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The Chosen One
The Chosen One
You. The protagonist of Fallout 2, and a descendant of the original Vault Dweller from Fallout 1. You've lived a good life in your relatively isolated village, but a series of failed harvests and a shortage on food has forced you to leave the village to go out and look for the holy G.E.C.K., and leave your mark on the wasteland, in whatever way you want to.The game comes with three pre-made Chosen Ones you can select instead of creating a character from scratch: Narg, Mingan, and Chitsa. Contrary to the Vault Dweller of the previous game, official canon in subsequent games has little to say on the Chosen One, so it's unknown if canonically any of these three took the role, or if it was another person.
- Action Survivor: As with your grandfather, you start out a tribal from a village naive to the ways of the world, and end up gunning down armies.
- Affably Evil: If being evil yet still choosing the polite dialogue.
- Good Is Not Nice: If being a good character but choosing the rude dialogue options.
- And the Adventure Continues: You can keep playing after defeating the Enclave.
- Anti-Hero: Can potentially be anywhere along this spectrum as well.
- Badass Bookworm: Intelligence is the most important stat, as it determines the number of skill points you have, so it's highly recommended you play as one of these.
- Badass Normal: Just a tribal with no real training, yet s/he can take on the Power Armor wearing, minigun wielding shock troops of the Enclave at higher levels.
- Badass Family: The Chosen One's grandfather was the Vault Dweller. If male, you can sire an illegitimate son, Mr Bishop, who later goes on to take over the New Reno families at the age of 13.
- Barbarian Hero: Although just how much you choose to run with the idea is up to you, invariably you come from a primitive tribe and are sent into the world with a spear and whatever you can scavenge.
- Breakingthe Fourth Wall: Too many times to count.
- The Chosen One: Subverted. You have the title of "the chosen one" mostly because you are the grand-child of the Vault Dweller, and partly because there aren't that many other other viable candidates. If you try to present yourself as "the chosen one" to anyone outside of your village you are treated as a complete joke.
- Contrasting Sequel Main Character: The Vault Dweller was generally a level-headed individual — while initially confused by some aspects of the wasteland, dialogue options throughout the game generally maintained a consistent level of straightforwardness, with the occasional opportunity for some snarking. The Chosen One is much more extreme — starting off totally ignorant to the ways of civilization, many dialogue options in the early game paint them as a Wide-Eyed Idealist. After a few towns, however, you slowly acclimate to this new world, and by the end of the game your dialogue options become a non-stop barrage of sarcasm.
- Deadly Doctor: If you get to a certain rank of the Doctor skill, you can take the Living Anatomy perk which raises damage against organic enemies. It is also possible to assassinate people by making them overdose on Super Stimpaks.
- Deadpan Snarker: There is almost always a snarky dialogue option available.
- Determinator: The Chosen One does not give up. Even when their village is destroyed, they track down the murderers and make them pay.
- Fighter, Mage, Thief: Like in the first game, the three pre-made characters fill this archetype: Narg (fighter), Mingan (thief) and Chitsa (mage). Given that the Fallout setting lacks magic, the "mage" is rather a diplomat. The basic function is the same though: a physically weak character that, with some leveling and patience, can eventually defeat the most powerful enemies effortlessly (with words rather than magic here).
- Good Old Fisticuffs: At low levels if you tagged Unarmed, using your bare fists can be more useful than the spear you're given at the beginning of the game, and a decently leveled fisticuffs type character can get their first pistol in the rat caves of Klamath's trapper town. However, later in the game, even the high end power fist is almost completely useless when you have Enclave soldiers dropping plasma rifles everywhere.
- Guile Hero: A viable possibility, though you may still want to keep a combat skill high and a good gun in your holster for those random encounters.
- The Hero: Many options are possible, even more so than Fallout 1, Fallout 3, or New Vegas.
- Heroic Seductress: A viable option for female player characters with high charisma scores.
- Identical Grandson: You are the grandchild of the original game's protagonist and, since the game uses the same character models as the first, you look exactly alike. As a female, well, you'd look like your hypothetical grandmother.
- Idiot Hero: Playing with a low intelligence score will make every single conversation a Crowning Moment of Funny
- Magnificent Bastard: Invoke-able — Many of the nonviolent solutions boil down to getting your enemies to kill each other or even kill themselves, usually while paying you for the privilege. The four mob bosses of New Reno for example, can all be killed without you ever firing a weapon.
- One-Man Army: Even in the beginning of the game, you can kill geckos and radscorpions that outnumber you 10 to 1. Later on you'll do the same to humans.
- Parental Abandonment: A male Chosen One can sire a child with either Angela or Leslie Anne Bishop, who dies at the grand old age of 73 without ever knowing his real father. Maybe canon as Mr Bishop is mentioned in New Vegas.
- "The Reason You Suck" Speech: Can give small ones to a few characters, such as Myron.
- Took a Level in Badass: The entirety of the game is the Chosen One growing from a tribal with a spear to a badass with a BFG.
- With This Herring: At the beginning of the game, you are given three items: a spear, a knife, and some healing powder. Everything else in the game has to be scavenged, and you likely won't even get a basic peashooter until the 3rd town. Justified in that your village is primitive, and scrounging around the huts will show that the spear and knife are the best they can provide.
- You Nuke 'Em: Destroying the Enclave Oil Rig
Voiced by: Greg Eagles
"Spirits be everywhere. Travel with we and I. Grampy Bone do most the talking."A tribal who carries the supposedly enchanted bone of his grandfather around in his nose. He went out into the Wasteland looking for his sister, who was kidnapped by slavers when trading in another village. During his search he smashed up the Buckner House in Klamath in a fit of drunken rage, and is therefore forced to stay put and work for the Buckners to pay back the damages he caused. The Chosen One can recruit him by helping him getting out of his debt.
- Bald of Awesome: He has a shaved head and is one of the most badass companions in the game.
- Barbarian Hero: A tribal like you, he walks around barechested and fights with melee weapons.
- The Big Guy: Has a lot of HP and Action Points, and ignores guns in favor of beating enemies up with his bare hands and whatever they happen to be holding.
- Blade on a Stick: Can wield spears.
- Blown Across the Room: Once he gets his hands on a Super Sledge, it isn't uncommon to see his opponents knocked halfway across the screen or more with it.
- Drop the Hammer: His initial weapon is a sledgehammer, and he's best used when armed with a Super Sledge late-game.
- Dummied Out: There was originally a quest to retrieve his sister from slavers, but it was Dummied Out of the game prior to release. She would eventually be featured in Van Buren, turning out that Sulik never did find her.
- Lightning Bruiser: At max level he has 12 AP, enough to run up to most enemies in combat and have enough left over to belt them over the head with his sledgehammer. Grab him a gun with a reduction to AP cost and enjoy seeing him attack three times a round. And as a humanoid companion, he's fully capable of wearing all armor, up to and including Powered Armor. And on top of that, he has the highest HP of all human companions (only Skynet and mutant-types get tougher). Altogether this makes Sulik hit like a truck, move like the wind, and take hits like a brick.
- Linear Warriors, Quadratic Wizards: Suffers a little from this in the middle of the game due to the way melee weapons are distributed. He'll probably be stuck wielding the same Sledgehammer or Sharpened Spear he started the game with while Vic is packing a Sniper Rifle and Cassidy is using a Pancor Jackhammer, leaving Sulik pretty weak against armored opponents. This ends once you can get him a Ripper or Super Sledgehammer.
- More Dakka: The only non-melee weapons he can use are SMGs.
- Walking Shirtless Scene: Wears no shirt, as a trial.
- Warrior Monk: Constantly consults the "spirits".
- Weapon of Choice: A sledgehammer or 10mm submachine gun. Because of weapon sprites, he can also use a .223 pistol.
"I really owe you one, Boss."A trader who lives in Klamath, he has been known to deal old vault junk. The Chosen One is sent to search for him as he might know where Vault 13 is, which in turn may contain the GECK. However, when met, he's being held hostage by Metzger, the slaver boss in the Den, after trying to sell him faulty equipment. He can be obtained as a companion by either buying him from Metzger or slaughtering the slavers and freeing him. He's so grateful for the rescue that he offers to join your quest.
- Beam Spam: At max level his best combat skill is with laser weapons. Unfortunately, by that time, most enemies you'll encounter will be wearing Combat or Power Armor that's nearly impervious to lasers, so a sniper rifle or gauss rifle is still a better choice for him.
