* SmallNameBigEgo: As the leader of the "State of Utobitha".
1409* TheStarscream: To Marcus, who she kicked out of Black Mountain before the events of the game.
1410* TalkingToThemself: [[spoiler:Her radio show with "Rhonda". This only becomes apparent when you find out that Rhonda is a Mr. Handy robot and currently deactivated, while "Rhonda's" voice on the radio is clearly that of a Super mutant. Several broadcasts also reveal this, although it's difficult to spot unless you know the secret beforehand. Raoul catches himself nearly addressing "Rhonda" as Tabitha, Tabitha's "Rhonda" voice slips when she gets upset... and at one point, she tells Rhonda that she misses her every day. On some level, she's aware of the truth.]]
1411* VillainsOutShopping: Though she leads an armed militia of hostile Super Mutants, she otherwise spends most of her time airing music and hosting her own radio talk show.
1412* YouHaveOutlivedYourUsefulness: Wants to do this with Raul, only for him to remind her that he ''[[CantKillYouStillNeedYou hasn't]]'' outlived his usefulness.
1413[[/folder]]
1414
1415[[folder:Rhonda]]
1416
1417->'''Voiced by:''' Creator/FredTatasciore
1418
1419-->''"Hello. Could you please direct me to mistress Tabitha?"''
1420
1421Rhonda was Tabitha's robot and best friend before the super mutants came to Black Mountain. At some point, Rhonda became deactivated and was left inside the Storage Building, inadvertently causing Tabitha's mental and emotional deterioration, that lead to taking over Black Mountain and broadcasting her little radio show with her imaginary substitute of Rhonda.
1422----
1423
1424* LivingEmotionalCrutch: To Tabitha, who has developed a split personality version of Rhonda to fill the void left, after Rhonda was deactivated.
1425* MoralityPet: To Tabitha, who decides to leave Black Mountain peacefully if Courier Six revives Rhonda and reunites them.
1426* RobotBuddy: Again, to Tabitha.
1427* SatelliteCharacter: Rhonda isn't really given any characterization, beyond being Tabitha's friend and being potential tool in solving the situation on Black Mountain peacefully. Possibly justified, as Rhonda is still just a Mr. Handy that likely isn't programmed to want anything more, than being by its master's side.
1428* UndyingLoyalty: The first thing Rhonda does upon being reactivated, is ask where Tabitha is, and if the player had already killed her at that point, Rhonda will become hostile.
1429[[/folder]]
1430
1431[[folder:Raul Tejada]]
1432
1433See [[Characters/FalloutNewVegasCompanions Companions]].
1434[[/folder]]
1435
1436!!Minor Gangs
1437
1438[[folder:Jackals]]
1439One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the NCR reduced them to a small band of opportunistic bandits.
1440----
1441* AllThereInTheManual: Pretty much all of their backstory.
1442* TheBeastmaster: Similar to the vipers and the mole rats they share they bases with the giant preying mantis.
1443* BitPartBadguys: They fair somewhat better than the Powder Gangers, but still fall into this. The only truly notable thing about them is that their leaders have Very Evil karma.
1444* CannibalClan: Basically.
1445* DirtyCoward: They are considered this by other factions, due to their dishonorable tactics. Though [[GameplayAndStorySegregation gameplay-wise]], this is mostly an InformedAttribute.
1446* FantasticRacism: They apparently hate mutants, because they taste bad...
1447* AHouseDivided: Like Powder Gangers, they are informally organized into small family groups which sometimes fight among themselves.
1448* HowTheMightyHaveFallen: Like the Vipers, they used to be a force to be reckoned with, until warfare with the NCR reduced them to scattered "families" of bandits.
1449* ImAHumanitarian: They became cannibals, after a harsh winter that hit the original vault dwellers, forced them into eating their dead to survive.
1450[[/folder]]
1451
1452[[folder:Vipers]]
1453[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/viperssymbol.png]]
1454
1455One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the Brotherhood of Steel reduced them to a small band of opportunistic bandits. Unlike other raider bands, they have a defined culture and religion. They mainly attack travelers on Highway 95.
1456----
1457* AllThereInTheManual: Pretty much all of their backstory.
1458* TheBeastmaster: They seem to have developed some sort of alliance with the native mole rats, with whom they share overlapping territory. Supplementary material has also mentioned them taming or having some sort of control over snakes.
1459* BitPartBadguys: Like the Jackals above.
1460* BullyingTheDragon: They ''really'' shouldn't have picked a fight with the Brotherhood.
1461* EliteMook: TheGunslinger.
1462* HeavilyArmoredMook: They'll occasionally wear Metal Armour.
1463* HowTheMightyHaveFallen: Like the Jackals, they used to be a force to be reckoned with, until warfare with the Brotherhood and the NCR reduced them to scattered "families" of bandits.
1464* NotWorthKilling: According to supplementary materials, their conflict with the Brotherhood went nowhere for a long time because the enormous disparity in power meant the Vipers couldn't manage to kill anyone, and the Brotherhood didn't consider them worth actively fighting against. This changed when during one skirmish the poisoned arrow from a Viper managed to just scratch Elder John Maxson Sr., [[HelmetsAreHardlyHeroic who wasn't wearing his power armor helmet]], who then succumbed to the poison after a few hours. The Brotherhood responded with a RoaringRampageOfRevenge that culminated in a CurbStompBattle.
1465* ReligionOfEvil: They are revealed through the supplementary material to be the decedents of a viper worshiping cult. The details are [[https://fallout.fandom.com/wiki/Vipers here.]]
1466* TookALevelInBadass: After a patch at higher levels, they will start carrying grenade launchers.
1467[[/folder]]
1468
1469[[folder:Scorpions]]
1470->''"The Scorpions hang out at the Monte Carlo when they aren't slinging chems or getting their heads blown off by the Fiends."''
1471-->--'''Klamath Bob'''
1472
1473A relatively small gang of raiders led by a woman named Yvette that attack travelers and frequently harass the nearby town of Westside, as well as getting into fairly one-sided fights with the Fiends.
1474----
1475* BitPartBadguys: By the time you're most likely to see them, they probably won't even be a threat, unless you decide to storm their base unprepared.
1476* BoisterousWeakling: They think they're a powerful gang, but as stated by an NPC, they get their heads blown off whenever they go up against the nearby Fiends, who are armed with laser weaponry. The Scorpions are armed with 10mm pistols and submachine guns or sawed-off shotguns or carry switchblades and lead pipes. The best they have is a Ripper.
1477* DirtyCoward: Some of them will hide while the player kills their fellow gang members.
1478* DrugsAreBad: It's not much compared to the Great Khans, but they do have a drug business on the side.
1479* PrivateMilitaryContractor: They wish they were! They try to pass themselves off as mercenaries, but they can't handle anything in the Wasteland and no one is stupid enough to hire them.
1480* TheScapegoat: A quest concerning a water supply to Westside turns out to have involved an ex-Follower of the Apocalypse killing an NCR soldier. You have the option to pin the blame for it on the Scorpions.
1481* WackyWaysideTribe: They have no bearing on the plot whatsoever.
1482[[/folder]]

Top