The Lone Wanderer lived happily in Vault 101 for the first 19 years of his/her life before their beloved father escaped, leaving The Wanderer alone and with the overzealous Overseer's men after them. Marked for death and needing answers, the Wanderer flees the Vault, thrust into the harshness of the outside world with no experience and little more than a handful of Vault security equipment and supplies. The search begins to find Dad and why he left the Vault, sparking a quest along the path to greatness.
Action Survivor: As said above, you begin a kid from a Vault with no experience in the Wasteland and perhaps nothing more than a security officer's uniform, a 10mm pistol, and some stimpacks and food. You'll reshape the future of the Wasteland and gun down armies before the game is done.
All-Loving Hero: With good karma, and more so than the previous two Fallout heroes. The Vault Dweller and the Chosen One went place to place righting wrongs, bringing order and stopping invading armies. The Lone Wanderer does all that and manages to supply the entire region with clean drinking water.
Badass: It's part of being a Fallout hero—mutated animals, drug-addicted raiders and murderers, berserk robots, monstrous super mutants and military power-armor clad stormtroopers armed with plasma rifles, all fall before you by the truckload as you scour the wastes. Even an entire spaceship of aliens won't stop you!
Empowered Badass Normal: By the end of the game though you can have gotten cybernetic implants, had genetic enhancements with ant DNA, and been mutated in a variety of ways to give you skin like tree bark, regenerate HP and have increased strength in sunlight, gradually absorb small doses of radiation without harm, and more.
Badass Bookworm: Intelligence is the most important stat due to the fact that it determines how many skill points you earn, so players are usually this. Given the many skill books you'll find, Intelligence or no you'll be doing a lot of reading too.
Ballistic Discount: A favored tactic among Neutral characters to balance their karma is to kill random scavengers and traders out in the wastes (outside of towns so no one will turn hostile) after buying a weapon from them.
Although there is some good news for fans of face-to-face confrontation: the engine makes it possible (indeed, likely) that you'll knock an enemy's gun from their hands as you hammer at them - if you can get close enough.
The Captain: In Mothership Zeta, the Lone Wanderer is the unofficial leader of the abductees as they commander the Zeta, even taking the captain's chair during the battle with the Support Mothership.
Chronic Back Stabbing Disorder: Many quest options, but perhaps the biggest example is helping the Brotherhood capture the Mobile Crawler, then taking control of the Kill Sat and nuking the Citadel, wiping out their organization.
The Replicated Man quest—agree to find the android for Zimmer, find out who it is and inform the android of their true nature, agree to kill Zimmer for them, tell Zimmer who the android is, then kill him on his way to reclaim it. This is actually the optimal way to do the quest, since this lets you get Zimmer's reward, a unique Perk, and still do the good ending to the quest and get the other reward.
Expy: Read the description for Action Survivor. That's pretty much The Vault Dweller in a nutshell, except the LW is younger and was forced to get out because his fellow dwellers tried to kill him instead of being supplied. Whether he remains this way, is up to you.
Heroic Sacrifice / Dirty Coward: Both options are possible at the end of the game. Heroically sacrifice yourself to start the water purifier, or tell your partner to do it?
Though the "Dirty Coward" part is downplayed if you get Fawkes, Charon or RL-3 to do it—since they're immune to radiation.
Improbable Aiming Skills: Hitting a target in the head from fifty feet away, in the dark, while the target is moving, and possibly so are you. You will be doing this.
Multi-Ranged Master and Multi-Melee Master: As with all Fallout heroes, the Wanderer is already able to use all the weapons of the Wasteland. A combat-oriented Wanderer will play this even straighter, being proficient and able to massacre anybody with anything.
Mushroom Samba: There are a few hallucination-experiences awaiting the determined explorer in Oasis, Vault 106, and Point Lookout. (Though it turns out that in Oasis, the tree really is talking to you.)
Off with His Head!: With sufficient Good/Bad Karma, the Talon/Regulator bounty will demand your head instead of the usual Finger/Ear.
One-Man Army: After reaching about level 15 or so, it's entirely possible to just walk into a city or a military base and just kill everything there.
Of particular note is the final mission of Broken Steel. The Lone Wanderer is sent to clear out Adams Air Force Base, fight his/her way through the Mobile Crawler crawling with dozens of Elite Mooks, and nuke the base. The base does not go down easily, but at the end of the mission you've pretty much single-handedly annihilated the Enclave, something the entire Brotherhood couldn't.
Rule of Symbolism: The Lone Wanderer was born July 13th. In the Bible, Micah 7:13 reads "And the earth will become desolate because of her inhabitants, on account of the fruit of their deeds", a pretty much apt description for the entire Fallout series.
Science Hero: Many terminals allow you to turn robots and turrets against your enemies. Most notably the Enclave in the final mission at Adam's Air Force Base.
"I'm going to hate myself for asking, but what's this about serious injury?"
Tomato Surprise: You weren't born in Vault 101, but in the Wasteland. If you decide to follow President Eden's plan to sabotage Project Purity to only be beneficial to the "perfect human stock" in the Vaults, drinking Aqua Pura afterwards will not only cause you to suffer penalties, but run the risk of killing you if you drink enough! i.e. Which amounts to just four consecutive bottles.
Supporting Protagonist: Despite being the protagonist of the game, the Lone Wanderer oddly enough falls into this category. Both the two main plots of the game, Project Purity and the invasion of the Capital Wasteland by the Enclave revolve around their father James and the Brotherhood of Steel, having begun long before the Wanderer even left Vault 101. That being said, they are however the key player in resolving both situations.
Villain Protagonist: Not so much in the main quest as you're always fighting the Enclave. But side missions? Hell yes, mass genocide, nuclear holocausts and mass slaving are just some of the many atrocities you're free to indulge in.
Which really say something that fresh out of Vault 101, one of the first things you do upon arriving in Megaton (if you have enough skill in Explosives) is to deactivate a nuclear bomb that has remained inactive-but-armed for over two centuries.
Fridge Brilliance: The LW also spent a good part of their childhood target-shooting right next door to a nuclear reactor. It's not unreasonable to assume s/he picked up a few pointers from Jonas.
"In all things, a calm heart must prevail."
Voiced by: Wes Johnson
Formerly a security guard living in Vault 87, Fawkes was one day chosen for an experiment involving FEV, which turned him into a super mutant. Unlike his brethren, Fawkes retained his intelligence through the transformation. This caused the other Super Mutants to shun him, and when the player first meets him he's locked up in a cell in Vault 87. He carries a Gatling Laser and can only be obtained with Good Karma.
Artificial Stupidity: In combat this is generally averted, but in certain cases he can actually stop following you, requiring you to go back and fetch him. This can be a problem if, say you go into Rivet City's Market, leave just before it's locked, and then have to break in to fetch him (most people will threaten to shoot you and him to pieces- not that they can of course.).
Badass: Starts with more hit-points than a Super Mutant Behemoth.
Elephant in the Living Room: No one, not even the Brotherhood of Steel, seems to bat an eye when they see the hero of the wastes traveling around with an eight foot tall Gatling laser wielding mutant who looks just like the ones who've already tried to kill them numerous times. Fawkes hand waves it with the random line "It's amazing people trust you enough not to attack me", since you can only recruit him with good karma.
Eleventh Hour Ranger: Fawkes can't be recruited until the final quest in the main quest line. While you can still explore the wasteland and complete sidequests with him, by the time you get him you're pretty much at the end of the game's main storyline.
Gentle Giant: He has a sort of Zen philosophy... and can rip you apart with his bare hands.
Genius Bruiser: As noted above, he was far too smart to become like his crazy kin, and it shows. He sounds wiser than the average human wastelander, even.
Gone Horribly Right: Wasteland 'mutants' suffer from rage overwhelming virtually all conscious thought. Fawkes is one of two known exceptions, not by denying his rage but by channeling it into a powerful urge to crush all evil.
Infinity+1 Sword: He's by far the most powerful companion in the game, with the most powerful weapon, over seven times more health than a Super Mutant Behemoth, and the fastest run speed.
Hyper Competent Sidekick: A popular tactic among players is to have average small guns and energy weapons skills, just about enough to get through most of the story, then let Fawkes do all the work while they put points into science, repair, lockpick, medicine, etc. Fawkes is more than capable of destroying anything in the wasteland by himself.