- Berserk Button: He's easily your most loyal companion and will stick by you no matter what you do or how evil you become... unless you attack his daughter!
- Cowardly Lion: Mild-mannered and wants to stay out of fighting, but he will put up a damn good fight if he has to. He'll also stick up for his daughter if you attack her, no matter how powerful you are.
- Don't Call Me "Sir": After he have been in your party for long enough, you can tell Vic to stop calling you "boss". He cheerfully responses with "Sure thing, chief!", then eventually simply "sport".
- Honest John's Dealership: Runs one of these selling mechanical junk.
- The Lancer: Most likely your first companion, and the only one you have to meet as part of the main quest. He's extremely loyal towards you, will stick by you almost no matter what, and his cheerful eager to please personality often plays the foil to the Chosen One's typically snarky attitude.
- Magikarp Power: When he joins you his combat skills are pretty lackluster, especially in comparison to Sulik and Cassidy. However his skills sharply increase with each level, and come max level he's not only almost as good as Cassidy with small arms, but he's better than him with energy weapons.
- Mr. Fixit: Pretty good with repairing things. If the player tries to Repair something and Vic's Repair skill is better than yours, he'll step in in your place and do it for you.
- Required Party Member: Though not actually required to be recruited into the party, he's the only companion you have to meet as part of the main quest.
- Out of Focus: After you have visited Vault City, he stops being relevant to the story and has no new dialogue, but you can still keep him with you for the rest of the game.
- Verbal Tic: Apparently he calls everyone who does him a favor "boss".
- Weapon of Choice: He likes pistols, though he's better with rifles and shotguns.
"Dad named me after some comic book character from before the war. Said he was a mean sonuvabitch, too."A bartender in Vault City eager for adventure, the Chosen One can recruit him, as long as they aren't a bad person, slaver, or Idiot Hero. Pretty good with all weaponry. Later goes on to father Rose of Sharon Cassidy of Fallout: New Vegas.
- Badass Grandpa/Cool Old Guy: He's roughly about 50-60 and has a heart condition but can still kick ass.
- Bald of Awesome: According to his character description
- Deadpan Snarker: "If you ever need to learn somebody some manners up close and personal, slip me some brass knuckles, and I can tapdance on their face with my fists."
- Generation Xerox: His daughter will also follow someone who will change the wastelands.
- Jack-of-All-Stats: The only thing he can't do well is use Big Guns. Otherwise his stats are all-around good to great.
- Ill Man: He has a heart condition and needs cardio-booster shots to keep it ticking. He also cannot take steroidal or amphetamine-based chems like Psycho, Buffout, or Jet; they will give him a fatal heart attack.
- Improbable Aiming Skills: He's just as good as you in hitting targets across the map with accuracy.
- Meta Guy: He has some fourth-wall breaking moments, like complaining that he needs more Action Points or had a Limit Break.
- Noble Bigot: He'll constantly complain about how much Lenny smells and ask him to keep his distance if you have both in your party, and he makes some prejudiced comments about tribals, but he's a good guy.
- The Lancer: The player's equal in combat, and his age and demeanor towards tribals contrasts your youthful tribal's background.
- Parental Abandonment: He left his daughter at a young age.
- Some of My Best Friends Are X: While quite skilled with a spear, he is bit reluctant to use one as he fears that doing so makes him look like a tribal. Upon informing him that you are in fact a tribal, Cassidy will quickly backtrack and claim that some of his best friends are tribals who use spears. Despite it all, he ends up fathering Cass with a tribal.
- Weapon of Choice: Shotguns and rifles, mostly.
Voiced by: Michael Dorn
"Yeah, I’m a ugly mutant. I also run this place. You got a problem with that?"The Super Mutant mayor and sheriff of Broken Hills, who will agree to join the Chosen One after some of the town's problems have been sorted out. Years later he founds the town of Jacobstown in the Mojave.
- All-Loving Hero: He's one of the most unapologetically good characters in the series. He strives to help his fellow super mutants find a home they can come to, without being antagonized with humans. Even then, he bears no ill will towards men, and is all for living together with them if he could. Case in point; in Fallout: New Vegas, his kindness and compassion humbles the Brotherhood of Steel; seeing as they leave a pre-War radio tower he and a couple of mutants were currently living in alone, out of respect.
- And the Adventure Continues: If he lives through the game, he heads eastward to find more refugees of the Master’s army. He's encountered again in Fallout: New Vegas by the Courier, confirming he helped the Chosen One take down the Enclave and lived to tell about it.
- Badass Grandpa: The guy’s nearly a century old, and still kicks ass.
- Bald of Awesome: As per most super mutants.
- The Big Guy: He's the largest companion as a super mutant and specializes in the Big Guns and energy rifles.
- Can't Catch Up: Being a Super Mutant, he's incredibly powerful for most of the game. Unfortunately, his inability to wear armor makes him vulnerable once you start fighting the Enclave. The Restoration Project mod includes exclusive super mutant armor for Marcus to wear.
- Covert Pervert: If you search through his house, you can find an inflatable rubber sex doll hidden in a bookcase.
- Its actually averted as it's Francis' sex doll, and you don't want to know about Francis.
- Defeat Means Friendship: Kind of. He encountered a Brotherhood of Steel Paladin named Jacob and the two fought to a draw for three days. Realizing the futility of it, the two reconciled, became best friends, and eventually founded a town together. He even names his second town after him.
- Gameplay and Story Segregation: In New Vegas it's apparently canon that he and the Chosen One stormed the Enclave oil rig, and obviously he lived to tell about it. Those of you who have actually brought Marcus to the oil rig, stormed it guns blazing, and got him out alive, tell the others how difficult that might be.note
- Gatling Good: His minigun.
- Genius Bruiser: It's evident that he's very intelligent and well-spoken for a Super Mutant. In New Vegas, he's the only non-Legion character in the base game who consistently uses the Latin pronunciation of Caesar.
- Glass Cannon: He wields the biggest guns in the game and has good skill with them, but he can't wear armor so he's not very durable in combat.
- The Goggles Do Nothing: Sports a pair of goggles on his forehead, but is never actually seen using them for anything.
- Heel–Face Turn: Was formerly a soldier in the Master’s Unity and a firm believer of it. He has since adopted a far more moderate attitude and tolerance for humans.
- Hero of Another Story: Definitely in New Vegas, where he'll tell the Courier a bit about his adventures with the Chosen One in Fallout 2.
- Knight in Sour Armor: He believes the Master fundamentally had the right idea in trying to unify everyone into one race, but nevertheless tries to help humans and mutants live together in peace.
- Non-Standard Character Design: For the sake of matching his character portrait in 2, he is the only supermutant in New Vegas with a unique face and model.
- Reasonable Authority Figure: Behaves in a very By-the-Book Cop manner as both the sheriff of Broken Hills and mayor of Jacobstown.
- Role Reprisal: Of the few character that appear in both the isometric and 3D games, he's of the even fewer that has the same voice actor between both appearances.
- Throw Down the Bomblet: Can chuck grenades, though letting him isn't advised.
- Vitriolic Best Buds: He and Jacob were implied to be this. They were best friends, but Marcus admits they argued a lot, particularly on the opposing philosophies of the Unity and Brotherhood.
- Weapon of Choice: Miniguns. Not that it’s a good idea to equip him with one…
- The real weapon of choice (from your POV, not his), are the energy rifles. They hit hard even if they lack the armour-piercing attributes of a Bozar or Vindicator, and most importantly they're safe for him to use and efficient in ammo.
Voiced by: Jason Marsden
"Why, helll-ooooo there, beautiful. What can Myron do to, ah-uh, for you?"The Mordino's "pharmacist" and drug wizard, Myron is an immoral, greedy teenager that invented Jet, the most deadly and addictive drug around, and has been the key factor in consolidating the Mordino's power in New Reno. He doesn't really care how many people suffer as long as he gets paid good in booze and whores.
- All Men Are PervertsRandom Prostitute: I wish Myron was gay...
- Attempted Rape: As a female Chosen One, if you have low Intelligence but relatively high Charisma when you meet him, he'll offer you a spiked drink...
- Booby Trap: Killing him counts towards becoming a Childkiller. (This may be the only way a good-aligned Chosen One can wear that stigma proudly.)
- Insufferable Genius: He really is very brilliant, especially considering his age. And he knows it and will make it clear to you.
