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 whateverwayyou 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.
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.
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.
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: Canonically, the Vault Dweller was courageous, upstanding, and a nigh untouchable embodiment of all that is good in the wasteland. As the Chosen One, it is possible to recieve the same level of recognition. For all the wrong reasons.
Cosmetic Award: Throughout the game, you can join the NCR Rangers The Brotherhood of Steel, The Mafia, the Slavers, and numerous other groups. Joining the Brotherhood just gets you some rare equipment and optional stat boosts, being a Made Man for the mob gets you a discount at a couple shops, and being an NCR Ranger affects some dialogues. The Slaver career is the most influential, as it permanently marks you as an unscrupulous character and causes several people to not talk to you.
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.
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 Den by killing the drug dealer Joey. However, later in the game, even the high end power fist is almost completely useless when you have Enclave Soldiers dropping plasma rifles everywhere.
Eventually, It becomes advisable to do away with fist weapons all together, and use the unarmed special strikes, which are Armor Piercing Attacks that do decent amounts of damage, particularly when wearing Powered Armor.
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.
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.
Magnificent Bastard: invoked 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.
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.
"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 actions points, and ignores guns in favor of beating enemies up with his bare hands and whatever they happen to be holding.
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. Like many things, it was restored in the Restoration fanmade patch.
Lightning Bruiser: At max level he has 12 action points, 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.
More Dakka: The only non-melee weapons he can use are SMGs.
A trader who lives in Klamath, he has been known to deal old vault junk. The player is sent to search for him as he might know where Vault 13 is, which in turn may contain the GECK. However, when the player meets him, 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.
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!"
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.
Squishy Wizard: One of the weaker companions, but he gets pretty effective with rifles once he reaches the higher levels.
Much more Wizard like: He has the highest energy weapons skill of any of your companions, which also happens to be the second highest combat skill available to any party member. Unfortunately, He can only use energy pistols, which are a long shot more powerful then most conventional firearms, but much shorter range.
Verbal Tic: Apparently he calls everyone who does him a favor "boss".
Weapon of Choice: Prefers to stay out of combat, but seems to like pistols. He's much better with rifles and shotguns though.
"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 slaver or Idiot Hero. Pretty good with all weaponry. Later goes on to father Rose of Sharon Cassidy of Fallout: New Vegas.
Badass: Far and away the most capable companion in combat.
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.
"Yeah, Iím 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 Masterís army. You encounter him again in Fallout: New Vegas, confirming he helped the Chosen One take down the Enclave and lived to tell about it.
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.
Fortunately, 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.
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 The troops on the oil rig wield the best weapons in the game, there's dozens of them, and Marcus can't wear armor. He's likely to be shredded in a single round once the troopers get in range.
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.
Heel-Face Turn: Was formerly a soldier in the Masterís Unity and a firm believer of it. He has since adopted a far more moderate attitude and tolerance for humans.
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.
Role Reprisal: Of the few character that appear in both the isometric and 3D games, he's of the even fewer than has the same voice actor between both appearances.
"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.
Blond Guys Are Evil: He's one of the most vile and depraved characters in the entire franchise.
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.
Non-Action Guy: Next to useless in combat. The only reason to bring him along for a fight is to hear his comments 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.
Teen Genius: Killing him nets you the Child Killer title. (This may be the only way a good-aligned Chosen One can wear that stigma proudly.)
"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 himself.
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.
Turned Against His Master: 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 except he's not as smart.
The son of Gruthar, an intelligent deathclaw and a scholar. He was very curious 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. Which is exasperated 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.
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.
In the Hood: Is this until he needs to rip out someone's ass.
Last of His Kind: In bad ending (good ending is unavailable due to bugs) 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.)
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!
"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 capable 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 task in the game that requires so high a skill. If you planned from the very beginning and elevated Science at the cost of your other abilities, you can get Skynet... but those disadvantages mean the poor AI is probably going to come to a bad end.
A mod in which you pass Skynet on to any of the various people who'd benefit from having a strategic and logistics AI would sure be nice. Being a henchman to you is a waste of its potential.
Jack of All Stats: Is adept with all hand guns and rifles, and the player can set Skynet's behavior settings to anything they wish, 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 Stimpacks.
Shout-Out: It's 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 in your party. But with some leveling 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.
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.
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, give you the jinxed trait, drop your luck to one and will always run from combat. It singlehandedly will bring your whole party down, Artificial Stupidity notwithstanding.
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 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.
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.
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 and outright abuse them on a regular basis; 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. Davin is implied to be one, 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.
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.
"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 immidiately.
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 are your spouse, how can you not want to protect them!?). Their complete and utter dedication to you can be quite heartwarming, and 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 causes him to have a fatal heart attack.
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 main antagonist of the game and one of the deadliest things ever to walk the wastes.
You'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.
BFGandBFS: 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 human under the armor, but it's been grafted onto him so he can't take it off.
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 naÔve 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.