Nigh Invulnerable: With Broken Steel, his health is at least 10 times higher than anything in the game.
No Indoor Voice: Like all super mutants, however with him its the most noticeable since he talks intelligently, but the tone of it sounds like he's about to go berserk and beat you to death with a hammer.
Not so Above It All: He'll often roar and shout in combat, just like "regular" Super Mutants (sometimes using the same voice clips), and he'll sometimes comment that he has berserker urges.
Fawkes(as body parts spray everywhere): Ha ha haaa! Too fun!!
Made of Iron: When you first meet him, he has 3,000 hit points, and that is without installing Broken Steel so he can level up, with it he goes up to 15,000. The strongest enemies in either Fallout 3 or New Vegas, like the Super Mutant Behemoth and Legendary Bloatfly, top out at a measly 2,000. Fawkes doesn't have much damage resistance since he has no armor, but he doesn't need it.
Only Known By His Nickname: Fawkes adopted his alias after Guy Fawkes, having enjoyed the fact that despite his failure in the Gunpowder Plot, he was still remembered for centuries afterwards. Since he had forgotten his own name, he took it as his own.
Content cut from the final game (thus making it's canonicity uncertain) suggests that his real name is Shelton Delacroix.
"A Brother well-equipped is a brother keeping to his duty."
Voiced by: Shari Elliker
The highest ranking Paladin of the Brotherhood of Steel, Cross is Elder Lyon's cyborg adviser and bodyguard. When the Lone Wanderer was a child, she helped escort James to Megaton. She can be a follower to a player with Good Karma.
"I could be out there and kicking butt in my own gang and everything. The Tunnel Snakes could ride again! Or, y'know, slither again. Whatever!"
Voiced by: Craig Sechler
Formerly a bully at Vault 101, Butch has grown into a man tired of living in the Vault and aching for some freedom. If the player has the Vault opened in the Trouble On The Homefront quest, he can be found in Rivet City and can be recruited with Neutral Karma. He has weak default weapons, a 10mm Pistol and his Switchblade Knife.
Badass Normal: Despite being the least useful companion, one has to remember he's just some kid from the Vault who managed to fight his way through the wasteland with nothing but a pistol and his switchblade.
Can't Catch Up: Compared to the more useful Neutral companions RL-3 and Charon, he has low health and very weak starting weapons (Charon has an automatic shotgun and a machete for example, whereas Butch has a switchblade and 10mm Pistol, both weapons that can be obtained before the player even leaves the vault).
Delinquents: A 1950s greaser-type one, keeping with Fallout's aesthetics.
Enemy Mine / Fire-Forged Friends: Considering he was your childhood bully growing up, he turns friendly after you save his mom and can become your ally later in the game.
Even Bad Men Love Their Mamas: If you insult his mother at your birthday party, he'll immediately attack you. He also runs up to you and asks you to save his mother from Radroaches when you escape the Vault.
Even Evil Has Standards: If you try to recruit him with good karma, he'll state that you're too "goody two shoes" to travel with him. If you try to recruit him with negative karma...
Whoa whoa whoa, don't take this the wrong way, but you're a little too... intense. I mean yeah, a gang has to be tough, but you, you're psycho!
Foil: To the Lone Wanderer. Both left Vault 101 with meager weapons, no idea of the outside world and began a long trek across the Capital Wasteland, but unlike the Lone Wanderer, Butch didn't go on to become one of the most dangerous individuals in it.
Jerkass: Although he grows into more of a joke, and is far weaker than the player character, he relentlessly bullies the player in his childhood.
Moves to Jerkass Woobie when you consider his mother is The Alcoholic and its implied he has to struggle to eat because she spends their money on booze.
Joke Character: He is by far the weakest companion, especially with Broken Steel installed.
Lethal Joke Character: Equip him with better (read: actually useful) weapons and armor, and he'll gun down enemies alongside you... while firing off really lame one-liners and constantly bragging about how tough he is.
Pet the Dog: If you save his mother he'll pretend he hasn't seen you when confronted by a security guard.
Depending on circumstances, when you meet him in Rivet City, he may greet you happily like an old friend and buy you a drink.
Small Name, Big Ego: After the Tunnel Snakes disband due to one member dying and the other quitting, Butch decides to make a new Tunnel Snakes gang outside of the Vault. "The most badass gang in the entire wastes!" The gang consists of one gang leader - and one member. Both are Butch.
"There's nothing I like better than making some other poor bastard die for his country."
Voiced by: Jeff Baker
A pre-war Mr.Gustsy type military robot armed with a plasma weapon and a flamethrower, RL-3, like many robots, is still running on his fission battery and survived the nuclear war. However, he is not instantly hostile, and as a result was acquired and fixed up by a trader named Tinkerer Joe, who is currently selling RL-3 for 1,000 caps (500 with a speech check). However, RL-3 has his own programmed personality, and will only join people who are not too "extreme" (which means you can only buy him with Neutral Karma).
But Thou Must: Unless you have Broken Steel installed, this gung-ho, fearless combat machine who constantly tells you that he's at your orders refuses to go into the Purifier control room to do a little job that won't hurt him a bit.
Can't Catch Up: Without Broken Steel, he does kick ass at first, but the fact that he does not level up with the player past level 9 makes him much less useful at the end of the game.
"Say what's on your mind then get out of my face."
Voiced by: James Lewis
A former Raider currently living in Megaton, Jericho has decided to leave his life of stealing and killing behind him. He just lounges around Megaton all day, sleeping in his one room shack or getting drunk at Moriarty's bar, but can be recruited by a player with Evil Karma. He carries a Chinese Assault Rifle and a nailboard.
Attempted Rape: Reading Moriarty's terminal reveals that he attempted to rape Jenny Stahl once. Moriarty is of course keeping that information just in case he needs to blackmail him later.
Badass Normal: Apparently just some random Raider, yet he can easily dispatch entire groups of super mutants. Indeed, the residents of Megaton put up with him because his skills are a key contributing factor in the town's ability to defend against Raider and Slaver raids.
Badass Grandpa: He may not look it, but according to the Fallout official game guide, he's 65 years old.
Blood Knight: He's by far the most bloodthirsty companion, and if you stop to talk to him he'll complain that he does not want to stop in the middle of the action.
Can't Catch Up: He has a very good default weapon and is a good all rounder the first time you meet him, which can be very early, but later in the game he becomes less useful when more powerful companions like Charon and Fawkes become available.
Even Evil Has Standards: He doesn't give a damn if you nuke Megaton (as long as he's not there at the time), but he will become hostile if you go back and finish off Moira.
Lost Forever: If you nuke Megaton and don't recruit him first.
Eulogy Jones' personal bodyguard/sex slave, she is nonetheless utterly devoted to her master. She can only be initially purchased by an Evil Karma player, but can then later be re-hired regardless of Karma.
Action Girl: Not as strong as many of the other women of Fallout, but she still manages to be a pretty good fighter for a decent portion of the early game. She can hold her own pretty well later on, but only if equipped properly to compensate.
Bodyguard Babe: Though not a very good one if left to her own devices.
Bi the Way: She'll happily hit on whoever holds her leash, gender be damned.
Can't Catch Up: Clover's default weapon is weak (a very short range sawed off shotgun, in contrast to Jericho's assault rifle or Charon's unique sniper shotgun), and her stats are quite average. Along with Butch, she really doesn't have any pluses that make her a recommendable companion.
Clingy Jealous Girl: In a twisted sort of way. She would love to kill Eulogy's other sex slave if she could get away with it.
Knife Nut: She prefers melee weapons to anything else, and is very pleased if given the OK to carve enemies up. In fact, give her decent armor and a weapon like the shishkebab, she's pretty capable of holding her own in a fight.
Mind Rape: Implied to be the way she is even before she falls into the hands of Eulogy.
My Master, Right or Wrong: She doesn't really care if you're a paragon among men or a complete psycho. That said, she kinda prefers the latter, finding it "cute."
Sex Slave: Her and Crimson are heavily implied to be this while she is with Eulogy Jones. While she's with the Lone Wanderer... not so much.
Short Range Shotgun: Her starting weapon has all the spread of a grenade, without any of the damage.
Shotguns Are Just Better: Inverted. Her sawed-off shotgun has very short range and she lacks the power to deal any real damage with it. Honestly, she'd probably be better off using an assault rifle or even a revolver.
"You are my employer and I will do as you command."