- Hate Sink: He is intended in every way by the designers to be unbearable; he's annoying, depraved, amoral, has a grating voice, green-tinted skin, is useless in combat, has a huge ego, and if the Player Character is a good-looking female of low Intelligence, he will attempt to drug-rape her. He's also the only companion who will protest if you leave him behind and bribes you to keep him around by hinting he knows where a secret stash of Mordino goods are hidden.
- Jerkass: To say the least. The teenage boy has manufactured one of the most powerful street drugs ever seen so his employers can enslave communities by getting their people hooked on it. His actions have ruined countless lives, and directly caused plenty of deaths in the form of slaves used as test subjects. And he's completely proud of his accomplishments and shows no remorse for any of it, and wants to continue developing new, better drugs to boot.
- Karmic Death: If you leave him alive at the end of the game, the endgame narration will reveal he was stabbed to death by a jet addict in the Den. And despite inventing the infamous drug, nobody will ever remember his name.
- Laser-Guided Karma: In addition to the Karmic Death above, if you haven't killed Metzger in the Den, Myron can be sold into slavery. Alone of all your companions, this doesn't hurt your Karma Meter.
- Morally Ambiguous Doctorate: It's unknown where he studied, but they clearly didn't teach him morals.
- Non-Action Guy: Next to useless in combat. The only reason to bring him along for a fight is so you can laugh at his pain when he gets hurt.Myron: You just made my chest concave!
- Small Name, Big Ego: As addictive and infamous as Jet is in the wasteland, few ever mention Myron or seem aware that he's the one that invented it. Yet he acts as thought everyone should be in awe of him. The ending really drives it home, saying that once Myron was dead the wasteland forgot about him, and his legacy of Jet continued on with few aware of who created it.
- The Smart Guy: He really is as smart as the plot demands he be, and can manufacture certain chems for you on the go if you provide him the ingredients.
- Smug Snake: He's completely arrogant and unflappable, and confident you can't possibly cure Jet.
- Token Evil Teammate: He's the only companion you can acquire to be evil.
- Villainous Legacy: While certainly dead by the very end of Fallout 2 his drug, Jet, continues to produce major problems in the Wasteland throughout all the Fallout games after it, and some gangs are formed around specifically finding ways to get more of it. Despite Myron himself being laughably easy to kill this makes him border on being a kind of Bigger Bad from Fallout 2 onwards.
"One; I am a dog. Two; I am communicating with you vocally using the common English language. Therefore it is safe to assume that I am a talking dog."A cyberdog who is Doctor Schreber's literal "pet project". The doctor has equipped him with many advanced modifications, giving him abilities that extends beyond that of a normal cyberdog, such as a high intelligence, verbal communication at a human level, and a sarcastic sense of humor. He can be obtained by a high karma player by killing Schreber and repairing him.
- Canine Companion: A trusty friend in the vein of Dogmeat, if you can't find the Dogmeat.
- Deadpan SnarkerChosen One: Put your weapons away.
K-9: Do you expect me to swallow my teeth, master?
- Death of a Thousand Cuts: His bite doesn't hit particularly hard, but it takes few action points for him to perform and he has one of the highest action point totals of any party member. At max level, he can easily get 5 attacks per round.
- Eleventh Hour Ranger: Unless you use Sequence Breaking to find him earlier, by the time you get to the area where you can find him, you're getting the item that unlocks the final area of the game.
- Fragile Speedster: Has a ton of Action Points and a nasty bite, but (obviously) can't use armor or weapons.
- Non-Human Sidekick: To your character.
- Shout-Out: His personality and manner of speech is very reminiscent of a certain other robotic dog with the same name from Doctor Who. Considering the first game featured the TARDIS in a random encounter, it's probably not a coincidence.
- Team Pet: The best cyberdog in the game.
- Turned Against Their Masters: Having developed his own high sense of morality, he could eventually no longer accept Doctor Schreber's sadistic behavior, which finally resulted in him biting him. Schreber quickly retaliated by disabling his ability to walk.
A cyberdog Dr. Henry brought from the Enclave Oil Rig when he left the group and and settled down in the NCR. He will join you if you test Dr. Henry's super mutant "cure." Robodog is similar to K-9, but with lower intelligence, max HP, and damage.
The son of Gruthar, a scholar living in Vault 13 that wants to learn about the rest of the world. He had learned how to crudely disguise himself among humans by wearing loose robes, and claiming that he was really a human but had some deformity he wished to hide. He can join the Chosen One's group by simply asking him.
- Can't Catch Up: Similarly to Marcus, he's an extremely useful companion when he first joins, but his lack of armour cripples his effectiveness once you start fighting the Enclave. This is exacerbated by the fact that, unlike Marcus, he's a melee-only character, and thus will often die before he even gets the chance to hit something.
- Flung Clothing: Flings off his cloak when entering combat.
- Genius Bruiser: He's arguably the smartest of the deathclaws in Vault 13 and smarter than a lot of humans you'll meet. And he can rip anyone who's not in power armor (or at least combat armor MkII) apart.
- Heroic Albino: As the only albino Deathclaw in the series no less. That is, until Fallout 4 made them appear more often as Elite Mooks
- In the Hood: Is this until he needs to rip out someone's ass.
- Last of His Kind: In the end, after Frank Horrigan exterminates all the Vault 13 deathclaws, Goris becomes the last remaining intelligent deathclaw left alive in the Wasteland (unless you free Xarn in Navarro). There was supposed to be a happier ending, but the game's awkward production unfortunately meant it was left out.
- Lightning Bruiser: He is a deathclaw.
- The Smart Guy/Sixth Ranger: He's one of the most intelligent companions in the game, rivalled only by Myron, and his true nature places him at great odds with your other companions as an outsider.
- Super Toughness: His hide is good as combat armor.
- Tomato Surprise: Given how articulate he is, his true nature isn't immediately obvious, and helping preserve the secret is that no one refers to him as what he is. Then you get into a fight with him, and he takes off his robe to reveal he's actually a deathclaw!
- Walking Spoiler: Knowing what he is ruins The Reveal of Vault 13; the human occupants have vanished and it's now populated by intelligent Deathclaws, of which Goris is one.
"All shall submit to Skynet."An Artificial Intelligence that manages the Sierra Army Depot. Recruiting him can be rather difficult, especially if you're planning to get the good New Reno Wright ending. Good with all two-handed Small Guns.
- A.I. Is a Crapshoot: May turn on you once you leave the Sierra Arms Depot depending on how you built it.
- Bragging Rights Reward: Skynet is a capable companion but has many disadvantages: it cannot upgrade its armor and it cannot heal in battle. Getting it at its full capacity requires your Science to be at 121%+ - and there's no other useful task in the game that requires so high a skill, and it takes a lot of skill points sunk into the skill to get it that high. Getting Skynet at full potential is really not worth the effort but to say you did it.
- Brain in a Jar: As a robo-brain.
- Jack-of-All-Stats: Is adept with all "large handguns" and rifles, and Skynet's behavior settings can be set to anything fancied, while other companions have restrictions. However...
- Master of None: None of its stats are standout and it can't heal in the middle of combat since it can't use Stimpaks.
- Shout-Out: Its AI is an expy of the super AI that takes over the world in the Terminator series.
- The Smart Guy/Sixth Ranger: With the cybernetic brain, it is implied to keep its hyper-advanced intelligent once put into the robo-brain body, and as a robot doesn't fit in with your biological allies.
"I g-guess you c-can teach an old d-dog new tricks. What a k-kick."A ghoul doctor who lived in Necropolis later settling down in Gecko as Harold's assistant. He joins the party after the Chosen One talks to him about his chance meeting the with Vault Dweller.
- The Atoner: A slight example, he's grateful and eager to join the Chosen One's group to make up for not joining the original Vault Dweller's quest.
- Magikarp Power: When you first recruit him, he seems a rather poor choice for a companion: he's slow, a weak fighter, and several people will refuse to speak with you when you have him along. But with some levelling and patience, he'll actually become quite a decent fighter and gets a ton of hitpoints, making him an extremely durable combatant — even moreso if you kit him out with some power armor. His Doctor skill can also prove invaluable late in the game when crippled limbs will become an increasing problem.
- The Medic: His actual occupation.
- Missed the Call: See The Atoner
- Speech Impediment: He has a pronounced stutter.
- Stutter Stop: If the player does some truly heinous things, his outrage is perfectly articulate.
- Weapon of Choice: He's a fair shot with pistols. You can give him a submachinegun, but he doesn't like how loud they are, and you'll probably regret it.