Duty...(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 random encounters after leaving Arroyo, in which he and two Mooks rather unsuccessfully attempts to interrogate a farmer and his family, before deciding that the whole thing is useless and massacres 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 player as "mutie" and talks about how mutants ruined the country, despite the fact that all the Chosen One has is some minor radioactive traces (and a sixth toe if you walked through the pools of toxic waste) whereas Horrigan is a 12 foot tall mutated cyborg.
Implacable Man: In various optional cutscenes, he's seen laughing off plasma rifle fire and punching Deathclaws in half. With 999 hit points and an armor class of 45, he's by far the toughest enemy in the original two games. In-universe he's one of the deadliest beings to ever walk the wastelands of America.
The Juggernaut: Nothing in the first two games can take as much punishment as Horrigan.
The work will go on. You didn't do nothing here 'cept seal your own death warrants. note Frank's just blowing hot gas here. With the destruction of the Oil Rig, The Enclave essentially had it's head cut off. Most of the remaining forces were eventually hunted down by the NCR/ Brotherhood of Steel, and the survivors either fled to the East Coast, or integrated into the NCR. By the time of Fallout: New Vegas the Enclave has all but vanished from the West Coast, and is generally regarded as nothing more than a Myth or the subject of boogieman stories. (Meanwhile, the East Coast Forces ended up provoking the wrath of another meddlesome Vault Dweller, though there's no word on what their canonical fate was)
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. 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.
Evil Is Dumb: You almost feel sorry for him because of just how gullible and naive he is. You can say directly to his face that you're here to kill him and everyone else on the rig, and he won't call any guards or defend himself, he just glowers at you and tells you it's too late to stop his plan even if he dies. He's wrong, by the way.
Strangely enough, the only time he'll call for the guards is if you're character is at 3 or less Intelligence (they still won't come, though.)
Karmic Death: It's possible to kill him by making him O.D. on whatever drugs you've 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.
Necessarily Evil: He's fully aware he's going to wipe out 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 has absolutely no skill in combat and isn't even armed. However, killing him will turn the entire Oil Rig hostile, if they weren't already.
Orcus on His Throne: He does nothing himself. Justified, since he's just a normal human being with no training or skill in combat: he doesn't want to tangle with a feral 'mutant'.
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.
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 Dan Quayle's infamous "potatoe"-incident.
"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.
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.
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.
One-Scene Wonder: You only talk to him once, but the conversation is quite memorable.
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 an assault squad to kill you, he ends the conversation with "Have a nice day".
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 POWER COMBAT ARMOR 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 liked you, you could 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 HERE FOR A LIVING, YOU MOROOON! YOU WILL CALL ME SERGEANT OR SERGEANT DORNAN! DO YOU UNDERSTAND ME?!
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 try to kill you.
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!
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.
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."
Badass: As is to be expected from an Enclave soldier, though he was considered good even among the Enclave.
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.
"To make one whole instills 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.
Bunny-Ears Lawyer: He's a talented shaman and herbalist, but is 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.
Killed Off for Real: Is mortally wounded in the Enclave invasion, but manages to stay alive just long enough to point the Chosen One towards Navarro.
The Medic: The tribe shaman who mixes healing powder.
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.
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.
The 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 tempermental bigot who won't hesitate to banish you from the city if you challenge her opinions.
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 the player nudges her into realizing Vault City is no better, Lynette's response is to suggest that should they meet remnants of the Enclave, they could be valuable allies. Your player character is implied to be disgusted and just gives up.
Fantastic Racism: While most other Vault City citizens are untrusting of 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 uniform, 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 Vaulty City has the technology to do it...she's flat irritated by the idea and makes it clear that by "fix" the problem, she meant killing the ghouls and shutting down the plant.
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 he 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 player rubs their dealings with McClure in Lynette's face and remarks 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 Chosen One
The head of the Mordino crime family in New Reno, he's the main pusher of Jet and is using it to covertly take over the wasteland since it is so highly addictive.
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.
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.
Head of the Bishop family, he's the middle man in an underground deal with NCR to get Vault City to join the republic, and is also quietly working with the nearby raiders.
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.
Jerk with a Heart of Jerk: He cares little for lofty idealism of the NCR, his reason to side with NCR is the power it can give him. 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.
Death by Irony: His usual M.O. is to use private contractors to quietly assassinate his enemies' leadership. One of the targets he gives you offers you double what he's paying you to return the favor.
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.
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.
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 stolen and flown 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.
If Orville is the only leader left standing after you've swept through town and you haven't opened the Sierra Army Depot, the Wright family goes legit and transports New Reno from a Vice City to a nice place to live that triples its population.
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.
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".
Pay Evil unto Evil: He's aware of the corruption in NCR and uses under-the-table tactics of his own to fight back.
An exile from Arroyo. He claims that he was supposed to be The Chosen One, and hounds the actual Chosen One throughout the game trying to kill him. He was one of the many bits of Dummied Out content from the game, but was restored with the Restoration Project mod.
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. However, even if he's killed, he'll still be miraculously alive for the next encounter.
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.