Voiced by: Mike Rosson
A ghoul with a mysterious past, Charon was apparently brainwashed in his childhood to blindly follow whoever holds his contract. He is currently a bouncer in an Underworld bar called the The Ninth Circle, where his contract can be purchased from its current owner, Ahzrukal, or obtained from him by killing off his competition on the alcohol business.
Anti-Villain: If you're playing an evil character and have him as a companion, he'll only go along because of the contract.
Badass: He's not the most powerful follower, but is still being very effective in combat.
Blue and Orange Morality: Fundamentally good when he's on his own, but as long as you hold his contract he'll do whatever he's told regardless of how moral it is or how good (or not) you are.
Brainwashed and Crazy: Although he is far saner then most people like this. The only major effect from the brainwashing seems to be complete loyalty to whoever holds his contract.
Captain Obvious: Occasionally tosses out "I don't like the looks of this place" and "This place is not safe" when wandering around, somehow feeling the need to warn you even if you're in a Deathclaw lair, a Raider camp, etc...
Gender-Blender Name: Not when it's written down, but in-game everyone pronounces his name as "Sharon".
Honor Before Reason: Zigzagged. As mentioned, he's good on his own, but he will keep to his contract holder's rules even if they're a bastard. This is why he had to wait for you to hire him before he could kill Ahhzrukal. On the other hand there are some things that "invalidate" his contract — for one if you attack him enough, he'll turn hostile like any other companion.
Jack of All Stats: He is a good all rounder, with a good starting weapon, all around good skills, is obtained mid-way into the game, and can be recruited regardless of karma
Karmic Death: He delivers one to Ahzrukal. He'll try to do this to the player as well if they're evil enough and he's just been dismissed from service.
Knife Nut: If you tell him to switch to a melee weapon he'll pull out a combat knife and start hacking things apart with it.
The father of the player character. He was a good father for most of his life, but when his child turned 19, he left the vault, throwing the residence into chaos. The player searching for him and uncovering why James left is what drives the first part of the plot.
Big Good: Could be considered this. His intention for Project Purity was not to gain power or influence, but simply to bring clean water to the Capital Wasteland, make the world a better place and fulfill his late wife's dream.
Guile Hero: Speaking with people who've dealt with him in the past, such as Moriarty and Dr. Li, reveals that James is extremely charismatic and has a way with words; he was able to convince Moriarty to help him despite the bar owner's normally selfish nature, was able to talk his way into Vault 101 despite the Overseer's extreme isolationism and xenophobia, and was able to convince the Brotherhood to help defend Project Purity despite their doubts over its success or utility. He's quite similar to a Speech-based player-character.
Heroic Sacrifice: He floods the Project Purity chamber with radiation, killing himself and a couple of Enclave soldiers, to keep them from taking Project Purity and allow his child to escape.
Magnetic Hero/The Social Expert: Not only did he convince the Overseer to let him into Vault 101, xenophobia be damned (although the need for a doctor did greatly grease the skids of the decision), he actually managed to get Moriarty to put his jerkass ways on park around him.
Mysterious Past: His past prior to starting Project Purity is deliberately vague, but other characters suggest that he wasn't even from Rivet City. A (possibly non-canonical) photograph showing a young version of him and Catherine found in Vault 21 in New Vegas suggests he somehow migrated from the Mojave Wasteland to the Capital Wasteland. Considering that Harold, the Brotherhood, and the Enclave did as well, it's not impossible James did too.
Nice Job Breaking It, Hero: Another trait of his. He means well, but he often miscalculates how much trouble his actions stir up. Best shown at the beginning when his disappearance from the vault causes anarchy to break out and forces his child to flee for his/her life, the irony being that James left you behind in the first place because he though you would be safe there.
It's implied that while the Overseer made no secret of his hatred for James and his child, James believed that he simply wasn't twisted enough to let it get the better of him. Unfortunately, he was wrong and without James around to provide his service as their Doctor, the Overseer had no reason to keep you around either.
Nice Guy: Even Colin Moriarty doesn't have a single bad thing to say about him, in a terminal filled with various bits of dirt and blackmail material he has on people.
Playful Hacker/Gentleman Thief: In a holotape, he admits that he would often sneak into the restricted sections of the Vault 101 at night to see if any of the advanced pre-War technology could have helped with Project Purity. Coming up with nothing, he decided to break into the Overseer's office and hack his terminal (whilst a little drunk on scotch), whereupon he learned about the GECK.
"I place the good of the Vault above everything, even my own paternal feelings. We must not allow sentiment to cloud our judgment."
Voiced by: Duncan Hood
The ruler of Vault 101. Afraid of losing control, he exercises complete control over everyone in the vault, and enforces the rule that "no one ever enters and no one ever leaves." His only soft spot is his daughter, Amata. When your father leaves he takes a turn to the extreme to keep anyone else from leaving, causing disaster in the Vault.
Establishing Character Moment: Follow him up the stairs during your birthday party to get one for him—he comments he only attended the party because his daughter is your friend, refers to you as "that little brat", and tells security to give it another ten minutes and break up the party.
Everyone Calls Him Barkeep: Most of the time he's only referred to as "the Overseer" (even by the game itself). Subverted, as Stanley Armstrong does have an offhanded comment where he refers to Alphonse by his first name.
Fantastic Racism: His irrational hatred for James and the Lone Wanderer becomes understandable in retrospect, as you're both Wastelanders. He presumably considers your presence to be infecting the purity of the Vault.
Genre Savvy: His refusal to allow the Enclave access to the Vault seems to imply that in addition to not wanting to risk more contact with outsiders, he realised that their message outright admitted that they had already tried to get into the Vault once before, but couldn't due to his changing of the password. Since they only tried to contact them after trying to break down the door, this made their true motives highly suspect.
Green-Eyed Monster: Another reason implied for his dislike of James is due to his popularity amongst the residents of Vault 101, who are supposed to be showing that sort of respect and admiration towards him as Overseer. Instead, nearly everyone expresses openly about how they don't care for him at all.
Kick the Dog: He has Jonas murdered because he suspected him of cooperating with Dad in his escape, and will straight up try to execute you if you surrender to him.
Jerkass Has a Point: His strict rules about keeping the Vault sealed are cast into a new light when you read his computer terminal during "Trouble on the Homefront" revealing that The Enclave knows about the Vault and wanted access, but he refused them entrance. Given how Three Dog talks about your exploits and you and your father being from Vault 101, the two of you are partially to blame for letting the Wasteland know about the Vault still being active.
Reading his terminal in "Escape!" also reveals that how the residents of Megaton know about the Vault, due to the previous Overseer sending out an scouting expedition thirty years beforehand. At least two people choosing to stay in Megaton to serve as ambassadors to the Vault, which presumably was how James found out about it's existence, managed to get into contact with them and ultimately gained entry. Even before the events of the game, people in the Wasteland were already aware of the Vault.
James' medical notes reveal that he is present during all of his daughters check-ups in order to make sure his daughter hasn't gotten pregnant. If the Lone Wanderer is a male, this definitely adds a whole other level of subtext to why he has developed such a fierce hatred of you.
The Password Is Always Swordfish: The password to his terminal is Amata. Not only that, but he keeps a paper with his password on it in the same room as the terminal.
Pet the Dog: He does genuinely care for his daughter, Amata. During "Escape!", you can threaten her and he'll back off immediately. During "Trouble On The Homefront" you can tell him about the unauthorized raid on the rebels, which would involve lethal force and could result in Amata being hurt or killed. After a very brief My God, What Have I Done? moment, he'll put an end to the conflict right then and there.
During the same quest, you can find out that the Enclave requested access to the Vault, but he refused as it posed unknown risks to the Vault and its citizens.
Ungrateful Bastard: Even if you come back and complete "Trouble On The Homefront" in his favor. He does give you a reward... and then basically tells you to get the hell out and never come back.
Well-Intentioned Extremist: He really does think that he's acting in the best interests of the Vault. You can convince him to stop by convincing him that he's only making things worse for the Vault by his actions, such as pointing out that with all the deaths of Vault residents since your escape, there simply aren't enough people to keep a viable population anymore. Turns out he was aware of this, reluctantly admitting that without people from outside the Vault to provide an influx of new genetic material, they'll likely die off from inbreeding within another generation or two.