"The dog seems to be taking a liking to you. This can't be good."When you see this dog in a special random encounter surrounded by scattered corpses, turn around and run. You do not want this companion.
- Canine Companion: Hands down the worst.
- Dirty Coward: It never fights. Whenever any violence breaks out, it'll flee immediately. Even if you attack it yourself, it'll run and won't bother defending itself.
- The Dreaded: Players that know better treat it as one. For those that stick around too long and unwittingly recruit it, the game will let you know this companion is bad news.
- Made of Iron: The only way to remove it and its effects from the party is to kill it. Too bad for you that the dog has an absurd 750 HP, more than any other companion.
- Weaksauce Weakness: His hind legs are as easy to cripple as any other dog. Shoot out both of them, and his well tuned survival instincts will become useless.
- The Millstone: This dog takes up a companion slot, gives you the Jinxed trait, drop your Luck to onenote and will always run from combat. It singlehandedly will bring your whole party down, Artificial Stupidity notwithstanding.
- Non-Human Sidekick: Another dog, though this one you don't want hanging around.
- Stone Wall: Has a ridiculous amount of HP, and runs from conflicts rather than fights. Considering the effects this companion has on your party, this does not work in your favor.
- Team Pet: And one you'll hate sticking around.
- Walking Disaster Area: See The Millstone
Miria & Davin
The daughter and son, respectively, of Grisham the butcher in Mordoc. Either one of them can be seduced by your character into having sex, but unfortunately their father catches you in the act. Unless you manage to talk yourself out of it, you'll be forced into a literal Shotgun Wedding with one of them after which he or she permanently joins your party. Intended as annoying joke characters, they have awful stats and are almost useless in combat.
- Anything That Moves: Davin has also been known to have cordial relations with his brahmin.
- Battle Couple: They really try to pull this off and fight alongside you, but you always end up having to pull all the weight.
- Bi the Way: As long as you are good-looking enough (high Charisma), they are both quite willing to sleep with you regardless of gender.
- Brother-Sister Incest: Davin will suggest you should have a threesome with him and Miria sometime. Also, if you marry Miria he'll comment that Miria isn't that good in bed anyway...
- The Chick: Both of them, really. They can't fight for much but give you a love interest to take care of.
- Distressed Damsel/Distressed Dude: If you want to keep them alive, expect to have to come to their rescue a lot.
- Farmer's Daughter: Miria is a classic example while Davin is a Spear Counterpart and Rare Male Example.
- Gay Option: While Miria is one of many female sexual encounters available for both genders, Davin is notable for being both one of the few gay options for males and one of the few straight options for females.
- Girl-on-Girl Is Hot: Grisham's reaction when he catches you as a female character in bed with Miria."I can't say I'm not just a little turned on by this, but I can't have her living in this house now that I've seen it."
- The Load/Joke Character: Both are almost worthless in combat, can't level up, have really low stats which never improve, and will refuse to follow almost any order you give them because they feel they have to "protect you".
- Love Martyr: Even if your adventures put them in harm's way on a daily basis, even if you shoot puppies and eat babies, even if you cheat on them right in front of their eyes, even if you whore them out to dirty old men for pocket change, even if you outright attack them; they will still stick to you like a leg and refuse to leave your side even for a second.
- A Man Is Not a Virgin: Averted. Although Davin might not actually be one (judging from his comments about his sister), his father thinks he is, and if you seduce Davin as a female character, Grisham will be furious at you for tainting his family's honor by taking his son's virginity.
- Mutually Exclusive Party Members: You can only recruit one of them, through the shotgun wedding.
- Optional Sexual Encounter: One with a bit more consequences than usual.
- Playing Hard to Get: You have to do this if you want to seduce Miria. With Davin, all you have to do is ask.
- Purely Aesthetic Gender: Averted in that they have slightly different stats and their pre-wedding dialogues are completely different, but played straight in practice, as once they've become companions they behave pretty much the same, and the only real reason both of them exist is so that you can pick one according to you sexual preference.
- Really Gets Around: If you call Miria a slut, she'll say this:"How dare you call me a slut! Let me tell you, I am very picky about the people I sleep with. Why, I have only slept with 10 or 20 people this month!"
- Romance Sidequest: The closest there is to one in this game. Although once you've married them there really isn't much you can do with them since the only interactions you have consists of giving them orders the same way you do to your other companions (which they will usually ignore anyway).
- Shotgun Wedding: The result when their gather catches you with them. Complete with literal shotgun.
- Spoony Bard: Although generally perceived as useless, they have one big advantage going for them: If you are at the maximum party limit (five people) when you marry them, they will override the party limit, thus giving you a sixth party member which is more than you can have otherwise. This can make their addition a welcome one, as while they are crappy fighters, they are at least capable of fighting and may in fact score a critical every once in a while, and will also give you some additional carrying capacity which is very useful if you tend to hoard items.
- Token Girl: Miria is the only female companion you can get in the entire game.
- Useless Boyfriend: Davin. In the starting areas, he could at least be capable of assisting with fighting enemies. But compared to his One-Man Army of a wife/husband going up against horrible mutated creatures and soldiers in Powered Armor, he is reduced to a liability immediately.
- Video Game Caring Potential: Despite that the developers seems to have aimed to make them annoying, it's still quite easy to feel some attachment to them. They give you a love interest to protect, and their complete and utter dedication to you can be quite heartwarming. Like Dogmeat in the original game, keeping them alive for the entire game can be a tough, but satisfying Self-Imposed Challenge.
- Video Game Cruelty Potential: On the other hand, their useless stats and their annoying refusal to stay behind and wait even for a short while, which will ruin any attempt of infiltration for you, not to mention that they take up a valuable party member slot, can lead players to do some rather cruel things to them. You can cheat on them right in front of their eyes, whore them out to dirty old men for pocket change, routinely abuse them, sell them into slavery, extract their brain with a surgical machine and divorce them. For extra asshole points, you can then return to Modoc and tell their father that they have died, which gives him a fatal heart attack.
- "You see one m-e-e-e-e-an lookin' dog."
- Canine Companion: The fourth; unlike K9 or Robodog he's pure-strain Wasteland Mutt. Unlike the Pariah Dog, he's only bad luck for the Chosen One's enemies.
- Disc One Nuke: It's possible, though astronomically unlikely, to find him early in the game. He'll chew through geckos like a dog through a man-sized lizard.
- Easter Egg: He's found in a knockoff Maltese Falcon, surrounded by living holes in the fourth wall and is explicitly the same dog that slammed into a lethal energy field 80 years ago. He's probably not canonical.
- Fragile Speedster: Like K9, Dogmeat's fast, vicious, and able to nip an enemy's ankles til' their heads explode. Sadly, dogs are not known for having bulletproof skulls.
- Glass Cannon: Huge amount of AP, five attacks per round if he doesn't move, and dogs cannot wear armornote
- Legacy Character: Has been in every main Fallout game sans New Vegas. This one in particular is 80 years old and maybe a zombie.
- Undying Loyalty: Is found waiting for the Vault Dweller; showing Dogmeat their Vault Suit is all that is required to recruit him.
Voiced by: Florence Di Re
"We are counting on you."The leader of the village, who tasks you to find Vault 13 and the G.E.C.K. to save their village.
- Big Good: As the leader of your tribe and the one who sends you on your quest.
- Only Known by Their Nickname: The Elder has no proper name given.
- Reasonable Authority Figure: The village adores her as a loving and reasonable leader.
- Retired Badass: In her youth, she trained in many disciplines of study and became Elder by going through the same Temple of Trials you do.
Voiced by: Dwight Schultz
"To make one whole instils a sense of fullness that you would be well to understand, Chosen."The shaman of the Chosen One's tribe who speaks to the spirits, he talks to the Chosen One via psychic dreams.
- Almost Dead Guy: He's mortally wounded in the Enclave invasion, but manages to stay alive just long enough to point the Chosen One towards Navarro.
- Bunny-Ears Lawyer: He's a talented shaman and herbalist, but very eccentric and strange.
- Determinator: Even if the player goes straight from Vault 13 back to Arroyo with the Highwayman, Hakunin would've had to have been clinging to life for days before the Chosen shows up.
- The Medic: The tribe shaman who mixes healing powder.
- Psychic Powers: Presumably a result of a mutation (a beneficial one, for once).
- The Wonka: Speaks in pseudo-spiritualistic metaphors. If the Chosen One is of low enough intelligence, he'll occasionally cut it out and just get straight to the point.