What the Hell, Hero?: In "Trouble On The Homefront" he calls you out on leaving the vault when James clearly wanted you to stay in the vault where it's safe. While this is a valid point it seems he didn't think Jonas getting killed, the guards opening fire on you, and the next example may've had something to do with it.
You Have Out Lived Your Usefulness: When you're escaping from the vault, you need to get his password to open the door. In this conversation with him, you have the option of surrendering, and giving him your gun. He then tries to kill you. With the same gun.
0% Approval Rating: While his approval was never high to begin with, he fully crosses this in the aftermath of your escape, causing the residents to begin to riot and form into factions.
"I'll do my best to keep us all safe, inside the Vault and beyond."
Voiced by: Odette Yustman
The daughter of the Overseer and the Lone Wanderer's childhood friend. She helps them escape after James goes missing and the Overseer wants answers, and in their absence becomes leader of a dissident faction of residents that want to explore the idea of opening the Vault to outside interactions.
Childhood Friend Romance: If male, it's strongly implied that Amata and the Lone Wanderer might have a crush on each other. Though depending on your actions that can easily be stopped.
Ungrateful Bitch: Despite begging the Lone Wanderer to return to Vault 101 to save them, at the end of "Trouble on the Homefront", she's forced as the new Overseer to kick you out of the Vault once again. While Amata herself doesn't really want to do this, a lot of people still blame you for all the deaths that that you caused during your escape as well as those indirectly caused during the Vault riots afterwards.
A later random encounter has the Lone Wanderer encounter Susie Mack outside the Vault reinforces this. Despite Vault 101 becoming stable once more and even beginning to trade with the outside world, you cannot return as your presence would cause too much strife and dredge up too many bad memories. She also mentions that Amata obviously misses you.
Justified, if you chose to sabotage the vault. This triggers a random encounter with the Enclave interrogating her about the location of Vault 101. If you simply watch and listen they will kill her, but if you save her life and talk to her, she will simply tell you this is all your fault... and she's not wrong.
Voiced by: Gregory Gorton
A friend and colleague of the player's father.
Black and Nerdy: He's the resident medical technician, as well as James' assistant.
Black Dude Dies First: While he is far from the first person to be killed in the Capital Wasteland, he is the first black character to die in game other then the player's mom, who passed away soon after giving birth.
Like Mother, Like Son: The Overseer's terminal mentions that his mother Anne Palmer was part of the Scouting Expedition to Megaton in 2241. Jonas similarly conspired to leave the Vault to restart Project Purity with James, only to be killed by Officer Mack during the attempt.
Reasonable Authority Figure: One of the scant few in Vault 101. Ironically, the Overseer chose him to become James' assistant precisely because of this, hoping that Jonas would serve as a voice of reason and curb his more "dangerous" ideas.
Secret Keeper: James had confided in him about Project Purity and he was a conspirator in the escape attempt.
Undying Loyalty: Towards James. Sadly, this was the reason the Overseer had him murdered.
"James, something's, something's -"
Voiced by: Karen Carbone
The Lone Wanderer's mother, who dies shortly after childbirth in game's first cutscene. It's implied that she was the emotional driving force behind Project Purity and remains so for James long after her death.
Megaton is one of the more stable settlements around, with about thirty people, a sheriff, a water purifier, scavenging teams, and a wall to keep Raiders out. However, there is the little problem of an unexploded atomic bomb in the middle of the town, but hey, it keeps those nuts at the Church of the Children of Atom occupied, so how bad can it be? When the Lone Wanderer arrives, Megaton's fate can be decided.
Sheriff Lucas Simms
"This here is my town. These are my people. You so much as breathe wrong, and I'm gonna fuckin' end ya."
Voiced by: Gregory L. Williams
The de-facto Sheriff (and mayor) of Megaton, and the first person the Lone Wanderer meets on the surface. He's loved by the people and is reasonable and fair, but he protects the town with great ferocity and will not hesitate to pull his gun on anyone who threatens the peace.
Asskicking Equals Authority: The reason he is officially in charge and Moriarty isn't? Simms has the better gun and more skill with it.
Bald Black Leader Guy: Though you wouldn't know he was bald, unless he's killed and you take his hat off.
Cowboy Cop: Subverted. While he does dress up as a cowboy, he's much closer to a By-the-Book Cop. For example he knows Burke is up to no good in town, but until he actually does something besides look and act suspicious he won't take action.
Establishing Character Moment: Politely welcoming you to Megaton and giving you the lay of the land, before warning you that if you harm anyone, he will not hesitate to end you.
Klingon Promotion: The title of sheriff seems to go to whoever puts on Lucas' duster after he dies. However, his prepubescent son Harden lays claim on the official duties of sheriff if his dad is murdered, and will refuse to recognize you if you put on his dad's outfit.
More Dakka: His weapon with which to fend off the raiders is a Chinese Assault Rifle.
Nice Hat: There's only one other like it in the Capital Wasteland (worn by Sonora Cruz of the Regulators).
Which makes sense, since he is (or was) a Regulator himself.
Reasonable Authority Figure: He's a nice guy with good morals and firm patience. You could make fun of him all you like, and insult his town, and he merely shakes his head and warns you to behave.
Too Dumb to Live: If you ask him to arrest Burke, he runs to Burke and tells Burke to follow him. He then turns his back on him and puts away his rifle, leaving him open to a gunshot to the back.
Ultimate Authority Mayor: He is both mayor and sheriff, which also seems to entail being judge, jury, executioner, and welcome committee.
"My saloon, my home, my little slice of heaven in this backwoods little burg."
Voiced by: Mike Rosson
The owner of Moriarty's Saloon. He's got a lot of connections, and has a lot of people who owe him a lot of money. Lucas Simms may be the mayor of Megaton, but Moriarty is the one aiming to have complete control over the citizens.
Faux Affably Evil: He'll act all polite and friendly to your face, but one look at his computer tells us what he's saying about people behind their backs...
Can't Kill You, Still Need You: He's descended from some of the original settlers of Megaton, and through the years they've amassed a lot of wealth and connections. This is what gives Moriarty such power and why people don't just throw him out of the gates.
Evil Cannot Comprehend Good: He's convinced that Billy killed Maggie's parents and uses her as a slave. No evidence can be found to back this up, suggesting Moriarty simply can't understand Billy's altruism.
For the Evulz: There's a rumor in town that Moriarty pisses in his drink stills, just because he can.
I Own This Town: His connections, information and general power would allow him to take over Megaton if Lucas Simms wasn't around.
Jerkass: Keeps information on his terminal to blackmail people with, overcharges on alcohol, and refuses to tell the Lone Wanderer about his father until paid. However, despite being a complete bastard, technically he's not evil, just really manipulative. Because of this, you lose karma for killing him, even if everyone in Megaton would be thankful for him to be gone.
Knowledge Broker: He keeps tracks of anyone walking through Megaton, and frequently spies on his fellow citizens in the hopes of getting blackmail material. It is somewhat downplayed in that he is not terribly concerned with what happens outside of Megaton, and therefore his knowledge of that tropic is quite limited.
Mean Boss: Treats his workers like shit, putting them in so much debt to him that they are essentially slaves. He forces Nova into prostitution, and he regularly beats Gob viciously. When Silver tried to get away from him, he sends you out to kill her.
Morality Pet: Shows genuine affection towards Nova, letting her demand free time off and letting her mouth off at him.
Pet the Dog: Ordinarily, Moriarty would've have thrown James and his child out of his establishment when they met for the very first time, simply because said child's crying annoyed him, but James talked him out of it. In fact, if you read Moriarty's notes, you get the feeling James actually managed the rare feat of getting actual courtesy and respect out of Moriarty. And, in a smaller instance, he does wind up leveling with you and telling you the mostly unvarnished truth even if you fail the speech check. That said, bear in mind this man is a known liar.
The owner of the Craterside Supply, the general store in Megaton. She's weird. The Lone Wanderer can help her fulfill her life's dream of authoring the definitive book on how to survive the wasteland. Conversely, the Wanderer can rip her off, hiding out in the saloon all day, then coming back to give her idiotic and dangerous advice.
Cutting Off The Branches: New Vegas confirms that she was largely successful with the Wasteland Survival Guide, as it's available in the game as a Skill Book.
For Science!: When the Lone Wanderer (frequently) calls her out on how dangerous her requests are, she'll insist that they're for the good of science, and therefore humanity as a whole. Her requests involving radiation and crippling injury specifically invoke this response if you try and protest.
Genki Girl: She's always smiling and cheerful. Even if she ends up ghoulified if you choose to nuke Megaton. Hell, she probably found her newfound resistance to extreme radiation to be be fascinating!
Hidden Depths: Her "broken piece of glass" speech that she gives if you ask her what she could possibly hope to accomplish by writing the Guide, in which she neatly sums up the themes of the game and the entire series.
Mad Scientist: She's always doing "experiments", many of a somewhat questionable nature (such as trying to find out whether Mole Rats can be tamed, or if Mirelurks can be used as mounts).
At one point, she says she thought of digging a well with a Mini-Nuke. Wisely, she reconsidered.
Moira is definitely on the Lighter and Softer and more endearing side of this trope. She thinks and acts (and talks) more like a Child Prodigy than an Evil Genius, she's not out to wreak havoc or reshape the world in her image, but genuinely wants to put her talents to use and come up with something that will help people. Rather than being amoral and unethical like most examples of this trope that consider themselves Above Good and Evil and know but don't care about the horrific consequences of their work, she comes off more like a bright kid with a chemistry set, who simply doesn't understand the life-and-limb-risking implications of what she asks her research assistant(s) to do. Not only that, but she does tend to fix whatever damage her experiments caused, so we see that she has a (albeit childlike) sense of responsibility, rather than simply throwing science at test subjects until somebody dies.
"Well, you're alive... That's the good news. But there was a little side effect. A teeny, tiny, um, mutation. But it seems to be benign, at least. Here, take a few radiation Chems, as my little way of saying, "I'm sorry I twisted your DNA like a kitten with a ball of yarn."
Nice Girl: Her quirks aside, she really does have no ulterior motives aside from wanting to help people with what she discovers from her experiments.
Try Not to Die: She'll send you off on incredibly dangerous missions with friendly advice to this effect - especially the ones where you need to become injured and have a broken limb. She will even cheerily say the trope name word-for-word.
The Pollyanna: Especially obvious if you nuke Megaton. She will be turned into a ghoul, but won't care at all, and even thanks you for detonating the bomb because she thinks its nice that "you helped those nice people at the Children of Atom out".
Sarcasm-Blind: Moria has a bit of difficulty understanding some of the sarcastic responses for her quest.
Voiced by: Shari Elliker
One of the owners of The Brass Lantern and Moriarty's only business competitor.
Big Screwed-Up Family: Andy is incredibly angry and bitter, even chatting with Burke about his little deal, and Leo is a notorious addict. She seems to be the only one with a level head.
Doesn't Like Guns: It appears that way, she carries a .32 pistol, but never uses it, even when attacked.
Stepford Smiler: You'd never know from talking to her, but Jericho tried to rape her a while back. At night while she's sleeping you can hear her talk in her sleep while having nightmares.
Also her brother is a chem addict. Fortunately, the Lone Wanderer can help him overcome this little problem.
"We seek creation and unification in Atom's glow."
Voiced by: Peter Gil
An old (and possibly senile or insane) man who spends his entire day standing in a puddle of irradiated water next to an undetonated atomic bomb. He preaches about the "Children Of Atom", a bizarre religion that believes individual atoms contain entire universes, and thus nuclear destruction is not destruction, but a ritualistic purification and creation of new existences.
Cloud Cuckoo Lander: Standing knee-deep in radioactive water all day may or may not have something to do with that...
Good Shepherd: Whether his message is a good thing to believe in or not aside, he's pleasant enough to the Lone Wanderer if spoken to, and judging by the fact he and his parishioners helped build Megaton, his teachings seem to encourage reaching a helping hand out to others as long as you respect their beliefs.
Hypocrite: He says that all Children of Atom must be sober pacifists, but you can find a pistol and whiskey in his office.
"I'm used to every asshole smoothskin in this town giving me shit 'cause I look like a corpse."
Voiced by: Mike Rosson
An unfortunate ghoul who came to Megaton from Underworld seeking adventure. He ended up as Moriarty's worker (basically a slave) to pay off a debt he owed, which Moriarty unfairly increases by charging him for trivial things like simply living there.
Because You Were Nice to Me: His reason for risking Moriarty's wrath by giving the Lone Wanderer a discount? The Wanderer was the only customer who didn't insult or hit him.
Interspecies Romance: He is infatuated with Nova, the town prostitute. She's aware of it, and she does think he's sweet, but she says that even she isn't willing to go there. However, background chatter between them indicates otherwise, suggesting that she simply doesn't want people to know about their relationship.
Under New Management: If you kill Moriarty, Gob will eventually take over the saloon, making it Gob's Saloon. He's likely much happier after this.
"Ohhh. You like it rough, huh? Well, that costs extra."
Voiced by: Karen Carbone
The town prostitute. Working for Moriarty (under duress), she clearly hates the guy like everyone else in town, but otherwise is rather decently regarded by everyone else.
Bi the Way: Can sleep with the Lone Wanderer regardless of gender.
Hooker with a Heart of Gold: She is rather affable and pleasant to everyone, but what makes her more than just a nice girl is that she can look past the fact Gob is a ghoul and she treats him like a person.
Ms. Fanservice: Easily the sexiest woman in Megatown without trying very hard.
Under New Management: If you kill Moriarty, Nova will take over running the inn part of the saloon, and will no longer be a prostitute.
Voiced by: Craig Sechler
A trader who helps Megaton stay supplied. Raises a little girl named Maggie orphaned after a Raider attack.
Abusive Parents: Subverted. Colin Moriarty believes that he killed her parents and is raising Maggie for unsavory purposes, but examination of his home and Maggie's current well being rather easily prove otherwise.
Eye Scream: Apparently suffered one in the past, judging from the eye patch.
Good Parents: He downplays this, but it's obvious Maggie is doing well under his care.
Promotion to Parent: Self-induced after taking her in after a Raider attack. He even lampshades that if wasn't what he intended, but if he had his own daughter, he'd want her to be like Maggie.
Tenpenny Tower was formerly a hotel before the war, but since it survived the bombs with next to no damage, it attracted the attention of a man named Allistair Tenpenny. After hiring some people to fix up the place, he moved in and the hotel eventually become a small town, with its own security force, power generator, walls, and merchants. Regardless, it still functions as a hotel, and all but Tenpenny's friends (and guards) must pay to get into the most luxurious place in the wasteland. Ghouls need not apply.
"Well done, Mister Burke! What a grand display of fireworks! I almost wish there was another nuke we could detonate!"
Voiced by: Charlie Warren
The owner of the tower and local old asshole. He spends his days bored and "on safari", which means sniping things from the top of his grand tower.
Affably Evil: He's a very polite and charming old man, who likes to hold conversations with you and will even give you 500 caps if you negotiate a peaceful solution concerning the ghouls.
Arc Villain: He's the antagonist in three of the game's major side-quests, and (up until President Eden makes his move) is probably the most well-known individual antagonist in the Capital Wasteland. However, when you actually meet him in person, he turns out to be pretty much just a crazy old man who's not actively evil, just selfish and ignorant of the harm he's doing.
Dirty Old Man: He used to own Mei Wong as a slave... try not to think too hard about what he probably did with her. (Also he seems to really enjoy Susan's company from time to time.)
Even Evil Has Standards: Granted, wanting to see Megaton blown up is a horribly dick move (because it was marring his view), but at least he had the decency to ask Burke to evacuate people before the deed was done. Unfortunately, Burke was willing to ignore this and let everyone die anyway.
Expy: One cannot look at him without being reminded of Howard Hughes. Take special note of the milk bottles lining the walls of his penthouse suite.
Hunting the Most Dangerous Game: His "Wasteland Safari" where he fires randomly off into the Wasteland, implies this. If you convince him to let the ghouls move in peacefully, he'll say flat out that he wouldn't mind hunting down any who cause problems.
Informed Flaw: While he's certainly a bastard, he doesn't really merit his Evil Karma ranking. He wanted Burke to evacuate Megaton's population before flattening it, and even his Ghoul prejudice is pretty mild considering he's willing to let them in if they behave themselves. It hardly excuses his other actions, but why he's marked as worse than horrifically evil people like Caesar, Jabsco, and Roy Philips who murder entire cities out of spite is a mystery.
Make It Look Like an Accident: If Roy Phillips is allowed to move in, Tenpenny will suffer from a mysterious "accident" shortly after a disagreement with Roy.