First Citizen Lynette
Voiced by: Cree SummerThe leader of Vault City, she believes firmly in the city's superiority.
- Bitch in Sheep's Clothing: As with the rest of the Vault City, Lynette appears a nice, civilized woman at first. Talking to her at length will reveal her as a self-righteous temperamental bigot who won't hesitate to banish you from the city if you challenge her opinions.
- Death Glare: Piss her off to get one.
- Dramatically Missing the Point: In-universe, after the end of the game you can tell Lynette about the Enclave's plan to wipe out the wasteland. Lynette is disgusted with their lack of respect for the people of the wastes, and when nudged into realizing Vault City is no better, her response is to suggest that should they meet remnants of the Enclave, who could be valuable allies. Your character can imply disgust and give up on her.
- Fantastic Racism: While most other Vault City citizens distrust or just don't like outsiders, Lynette's hostility when you first meet her makes them look downright hospitable, cutting you off when you speak and showing suspicion of your knowledge of the GECK as "such technology is not meant for outsiders". She then completely changes her tune if you prove you're descended from a vault dweller with your flask and jumpsuit, and talks about how hard it must have been for you in the cruel and barbaric outside world.
- Hypocrite: Pick-pocketing her reveals that she uses Mentats, despite her rigidly enforcing a prohibition on drugs and liquor in an effort to keep the rest of Vault City 'pure'. So much for that inherent superiority over the rest of the wasteland, First Citizen.
- Jerkass: She is very arrogant, temperamental and irritable, and she's liable to have you banned from the city for something as minor as arguing with her over the Insistent Terminology of Vault City's "servants" (read: slaves).
- Kick the Dog: She asks you to fix a problem, that being Gecko's power plant is leaking radiation into their water supply. You can report to her you know how to repair the plant to stop the leak and Vault City has the technology to do it. She's really annoyed by the idea and makes it very clear that by "fix" the problem, she meant not only shutting down the plant but massacring the ghouls, and treats you like an idiot for not taking the hint.
Senior Councilman McClure
The leader of Vault City's council and the second-most powerful person in the city after Lynette.
- Cool Old Guy: Unlike Lynette, he's level-headed and reasonable, and open to suggestions to fix the Gecko problem peacefully.
- Only Sane Man: Other NPCs consider him the only politician in Vault City who doesn't have his head up his ass and is willing to actually be helpful to outsiders.
- Pet the Dog: The reason he's willing to reason with the ghouls? He recognizes being forced to live in that state is hard enough already without Vault City pushing them around.
- Reasonable Authority Figure: As a very sharp contrast to Lynette, he'll happily help you repair Gecko's power plant, will go behind her back and give you citizenship for your efforts, and although the ending it was supposed to trigger was Dummied Out you can get him to talk the city into trading Gecko medical supplies for surpluss elecricity. Noted in-game, where the dealings with McClure can be rubbed in Lynette's face with remarks about how he's far better suited to lead the city than she is. Creation materials go so far as to say he eventually replaces Lynette as First Citizen.
Big Jesus Mordino
"I always suspected Jesus had ties to organized crime."The head of the Mordino crime family in New Reno, he's the main pusher of the highly addictive Jet and is using it to covertly take over the wasteland.
—The Chosen One
- Arc Villain: Of the Jet and Redding questlines, as the main pusher of the drug to take over the city and other communities.
- Death by Irony: He and his family are the biggest drug producers and suppliers in the wasteland, but he suffers a heart condition that makes nearly any type of drug lethal to him. This makes it possible to assassinate him by giving him a somewhat literal taste of his own "medicine."
- Fat Bastard: Is described as overweight and constantly sweating and gasping for breath.
- Outside-the-Box Tactic: A keen player will notice that he suffers from a severe heart condition. Feeding him any kind of stimulant, from his own Jet to a simple Nuka Cola, kills him instantly.
- Resignations Not Accepted: If you refuse his offer to become a Made Man, he decides your skills are so valuable he can't risk you going to work for a rival.
- Shotguns Are Just Better: His weapon.
- Stupid Evil: Refuse to become a Made Man after heeding his request to kill the Salvatore family, and he attacks you - keeping in mind the reason he wanted you to kill the Salvatores was because nobody else could defeat them and their laser pistols, and you just did so. The obvious fact that the Mordinos are outmatched against you doesn't seem to register.
Head of the Bishop family, he's the middle man in an underground deal with NCR to get Vault City to join the republic.
- Affably Evil: Don't piss him off and he's a reasonable, well-spoken guy, though with a bit of a foul mouth and Fantastic Racism towards tribals, qualities which half the other characters in the game share anyway.
- Anti-Villain: While his methods are certainly evil, his ultimate goal is to bring Vault City into NCR's jurisdiction and be rewarded for his efforts by getting New Reno annexed with him in charge of it. If not for the violent and underhanded methods he's using, a player could be tempted to help him in spite of his evil,
- Arc Villain: He's the villain of the NCR-Vault City quests. He's the one who hired the raiders to attack Vault City and try to pressure them into seeking NCR's protection, and also takes part in other questlines connected to the two cities in the interest of NCR's continued corruption and expansion.
- Death by Irony: His usual M.O. is to use private contractors to quietly assassinate his enemies' leadership. Westin offers you double what he's paying you to return the favor.
- Disproportionate Retribution: Reportedly he once skinned a boy who got his daughter drunk.
- Hypocrite: He has no loyalty to his wife and constantly cheats on her, but will not take kindly to male characters helping her return the favor.
- Jerk with a Heart of Jerk: Though an ally of NCR, he cares little for the nation itself; he only sides with them because he'll become more powerful by doing so. In the ending where he ends up in control of New Reno, the Bishops become a powerful NCR family who use their influence the protect gambling and prostitution rights for the city.
- Kick the Son of a Bitch: He hired the Raiders to attack Vault City because its citizens, being self-righteous bigoted isolationists, refused to join NCR peacefully.
- Politically Incorrect Villain: He is very prejudiced towards tribals, and that includes the Chosen One.
- Resignations Not Accepted: Sleep with either his wife or daughter and this becomes the case if you try to refuse his quests. Leave them alone and he's fine with you coming and going as you please.
- You Are a Credit to Your Race: But if the Chosen One does some of his dirty work, he warms up a bit, although he does not completely abandon his snide remarks about tribals.
The head of the Salvatores, they're the smallest New Reno family but are not to be taken lightly due to their usage of "lightbringers", aka laser pistols.
- Achilles' Heel: Salvatore is an old man and relies on an oxygen tank to breathe. Stealing it or have Renesco the drug dealer rigged up a poisoned tank will kill him.
- Batman Gambit: Arranged for Richard Wright to die of Jet so the Wrights would assume the Mordinos did it, and after they had a mob war the Salvatores would sweep into the power gap they had created.
- Death by Irony: They arranged for the death of Orville Wright's son by having Renesco poison the boy's jet inhaler. You can return the favor by swapping out Louis's oxygen tank for a poisoned one provided by the same man.
- Dummied Out: At one point, the Enclave patrol you witness his dealings with could have their vertibird boarded to Navarro, and then stolen to the oil rig.
- Elite Army: the Salvatores are the smallest family, but they have exclusive access to laser weaponry to give them the edge and let them stake a claim the other families with larger numbers don't dare challenge.
- He Knows Too Much: Salvatore invokes this if you refuse Made Man status after helping with the Enclave transaction.
- Video Game Cruelty Potential: All the family heads can be killed by indirect means, but Salvatore offers what can easily be considered the most cruel and sadistic one — steal his oxygen tank, and watch as he slowly suffocates while begging for help.
The leader of the Wright family, his family is actually family, consisting of him, his wife, and many, many children.
- Anti-Villain: The other three familes deal in shady transactions with other factions, or control some portion of the slave, drug or prostituion rings. The Wrights just concern themselves with the alcohol trade. Their ending, if they're the ones in control of New Reno and you smash up their stills, is also the best one for the town. With the alcohol trade gone, the other three families out of power, and no access to the Sierra Arms Depot for arms, the Wrights go straight and reform New Reno into a prosperous city.
- Death by Irony: Wright is a devoted family man, loving his children more than anything in the world. The easiest way to assassinate him is to give one of his younger kids a loaded gun and tell them to wave it in their daddy's face.
- Even Evil Has Loved Ones: As said, his family is actual family, blood relatives, and they fiercely protect and avenge their own.
- Hair-Trigger Temper: The bluntest and rudest of all the mob bosses, and will fly off the handle and attack you if you insult him or his family in any way. He calms down slightly if you solve his son's murder. Slightly.