The Mean Brit: He's got Very Evil karma, though when speaking with him personally he comes across as rather affable.
Orcus on His Throne: He spends the majority of his days in his penthouse suite while his minions, Mister Burke and Chief Gustavo, take care of any actual problems he has. Justified in that he's a rather kooky, old man who's not up for much besides sniping whatever catches his fancy from his penthouse suite balcony.
Retired Monster: By the time you meet him he's just a kooky old man, but it's heavily implied he got up to some horrible stuff in his younger days what with his "Wasteland Safari" and Very Evil karma.
"Any moment now, you'll be dead. Are you excited to see what that's like?"
Voiced by: Wes Johnson
Mr. Burke is a shady character. He apparently just came out of nowhere when Tenpenny Tower was first being built, and has acted as Tenpenny's right hand man ever since. Currently, he's working on taking care of this ugly looking town on the horizon with the live nuclear bomb in the middle of the town. The Lone Wanderer first encounters him in Moriarty's Saloon in Megaton, where Burke is trying to find someone to help him with that.
Artificial Stupidity: Thanks to the way the game AI works, it is piss easy to foil his assassination attempt of Lucas by simply clicking the talk button repeatedly as soon as Lucas turns around. He will immediately turn to face you and tell you to quit bothering him, and in that time you can shoot him full of holes. What makes this stupid is that he could simply be coded to ignore you as he pulls out his gun like some other characters are for other confrontations.
Badass: While in actual game play he goes down pretty easily, certain quests can be taken that end in Burke sneaking into Tenpenny Tower and scaring the living shit out of Roy Phillips so much that Roy decides to make him his right-hand man out of fear.
Dragon-in-Chief: He seems to be the one who came up with (and executed) the idea for blowing up Megaton, as well as many other of Tenpenny's plots. Tenpenny himself just appears to be a crazy old man.
Enigmatic Minion: By Tenpenny's accounts, Burke just showed up out of nowhere one day and started to act as Tenpenny's right-hand man. His actual goals, motives, and background are never revealed, other than a brief line in his love letters to a female player character where he talks about making "necessary sacrifices" to rebuild the world for humanity.
Which has lead to the theory that he's really a Frumentarii scout, or possibly an undercover member of the Enclave.
I Want My Beloved to Be Happy: If a female Lone Wanderer uses the Black Widow perk on him, he'll send her a series of love letters which culminates with him "breaking up" with her, not because he doesn't love her, but because his supposed "duties" means it's impossible for them to be together and he doesn't want to force her to wait forever for him. His bizarre love for a female Lone Wanderer is probably his only redeeming quality in the game.
Social Darwinist: If he comes back to Tenpenny Tower after Phillips massacres the population, he'll say what Roy did was "inspired" as Burke is personally a huge fan of natural selection.
Nuke 'em: He seems to have some weird love of nuclear explosions. Just listen to him if you blow up Megaton.
Pet the Dog: If the Lone Wanderer has the Black Widow perk, she can convince Burke to spare Megaton because he wouldn't want to hurt her by destroying the town she lives in.
"Welcome to Tenpenny Tower. Don't do anything stupid."
Voiced by: Pete Papageorge
The chief of the security guards at Tenpenny Tower who has been concerned with a small group of ghouls hiding out in the nearby Metro tunnels lead by Roy Phillips.
Fantastic Racism: His hatred of ghouls. Tenpenny can at least be talked into letting Roy and his friends live in the tower, Gustavo cannot.
The subject of the GNR radio play "The Adventures of Herbert Dashwood", Herbert once traveled the wastes, going on adventures with his "stalwart ghoul manservant, Argyle". He has retired from his life of adventures and currently resides at Tenpenny Tower.
All Men Are Perverts: His terminal will mention him visiting a high end whorehouse called the Blue Destiny during his younger years. Unfortunately, a disease outbreak killed most of their girls and forced to close down, otherwise Herbert would likely still be visiting them. Also there was an... incident with the daughter of the leader of Rockopolis that got both him and Argyle kicked out of the city.
Nice Guy: He's pretty much the only person at Tenpenny Tower who doesn't seem like a complete jerk.
Nice Job Breaking It, Hero: Leading the slavers to Rockopolis. In the Tenpenny Tower quest, he will also give you a key to the generator room and tell you to have fun down there. You can then open the door with the key, blow up the generator and let in Feral ghouls to massacre the entire town.
Noodle Incident: His terminal will mention a few that happened back when he was still adventuring.
Only Sane Man: He's the only one in Tenpenny Tower who isn't an ignorant asshole.
If Roy Phillips attacks Tenpenny Towers with his army of feral ghouls, Dashwood is the only resident who manages to put up any kind of meaningful resistance. He'll usually manage to bring down several ferals before being overwhelmed by sheer numbers.
Sidekick Ex Machina: In the radio play, Herbert would often get into trouble and have to rely on his friend Argyle to bail him out. If questioned about this, he will reveal it wasn't completely true, but Argyle most definitely was more badass than Herbert was.
Screwy Squirrel: You can often find him playing tricks on people in Tenpenny Tower
Herbert: Did you notice that Chief Gustavo turns a delightful shade of purple when he gets angry?
Voiced by: Mike Rosson
The leader of a small gang of ghouls (consisting of him, his two friends, and dozens of Feral Ghouls) who live in Warrington Station under Tenpenny Tower. He has tried to gain entry to Tenpenny Tower, but the residents have turned him away due to their bigotry against ghouls.
Ax-Crazy: He's planning to massacre the entire populace of Tepenny Tower, and even if you negotiate them to move in peacefully, later he still does it due to a "disagreement" with them. He'll also turn hostile if you make a crack about ghouls being zombies. And if you haven't nuked Megaton by the time he takes over, Burke reports his plans for the town to him and Roy approves.
Dark Is Evil: At first the game seems to avert this with his Good karma and Three Dog's insistence he's just an oppressed minority. Then he slaughters everyone in Tenpenny Tower no matter how peacefully the situation's initially resolved and it becomes apparent that he's pure scum.
Evil Redhead: Despite having Good karma, his actions make him one of the most evil people in the game.
He Who Fights Monsters: According to the game guide, he used to be a cop. Now he's the lawless outcast who tells the player that the only things people own in the wasteland is what they can hold onto.
Jerkass: Big time, his entire attitude in general is "piss off you smoothskin prick".
Lack of Empathy: Along with the acts mentioned under Ax-Crazy, if you mention killing Feral Ghouls in the tunnels leading to his camp, his response is less than a shrug and he directly says they're mindless freaks and he has no sympathy for them.
Not So Different: When talking to him, you have the option of saying that he's an anti-human bigot and basically no different from Tenpenny himself. His only response is a big "screw you".
Nuke 'em: Fully onboard with Burke's plan to nuke Megaton and wipe that "smoothskin shithole" off the face of the earth.
Ungrateful Bastard: If the residents of Tenpenny Tower peacefully let him in, he'll slaughter them all, steal their things, and throw their bodies in the basement. If you confront him about it, he'll tell you to fuck off before he adds you to the pile of corpses.
Villain with Good Publicity: Has Three Dog's support and is even marked as a Good character in-game. Three Dog does call him out once he learns Roy slaughtered the Tower's human inhabitants for pretty much no reason, though, but you still take a karma hit for killing him if you do so after learning of Roy's deeds.
You Kill It, You Bought It: Believing you only own things in the Wasteland by taking them by force, Roy's plan is to massacre the current inhabitants of the tower and take it over. If allowed to move in peacefully, he'll still kill Tenpenny and the rest of the regular humans shortly afterwards and take over.
Zombie Apocalypse: His plan for massacring the inhabitants of Tenpenny Tower is to let in dozens of Feral Ghouls to overrun security and kill everyone inside.
Voiced by: Audrey Wasilewski
Roy Phillips' girlfriend and one of his two non-Feral Ghoul followers trying to move into Tenpenny Tower. She seems incredibly innocent and frail, and seems to be completely unaware of what Roy Phillips did to get rid of the inhabitants of the tower.
I Just Want to Be Loved: She is devoted to Roy because he is the only man in 200 years to make her feel beautiful again.
I Just Want to Be Normal: She is over joyed if allowed into the tower, and spends her days trying on fancy dresses, happy to have a "normal" life again for the first time in over two hundred years.
One of several ghoul hating residents. She is a former slaver who retired from Paradise Falls and bought a spot in Tenpenny Tower. She now seems to make her pay by acting as a prostitute amongst the male residents.
The Vamp: She uses sex as her security to stay in this lavish home. At night she walks around the tower in sexy underwear just because she can.
The Mistress: While she certainly is not in any monogamous relationships, Edgar Wellington II seems particularly infatuated with her, and writes her loves notes behind his wife's back.
Retired Monster: Used to be a slaver before taking off with a bunch of caps. The slavers are not pleased with her.
A large aircraft carrier ship that has become a relatively safe home for the many survivors who live there thanks to its location, thick steel walls, and retractable bridge. It has its own bazaar, hotel, science lab, and even church. They also have their own police force standing guard and patrolling the city, adding yet another blanket of safety for its civilians.
Doctor Madison Li
Voiced by: Jennifer Massey
A scientist working in Rivet City who helped James with project purity. Along with Bannon and Harkness she is a member of the city council and runs the science section.
LYONS!!! I know you're in there, I know you can hear me! You open this goddamn door right now!! (cue door opening)
Adults Are Useless: Forces the Lone Wanderer to take point during the escape from Project Purity, since despite being only nineteen and fresh out of a Vault, the Wanderer's the only one present with any combat experience.
All Love Is Unrequited: Word of God says she was in love with James, but put aside her emotions when he got married, instead deciding to put her focus on science. Thus James's Heroic Sacrifice and the subsequent occupation of the Purifier by the Enclave breaks her spirit. Her cold aloofness to the Lone Wanderer afterwards is presumably because she finds his death even harder to cope with because of the Lone Wanderer's remarkable resemblance to him.
Heroic BSOD: After escaping the Enclave, all the insanity causes her to go into shock, and mentally collapses for a while.
Mood-Swinger: She has a habit of switching from angry and hostile to calm relatively quickly. In the case of the Lone Wanderer, Li's hostility could be due to the fact that the child is a reminder that she lost James to Catherine. By her voice you can tell she's near a complete breakdown after the escape through the Taft tunnels.
OOC Is Serious Business: How her raging at Lyons over the intercom likely got the escapees access: She openly distrusts the Brotherhood, and if she's yelling and begging/demanding sanctuary with them, then something really bad just went down.
Put on a Bus: In Broken Steel, she apparently decides to leave the Capital Wasteland during your coma, and moves to the Commonwealth to pursue her science in a safer environment.
Really Gets Around: You'd never know it, unless you quietly break into her apartment in Rivet City by night.
Voiced by: Craig Sechler and Jeff Baker in his pre-surgery Audio Logs
The head of the police/security force at Rivet City and a member of the three person council that runs the settlement (with the other two being Doctor Li, who runs the science section, and Bannon, who runs the merchant section). It turns out he's actually an android created by a man named Doctor Zimmer from a land north of D.C. called "The Institute".
A.I. Is a Crapshoot: Averted, as he is capable of deciding his own free world and decides to protect the people of Rivet City.
Disc One Nuke: Completing the "Replicated Man" quest in his favor will cause him to give you a unique plasma rifle that does huge damage and can be obtained very early. Keep in mind you can only get it by completing the quest, if you kill him he'll just have a normal Chinese Assault Rifle.
However, you'll still either need a Lockpick skill of 100 or to go through a series of complicated steps to reach the Broken Bow and learn his identity from Pinkerton.
Jerk with a Heart of Gold: He's a bit rude when you first meet him, but he does just want to protect the people of Rivet City.
Voiced by: Gus Travers and Pete Papageorge respectively
Two merchants who run the city gun store together. Flak is a former slaver, and Shrapnel is a former raider. Depending on your morality, you can help the slavers in Paradise Falls get back at Flak for selling them out.
The Atoner: They both were horrible, horrible people in the past who did horrible horrible things. But the two both have put it behind them and are upstanding citizens in the town now, and drop ears to prove it.
Straight Gay: There's no indication when talking to them, but the two are a couple, and share a bed together in the room they share.
Plus a slaver in paradise falls refers to Flak as "an old queen".
Voiced by: Gregory Gorton
A slaver sent by Eulogy Jones to join in on the hunt for the missing android, in order to capture it for use of the Paradise Falls slavers. He decided he liked Rivet City though, and chooses to stay there indefinitely.
Retired Monster: Unlike Flak, Sister is not sorry about his job as a slaver, and is still evil and drops a finger if killed. If you help him enslave Mei Wong, then he'll leave his retirement and go back to the slaving business without question.
Voiced by: Gregory Gorton
An odd man living in the broken bow of Rivet City who plays a major role in the missing android sidequest. As it turns out he is the one who gave the android his reconstruction surgery and will even modify the Lone Wanderer's looks after the quest is done.
Badass Grandpa: He's pushing over 60, but he carries an assault rifle and has the guts to make his home among mirelurks, relying on assorted booby traps for safety. His computer terminals mention he infiltrated Vault 112 once, so he's likely a Retired Badass too.
Even Evil Has Standards: Curmudgeonly and arrogant though he may be, Pinkerton is absolutely revolted by Braun's activities in Vault 112, even referring to them as "robbing people of their souls." As such, he didn't feel too bad about stealing a memory chip from one of the machines there.
For Science!: Why he did the facial reconstruction for A3-21/Harkness. He wanted the chance to get a look at some of that much-vaunted Institute tech up close.
Foreshadowing: If you played "The Replicated Man" before "Tranquility Lane", his notes regarding his activities in Vault 112 contain a great deal of these: for example, he mentions stealing a memory chip from one of the machines there. When you visit Vault 112 later, you find that the machine in question was a virtual reality lounger - specifically, Old Lady Dithers'. Thanks to this theft, Braun can no longer wipe Dither's mind, allowing her to finally realize that she's trapped in a simulation and ultimately prompting her to assist the player when s/he arrives in Tranquility Lane.
Pinkerton also hints at the nature of the experiments in the Vault when he disgustedly compares it to stealing people's souls and mentioning a "simulation."
Finally, he jokingly remarks that stealing the chip from Braun was like "stealing from a little girl." Within the virtual reality scenario he's been operating, Braun has taken the form of a little girl.
Insufferable Genius: He's one of the most brilliant men in the wasteland, and he will let you know it if you ask, and will anyway if you don't.
Trap Master: The path to him has grenade bouquets, explosive decoy computers, rigged shotguns, the old standby frag mines, and a hallway full of flammable gas so anyone who fires a gun there (say, fighting the mirelurks) will be set on fire. This guy does not want visitors.
Ungrateful Bastard: He sees Rivet City as this, he was the leader of the scientific expedition that founded the city and was once effectively its leader. Then James and Doctor Li came around with Project Purity, and most of Pinkerton's researcher team left to work with them. It was his anger over this slight that prompted his self-imposed exile to the broken bow.
Mei Wong is an escaped slave who managed to flee and find refuge in Rivet City. Because of this she is very paranoid that the slavers will come after her.
Sex Slave: What she used to be for Alister Tenpenny. Ugh.
Video Game Caring Potential: The Lone Wanderer can give her some caps to buy a gun and put her mind at ease. The only reward for doing so is good karma and the location of the Temple Of The Union, an escaped slave outpost.
A large settlement built into the remains of the museum of history. It is noteworthy as being the only all ghoul settlement in the wasteland as well as possibly their only safe haven from the bigoted humans that roam the outside world.
Voiced by: Mike Rosson
A ghoul in a suit who gives the wanderer a task to kill five bigoted humans and retrieve their keys for him. Of course, only Tenpenny is a bigot, the others just happen to have the keys he wants that unlock a rare suit of armor.
Badass in a Nice Suit: He doesn't seem like much when you first meet him and asks you to do most of his dirty work for him, but once you deliver all the keys to him he'll trek all the way across the wasteland by himself to retrieve a suit of rare power armor.
Boom, Headshot: His quest name is even "You gotta shoot em in the head." Mr. Crowley also won't give you the full bounty unless the target dies from a headshot. Or you get him to reveal that he is just after the keys.
Fantastic Racism: The reason he gives for wanting the humans on his list dead. In reality, the only bigoted one is Tenpenny.
The proprietor of one of Underworld's two bars. He seems to only care about making money and isn't above using questionable means to get it.
Affably Evil: One of nine characters in the game with a "Very Evil" karma ranking, but he still treats customers well.