- I Just Shot Marvin in the Face: Can be invoked as a method of assassinating him.
The head of the Slavers of the Den, he locked up Vic for trying to cheat him with a broken radio.
- Foreshadowing: He catches himself before he lets slip the whole deal, but lets on that he knows about the Enclave's interactions with New Reno and the Salvatores. He wanted the radio from Vic to intercept their communications.
- Retired Monster: Possibly. If he is alive and Big Jesus Mordino is dead by the end of the game, his business of slavery will go bankrupt and he will close it and switch to less evil trade of drug-dealing and pimping.
- Sir Swears-a-Lot: He curses very frequently.
- Starter Villain: As the head of the slavers in the Den, he's the first antagonist you'll encounter for a long time, but it's clear he's small time compared to the families of New Reno.
- Videogame Cruelty Potential: Joining his Slavers and going out to hunt and enslave innocents for a quick buck...
- Videogame Caring Potential: Or gunning him and his slavers down and freeing their stock.
A tribal member of Bishop's raiders. He was intended to be the tribal responsible for the kidnapping of Sulik's sister.
A member of the NCR congress who wants peaceful, civil expansion into the north. He opposes the forceful methods being used to annex Vault City.
- Anti-Hero: Type III or IV—he opposes the NCR's aggression and underhanded tactics in regards to annexing Vault City, and is implied to engage in secret deals with Lynette to help keep the city independant.
- Cool Old Guy: The man has nerves of steel—tell him Bishop hired you to kill him, and without even flinching or protesting, his response amounts to "oh really? I'll pay you twice what he offered if you kill him instead".
- Cowboy: Described as one.
- Pay Evil unto Evil: He's aware of the corruption in NCR and uses under-the-table tactics of his own to fight back.
Voiced by: Michael Dorn
"Your ride's over, mutie. Time to die."The Enclave's finest instrument of warfare; Frank Horrigan is described as a "genetically engineered cyborg psycho total homicidal maniac". He was a soldier in the Enclave suffering from numerous mental diseases such as Schizophrenia. After a mission to the remains of the Mariposa Military Base, he got exposed to FEV, and started to turn into a super mutant. He was eventually experimented on by Enclave scientists and made into a living weapon unable to leave his specialized suit of power armor, which continually pumps him with life support. He is the final boss of the game and one of the deadliest things ever to walk the wastes.
- Authority Equals Asskicking: He's one of the top brass in the Secret Service, and is the toughest of their ranks hands-down.
- Ax-Crazy: He kills even when he doesn't have to, and seems to enjoy doing it.
- Badass Baritone: Has a deep, booming mechanical voice.
- Badass BoastYou've gotten a lot farther than you should have... but then you haven't met Frank Horrigan either. Your ride's over, mutie. Time to die.
- BFG and BFS: Wields the custom "End Boss Plasma Gun" and "End Boss Knife".
- Boomerang Bigot: Horrigan despises "mutants" (a category which includes Wasteland humans), and loves to kill them gratuitously in ways that disturb even the other Enclave soldiers. This is in spite of his own status as a modified Super Mutant (according to Word of God, he doesn't think of himself as a mutant and his status as a super mutant isn't generally known among the Enclave ranks, who generally think of him as something the lab boys cooked up).
- Cyborg: He's an organic being under the armor, but it's been grafted onto him so he can't take it off.
- Darth Vader Clone: Wears Powered Armor, has a booming deep voice, is The Dragon to the President, and his suit doubles as a life-support system.
- Dumb Muscle: Though, unlike some other FEV mutants, he's at least capable of forming coherent sentences.
- The Dragon: As a member of the Secret Service, he's a bodyguard for the President, and is the one the player sees in the wasteland enforcing the Enclave's will.
- Dragon-in-Chief: A rare version where The Dragon aspect is played completely straight. He's loyal to the Enclave but is a thousand times more of a threat than his boss, the weak, gullible and naïve President Richardson.
- Dragon Their Feet: When you get to fight him, you have already met, and probably killed, President Dick Richardson, put an effective stop to the Enclave's plans, and liberated the Arroyo tribals and Vault 13 dwellers.
- Evil Sounds Deep: Very deep.
- Famous Last WordsDuty... (cough) Honor... (cough) Courage... (choke) Semper Fiiiiiii...
- For the Evulz: Pretty much everything he does before he confronts you in person, from killing Matt to gunning down unarmed peasants to brutally picking off the talking deathclaws.
- Final Boss: The last opponent between you and the final credits.
- Final Boss Preview: He can be met in a random encounter after leaving Arroyo, in which he and two Mooks rather unsuccessfully attempt to interrogate a farmer and his family, before deciding that the whole thing is useless and massacring the whole family. Good thing he thinks you are Not Worth Killing and tells you to mind your own business, otherwise the game would've been very short.
- Hero Killer: Every time he appears, someone's gonna die.
- Humanoid Abomination: He was once a normal man. Then he began to mutate into a super mutant, got pumped full of drugs and experimental procedures, and was suited up into a giant set of power armor.
- Hypocrite: He refers to the Chosen One as "mutie" and talks about how mutants ruined the country, despite the fact that all the Chosen One has is some minor radioactive traces (at worst a sixth toe if you walked through the pools of toxic waste) whereas Horrigan is a 12 foot tall mutated homicidally insane cyborg.
- Implacable Man: In various optional cutscenes, he's seen laughing off plasma rifle fire and punching Deathclaws in half. With 999 HP and an Armor Class of 45, he can take a lot of punishment.
- The Juggernaut: Nothing in the first two games can take as much punishment as Horrigan.
- Lightning Bruiser: He has a very high amount of AP.
- My Death Is Just the Beginning:The work will go on. You didn't do nothing here 'cept seal your own death warrants. note
- Ninja Pirate Zombie Robot: He's a Super Mutant Cyborg Secret Service Agent.
- Psycho Supporter: He really is loyal to the Enclave, though this seems to be because they allow him to practice his racist beliefs and homicidal tendencies with impunity.
- Rasputinian Death: Before fighting him you can talk a four-man Enclave patrol into helping you fight him and reprogram the auto-turrets in the room to attack him (doing both is advised as otherwise they help him). Though the actual combat is turn based, the reality is you now have five men, plus however many companions you have, plus the turrets, shooting him up from all directions at once with gatling lasers, plasma cannons, gauss rifles, and whatever else you've given your team. Upon his death, he is blown in half, and yet he still manages to hold on long enough to mock you one last time if you let him — after which, his head pops clean off his shoulders. You then leave his bisected corpse to be blown up on the oil rig, likely be crushed by the rubble, and sink into the ocean.
- Red Eyes, Take Warning: His power armor visor glows red.
- Scary Black Man: Going off his voice, at least.
- Shut Up, Kirk!: He'll give one of these in the form of a Pre Asskicking Oneliner if the Chosen One tries to talk him down. See Talking the Monster to Death below.
- Super Soldier: Gone Horribly Right, this is presumably what the government wanted all along from the FEV.
- Super Strength: He can punch deathclaws in half.
- Super Toughness: He literally laughs off plasma rifle and minigun fire.
- Taking You with Me: Sets off a nuke in the Oil Rig in after he is beaten. It fails to kill you.
- Talking the Monster to Death: A notable aversion; he's the only Final Boss in the series that can't be talked down or avoided.Chosen One: Can't we talk this over?Frank Horrigan: We just did. Time for talking's over.
- Would Hurt a Child: The first time you see him, he orders a pair of soldiers to gun down a family of peasants. Among them is a little boy.
- You Shall Not Pass: Continuing the quote in Badass Boast above:Chosen One: Who?Frank Horrigan: Me, Frank Horrigan, that's who. United States Secret Service. You're not going anywhere from here.
President Dick Richardson
Voiced by: Jeffrey Jones
"The only way for true humans, and democracy, to be safe is to cleanse the mutants from the globe. We humans will take back that which is rightfully ours."The current president of the Enclave living on the Oil Rig.
- Affably Evil: He's quite friendly and polite, even after you tell him who you are and that you plan to stop him.
- Authority Equals Asskicking: Averted oh so much. He's just a standard human with no armor or weapons.
- Big Bad: The leader of the Enclave and thus primary antagonist of the game.
- Bald of Evil: He's bald save for a few wisps of hair.
- Condescending Compassion: If you try to get a diplomatic talk going with him, you will quickly realize that he is oozing with it. It's perfectly alright that you can't understand the necessity of the Enclave's plan to kill tens, if not hundreds of thousands of innocent people to pave the way for the "pure" humans, you are just a mutant, so it is not like it's your fault you can't see the bigger picture after all.
- Karmic Death: It's possible to kill him by making him O.D. on super-stims you've probably gathered around the wastes. It's actually preferable to do it that way, because if you don't you'll have an entire base of Enclave troopers on your ass.
- Knight Templar: He is convinced that his plan to enact a genocide upon the wasteland is justified for the greater good of the "pure" vestiges of humanity.
- Necessarily Evil: How he sees himself. He's fully aware he's going to wipe out tens of thousands of people with his plan and realizes it's a horrible thing to do, but considers it needed for the United States to be reborn as a proper country."Oh, I don't relish this decision. If there was another way - but there isn't. No price is too high for the survival of the human race. If you were human, you'd understand."
- Non-Action Big Bad: Being a regular civilian in a suit, he isn't even armed. However, killing him will turn the entire Oil Rig hostile, if they weren't already.
- President Evil: The President of the United States.
- Repetitive Name: Yes, his name is Richard Richardson.
- What Measure Is a Non-Human?: As with most of the Enclave, anyone living out in the Wasteland has been exposed to radiation and is therefore a mutant and expendable. Vault citizens are the only exceptions, and even they are of limited value (they can be freely kidnapped For Science! if necessary).
Vice President Daniel Bird
"Where did my two gallons of strawberry ice-cream go?"The current vice president of the Enclave. He volunteered for an experiment to test out an early version of the modified FEV virus, and it didn't quite work. He suffered heavy brain damage, rendering him useless for any purpose beyond sitting in an office and staring at the walls. He now spends his time mumbling to himself and obsessing with spelling and grammar as if it was the greatest discovery of the century.
- Cloud Cuckoo Lander: Most of his dialogue consists of absurd but genuine quotes from Dan Quayle repeated in an endless loop.
- Evil Is Dumb: He's entirely clueless and stupid.
- Harmless Villain: Despite being one of the highest-ranking leaders of the enclave he is completely non-hostile and harmless. Killing him will in fact cost some Karma.
- No Celebrities Were Harmed: He is an obvious parody of the infamous American vice president Dan Quayle.
- You Make Me Sic: He insists that "potato" is in fact spelled "potatoe" and has composed a list of many words he believes should be changed. A parody of the infamous time Dan Quayle hosted a spelling bee in an American school and "corrected" one of the students by saying that "potato" is spelled "potatoe."
"Let's just say that I can 'customize' people or animals."The Enclave's lead scientist at Navarro, doctor Schreber is even more immoral then the rest of the Enclave. His constant horrific experiments have disturbed the base, and resulted in the commander ordering his room soundproofed. You can come across him in your visit to Navarro, where you have to kill him to obtain the companion K-9.
- Dirty Coward: He cries and tries to flee if you threaten him.
- For Science!: His motivation for his experiments.
- Karmic Death: His room is soundproofed because the rest of the base didn't want to hear the screams of his patients, so it's possible to kill him without the rest of the base noticing.
- Mad Scientist: Read the above description under Karmic Death. Whatever he was doing, his lab was so often filled with screams they soundproofed the walls so the base doesn't have to know what's going on.
- Morally Ambiguous Doctorate: Very depraved and cruel, along with intelligent.
Enclave Communications Officer
Voiced by: Kevin Michael RichardsonAn unnamed Enclave officer working on the Oil Rig. He can be contacted/prank-called via a terminal at Poseidon Oil.
- Affably Evil: See Punch Clock Villain. On the other hand, see Faux Affably Evil.
- Berserk Button: He starts stuttering in anger if you ask him who the president is.Communications Officer: The President of the United-fucking-States-of-America. Who'd you think I was talking about? Who the fu - who is - what - I should kick your fucking ass, who is this?
- Butt-Dialing Mordor: An object lesson in the importance of caller ID.
- Deadpan Snarker: One of the best examples in the entire game.Communications Officer: Now, I've had enough of your bullshit. How would you like to play dodge-the-plasma with the Assault Squad? Huh?
- Disproportionate Retribution: Sends/threatens to send a squad of power armored stormtroopers in a gunship to hunt you down... all because you made a prank call.
- The Faceless: He never takes off the mask of his Power Armor.
- Faux Affably Evil: While polite and reasonable when he thinks he's talking to Enclave personnel, when he figures out who you really are, he takes a droll and condescending tone.Communications Officer: Chosen One, huh? Well, uh, pardon me for not blowing sunshine up your ass, but I'm a little too busy for this bullshit.
- Hair-Trigger Temper: Ticking him off is pretty easy. Within a few sentences he begins getting annoyed.
- Power Armor: Though why he's wearing his set for a desk job is a mystery.
- Punch Clock Villain: He's a social guy when under the impression that you're a fellow Enclave soldier. He's patient and helpful, and makes small talk about how annoying his job is, what with the Pointy-Haired Boss and numerous pieces of faulty equipment. Despite seemingly being devoted to the Enclave's cause, he's also just a low level grunt who doesn't know much about what's going on, and will openly mock his superiors.Communications Officer: It does seem like everything's a damn secret, though, huh? All the special ops on the mainland. I don't see how anything gets done.Communications Officer: Yeah, you can say that again. And everything's always tighter out here at ENCLAVE when the fuckin' President's watching us like a hawk.
- Sarcasm Mode: After he dispatches (or at least threatens to dispatch) an assault squad to kill you, he ends the conversation with "Have a nice day".
- Sir Swears-a-Lot: Has a very foul mouth. Re-read his quotes up above.
Sergeant Arch Dornan
Voiced by: Peter JasonA drill sergeant in the Enclave stationed at Navarro. An otherwise minor and unremarkable character, except they gave him a voice and his voice actor ran wild with it.
- Berserk Button: Plenty.
- Do not question his orders.Dornan: YOU MOROOOOOOOOOON! YOU ARE NOT TO QUESTION MY ORDERS! WHEN I SAY JUMP, YOU JUMP! WHEN I SAY FIGHT, YOU FIGHT! WHEN I TELL YOU TO DIE FOR YOUR COUNTRY, THEN YOU WILL MOST CERTAINLY DIE!
- Do not lose your uniform.Dornan: The truth is, you've lost an expensive piece of armor-issue equipment! That suit IS GONNA COME OUT OF YOUR PAY. AND YOU WILL REMAIN IN THIS MAN'S ARMY UNTIL YOU ARE (inhale) FIVE HUNDRED AND TEN YEARS OLD, WHICH IS THE NUMBER OF YEARS IT WILL TAKE FOR YOU TO REPLACE THE MARK 2 POWERED COMBAT ARMOR THAT YOU HAVE LOST!
- Do not let a civilian on the base.Dornan: Soldier what are you- what, a CIVILIAN!? HOW IN THE HELL DID A CIVILIAN GET ON THIS BASE!? I'LL HAVE SOMEONE'S ASS FOR DINNER! GET THIS CIVILIAN OFF GOVERNMENT PROPERTY!
- Do not let him catch you outside your post.Dornan: Soldier what are you doing here!? GET BACK TO YOUR POST!
- Do not call him Sarge if he doesn't like you. He won't. Ever!Dornan: If I like you, you can call me Sarge. But guess what? I DON'T LIKE YOU! DO YOU UNDERSTAAAND?!
- Do not call him 'sir'Dornan: I AM NOT A SIR! I WORK FOR A LIVING, YOU MOROOON! YOU WILL CALL ME SERGEANT, OR SERGEANT DORNAN! DO YOU UNDERSTAND ME?!
- Do not question his orders.
- Deadpan Snarker: The closest you'll get to this is when you approach him with low Intelligence.Dornan: Aaaw, lovely. They brought me a MORON!
- Disproportionate Retribution: If you approach him out of uniform three times, or talk to him while you are wearing armor but not standing guard three times, he'll punish you with death.
- Don't Call Me "Sir": "I AM NOT A SIR! I work for a living you morooooon!"
- Drill Sergeant Nasty: And how! In Fallout: New Vegas, Cannibal Johnson mentions the time Dornan chewed out the Chosen One with an ear-blistering rant, simply for having been caught out of uniform. This left such a lasting impression, he still recalls it vividly over forty years later!
- The Faceless: You never see him without his Power Armor helmet.
- Hair-Trigger Temper: Call him "sir," come to him out of uniform, leave your post, question orders... yeah, it's not hard to tick him off.
- Large Ham: Did you take notice of all the shouting he does yet?
- No Indoor Voice: Nor, indeed, one that's suitable for use outdoors, either.
- Power Armor: Which he never ever takes off.
- Punch Clock Villain: He has a nasty attitude but is not particularly villainous. If he catches you sneaking around the base he will simply chastise his soldiers for letting a civilian onto government property and have you escorted outside. Most Enclave soldiers would have shot you on sight.
- Suddenly Shouting: Achieves a few moments of these, which is impressive, considering his default volume.
- They Call Me Mister Tibbs: "If I like you, you can call me "sarge". But guess what? I DON'T LIKE YOU! DO YOU UNDERSTAAAND?!"
An Enclave soldier stationed on the Oil Rig. The leader of the Enclave Control Company, a fire team assigned to aid Frank Horrigan personally in his missions.
- And the Adventure Continues: According to the Fallout Bible, after defeating Horrigan, Granite and his men "hopped aboard the tanker, and escaped to the mainland after watching the fireworks from the top of the tanker, whispering "gawd-damn" to themselves and throwing suggestive glances at the women from Vault 13 and Arroyo. After reaching the mainland, they headed north to Navarro and were never heard from again, though their adventures could fill several eras worth of pulp comics."
- Defector from Decadence: Him and his squad.
- Even Evil Has Standards:Granite: (on Frank Horrigan) He's going to mop the floor with you. He's tough, fast, and just plain mean. I've seen what he likes to do to mutants and it ain't pretty... I don't like to talk about it. It gives me nightmares. Let's just say that those walls aren't covered with rust, exactly.
- The Faceless: He never takes off his helmet.
- Fantastic Racism: Even after he allies himself to the Chosen One, he still refers to the Chosen One as "mutie", albeit without real rancour.
- Heel–Face Turn: He offers to help you out against Frank Horrigan in exchange for a ride off of the rig.
- Punch Clock Villain: Like many Enclave soldiers, he's not really ideologically loyal. He's not even personally a bad guy. He just needs convincing that you have an alternative to getting shot (either by you or by his superiors for insubordination).
- Praetorian Guard: He and his team were assigned to help Horrigan. True to the name of the trope, he can instead be talked into helping to kill him.
- Pragmatic Villainy: He's smart enough to realize that he gains nothing by shooting at you, and that you're his only hope if getting off the rig alive.
- Power Armor: He and his men are unique in that they wear the mark II version of the Enclave's power armor. Every other Enclave soldier gets mark I.
- Shock and Awe: He's equipped with a Pulse Rifle.
Dummied Out charactersThe following characters were intended for inclusion, but were removed. The fan-made Restoration Project mod adds them back in with varying degrees of faithfulness to the original vision.
An exile from Arroyo. When the village's fortunes turned dire, he entered the Temple of Trials to prove he was worthy of being the village's hero. However, in the final trial where he fought a member of the village, he used a hidden blade to murder them. The Elder, disgusted by his actions, banished him to the wasteland. He hates Arroyo with a passion, and especially you as the actual hero they've sent out.
- Evil Counterpart: To you, the hero chosen in his place. Characters warn you not to end up like him.
- The Exile: Banished from Arroyo for murder.
- Know When to Fold 'Em: He makes a run for it whenever his health gets too low.
- Lord British Postulate: It's possible, but very difficult, to kill Kaga. He has an obscene amount of health, is immune to being knocked down or knocked unconscious, and runs away when his health gets too low.
- Miles Gloriosus: Has some shades of this in the RP mod. He'll still trash talk the Chosen One even as he's running for his life and abandoning the rest of his party.
- Recurring Boss: Is fought 6 times throughout the game, with increasingly more powerful equipment and party members.
- The Resenter: Hates that you were made the Chosen One instead of him.
One of three Dummied Out recruitable NPCs found at the EPA. A Chinese Double Agent spying on her homeland for America, she eventually discovered the FEV project and its planned use against China. She ended up leaking her discovery to the press, which may have helped speed along the nuclear apocalypse. She was caught soon after and was put in cryogenic sleep, where the player has the option of thawing her out out of two other potential subjects in cryosleep.
- Action Girl: The only other recruitable female character (and the only one who's worth anything in a fight.)
- Broken Bird: She's a stealthy spy who knows several ways to kill you with her bare hands. She also has some serious guilt issues about the war.
- Canon Discontinuity: Being a cut character, it's unknown whether her influence in starting the Great War is still part of the Fallout canon.
- Fighter, Mage, Thief: Is the thief of the three EPA recruits, skilled in sneaking, lockpicking and stealing (which she can also teach to the Chosen One.)
- Fish Out of Temporal Water
- Human Popsicle: When you find her.
- Humans Are Bastards: At one point expresses the belief that the Earth has been trying to wipe out humanity for ages because of all the damage it's been causing.
- Ice-Cream Koan: Has a habit of spouting these if she's given Jet.
- Mismatched Eyes: Has one brown and one green eye. One of them is a transplant.
- The Mole: Formerly.
- My God, What Have I Done?: When she realizes what a blasted nuclear wasteland the world has become, possibly in part because of her actions. The blame can be pinned on her, or try to convince her that it wasn't her fault.
- Shout-Out: When asked about her eyes, she says that she feels like she sees the past in one eye and the present in the other.
Sergeant Christopher "Cat" Jules
One of three Dummied Out recruitable NPCs found at the EPA (restored in the Restoration Project mod.) A former US soldier before the war, Cat had an impressive combat record, but a bit of an problem with authority. After undergoing DNA-splicing experiments at the EPA, he was put into cryogenic sleep when the results didn't turn out as planned. The Chosen One has the option of thawing him out out of 2 other candidates.
- Boisterous Bruiser
- The Casanova: Definitely can't help but flirt with women whenever possible.
- Fighter, Mage, Thief: The fighter of the three EPA recruits, skilled in just about every weapon except throwing weapons (but especially energy weapons.)
- Fish Out of Temporal Water
- Fun Personified
- Half-Human Hybrid: Has some cat DNA in him, though this only really manifests in a pair of fangs
- Human Popsicle: When he's found.
- Shout-Out: Pretty much a walking reference to Cat from Red Dwarf.
- Small Name, Big Ego: Though in a rather lovable way.
One of three Dummied Out recruitable NPCs found at the EPA (restored in the Restoration Project mod.) A suave, prolific Serial Killer with 68 confirmed victims (though he claims that the real number is well into the triple digits. Upon his capture, he was eventually put into cryogenic sleep, where the Chosen One has the option of reviving him out of two other potential candidates.
- All Girls Want Bad Boys: Inverted. He'll also try to kill an evil female Chosen One (see Death by Sex,) but when she threatens to crush his balls before he can try, his response is "I think I'm in love."
- Ax-Crazy: It's pretty easy to get him to go crazy and attack you when you first unfreeze him.
- Blatant Lies: Denies that he's a serial killer if the player brings it up...unless they have negative karma, in which case he'll gladly brag about his exploits.
- The Casanova: His favorite targets are women, who he prefers to sleep with first. And he apparently has no problem finding unwitting volunteers.
- Chick Magnet: Apparently even female employees at the EPA were attracted to him, knowing full well what he's done.
- Companion Cube: Carries around a severed human ear from his high school sweetheart, so that she can hear the screams of his victims.
- Death by Sex: Is able to seduce and sleep with a female Chosen One before he's recruited. Unfortunately, if said Chosen One doesn't have negative karma, he'll kill her afterwards.
- Dressed to Kill: His very first set of clothing when he gets out of cryosleep is a suit.
- Faux Affably Evil: Well-dressed and charismatic, Dex nevertheless doesn't even bother to hide how much of an asshole he is (especially to a negative Karma character.)
- Fighter, Mage, Thief: The "mage" (in this case, the mage being a diplomat) of the three EPA recruits, with a very high speech skill. Unfortunately, being an NPC, this is basically useless, though he can teach the Chosen One to raise his/her own Speech skill. Definitely the weakest of the three recruits.
- Fish Out of Temporal Water
- Human Popsicle: When he's found.
- Serial Killer
- Token Evil Teammate: The other evil teammate alongside Myron (and unfortunately about as helpful in a fight.)
- Troll: Asking about what life was like before the war leads to him fabricating outlandish nonsense including dwarves, Godzilla, Ferris Bueller and the Tarrasque. If he's called on it, he'll counter that the Chosen One wasn't there, so how would they know?