Corrupt Corporate Executive: Or at least the closest thing possible to one in a post apocalyptic world. He'll even offer you Charon's contract if you get rid of his competition.
Even Evil Has Standards: If the Lone Wanderer asks him if Charon is Ahzrukal's slave, the latter will quickly tell the former that he is utterly against the practice and is offended at the very idea of himself practicing slavery.
Pragmatic Villainy: In addition to slavery he is also against the racism between humans and ghouls common through the wasteland. While he could be genuinely disgusted at these actions, it may also be that both practices are very bad for his business. (Slaves can't spend caps no matter how miserable they get and turning away humans would lose him lots of potential business.)
Too Dumb to Live: He tells you himself that he believes that Charon holds no end of animosity towards him, but won't touch him so long as he holds his contract. You can then buy this contract from him for as little as 500 caps with a speech check, causing Charon to walk over and send his former employer into an early retirement.
Voiced by: Stephen Russell
A Mr. Gutsy robot who patrols underworld and keeps the residents safe... a task which he despises with every fiber of his being.
Ax-Crazy: He desperately wants to kill every last underworld resident. The only thing stopping him is his combat inhibitor chip...
Comedic Sociopathy: He absolutely wants to murder all the ghouls that he is forced to serve... but can't so long as his combat inhibiter chip is intact.
Fantastic Racism: Tells the Lone Wanderer that he pretty much despises ghouls right to his face.
Meaningful Name: Cerberus was a three-headed demon dog who guarded the entrance to the underworld. This Cerberus is a robot with three... sensor thingies who also guards an underworld.
Video Game Cruelty Potential: A player with the robotic expert perk can disable his inhibitor chip and watch with demented glee as he slaughters the entire town.
Voiced by: Karen Carbone
A relic hunter originally on a job from Abraham Washington in Rivet City to retrieve the Declaration of Independence. Once the player meets up with her, they can either team up with her, ignore her and finish the quest themselves (collecting her reward while they're at it), or murder her in cold blood to collect her reward as well.
Determinator: Not the most enduring of potential allies (you have to trade her stimpaks every time you want her to heal), nor the most powerful (her personal weapon is her own 10mm SMG, which is rapidly eclipsed by a good number of other weapons), but even if she's limping and up against superior firepower, she just won't back down. Also applies even if you complete the quest on your own, ignoring her completely: she will eventually track you down somewhere in the Wasteland, and she's understandably pissed that you took her reward caps. Thus, she and a friend of hers attack you with full fury. Granted, since she's up against the Lone Wanderer, she's got next to no chance, but points for trying.
Disappeared Dad: After working with her, she opens up just a bit to the player, admitting that her father went out one day when she was young and never came back, and saying she hates him for it. Later revealed in a hidden holotape to have been caused by his unplanned death; he went to the Statesman Hotel to make a deal that would have helped them move to a better place, but the other person turned on him, and they ended up killing each other.
It May Help You on Your Quest: Of the more mundane variety; if you deliver her father's Last Words to her (see below), she gives you her customized 10mm submachine gun. Said weapon deals 2 more damage and holds 20 more rounds per clip than the usual SMG; a great weapon in its own right, especially with how easy it is to get 10mm ammo.
Last Words: Not hers, but her father's. If she survives to the end of the quest she helps you with, and you ask about her father, you can find his final message in the Statesman Hotel. Upon delivery to her, she tearfully forgives him for what he had wanted for her, and presents her unique 10mm SMG as a gift to you, saying that with her relatively safer work in the Underworld, you'd need it more than she would.
Retired Badass: After finishing the Declaration heist, she decides to retire to the Underworld and set up shop as a weapons dealer, due to the facts that it's safer work, and because the Ghouls there don't blatantly stare at her ass.
Sydney: Focus on the mission and not on my ass, please.
A small settlement to the north that is home to a few wastelanders, merchants, and a couple of crazy people who think that they are superhumans. Unfortunately, these two nuts have been causing the town no end of problems as the two fight in the streets and endanger innocents.
Tanya Christoff aka The Antagonizer
Voiced by: Shari Elliker
A would-be supervillan who terrorizes the town with her army of giant ants. Luckily, or unluckily, the Mechanist always stops her with his robots and drives her away... until the next day rolls around and they repeat the process.
Cut Lex Luthor a Check: It's mentioned that her wacky ANTics have kept Raiders and Slavers away from the town. Imagine what her ability to control giant ants could do if she could be convinced to use that power to defend the people of the Wastes. Instead, talking her into a Heel-Face Turn only results in her just leaving.
Evil Is Hammy: It doesn't get much hammier then dressing up as an ant-themed supervillain... especially in a post-apocalyptic world where it just isn't that practical.
Freudian Excuse: Her family was killed by ants, but for some reason they didn't so much as harm her. With nothing left in her life, she took advantage of her innate connection to them.
Harmless Villain: Her ants are a legitimate threat, but because almost everyone uses a gun their effectiveness is heavily negated. In fact, the people of Canterbury Commons viewed her as an amusing distraction rather than a legitimate threat, at least until the Mechanist started a war with her that involved heavily-armed killbots constantly opening fire in the middle of town.
Poisoned Weapon: As such it's one of the more potent weapons in the Capital Wasteland since these types of weapons are uncommon until Fallout: New Vegas. Oddly enough, the actual ant enemies in the game don't deal any sort of poison damage themselves. (Though there are a few literal fire ants in Grayditch.)
The Power of Love: A male Lone Wanderer can appeal to her this way, telling her he believes in her.
Read It In A Comic Book Once: Her whole Antagonizer persona came from a comic book she read once. In fact, if the Lone Wanderer locates the comic book company where it was published before undertaking "The Superhuman Gambit" they can use the information they find in a letter to the editor to convince her to turn over a new leaf and leave her past behind her.
Villainous Breakdown: If you talk her into giving up, she immediately drops her Large Ham act and begs you to let her go. She sounds about three seconds away from crying.
Scott Wollinski aka The Mechanist
Voiced by: Pete Papageorge
A man who defended the town from the Antagonizer and decided to become her arch nemesis. As his name implies, he uses the superior technology of his robots to keep the Antagonizer at bay. Sadly, his efforts seem to be doing more harm then good as the battles between the two often put the other residents in danger.
Cut Lex Luthor a Check: He has the ability to crank out powerful robots to defend human settlements, a skill which would be incredibly useful to a society beset by constant Raider and mutant attacks. Yet he is viewed as an intolerable nuisance, and the best outcome to the Canterbury Commons quest involves convincing him to give up his profession, get lost, and never come back.
Hero with Bad Publicity: He means well, but the townsfolk hate him for starting fights with the Antagonizer. Sure enough, if the Lone Wanderer obtains his costume and equips it they'll take a -1 to charisma.
Large Ham: He's REALLY into this whole superhero persona thing.
SuperZero: The rest of the town sure seems to see him this way.
Girdershade is a small (very small) settlement on the southwest edge of the Capital Wasteland. Its only 2 inhabitants are a Nuka Cola addict and her protector (who really just wants get with her).
Voiced by: Jan Johns
A strange woman who has the best (and probably only) Nuka Cola collection in the entire wasteland. She gives the lone wanderer a tour and asks them to retrive a large supply of a special rare flavor of Nuka Cola.
Cloud Cuckoo Lander: Something is not right in her head. Probably has something to do with her Nuka Cola addiction.
Room Full of Crazy: As soon as you step into her home it becomes quite clear that she isn't exactly the sanest person around. Her entire one room house is filled with everything from Nuka Cola toys to vending machines, not to mention an assload of the titular drink itself on display. Her collection is so big she'll even offer you a TOUR of the place.
A somewhat corrupt man who watches over and protects Sierra, not out of the goodness of his heart, but because he thinks she's hot and wants to "get to know her better."
All Men Are Perverts: The only reason he bothers with Sierra in the first place is because he wants to have sex with her. He is also quite enticed with the idea of a threesome between him, Sierra, and a female Lone Wanderer.
Even Evil Has Standards: He's not really evil (especially by wasteland standards), but he is a bit of a sleazeball. He still refuses to force himself on Sierra, even though there is no one around to do anything.
30 years ago, the main branch of the Brotherhood on the West Coast sent a force of soldiers to scout Washington for supplies and bring the Midwestern branch of the Brotherhood (from Tactics) back into the fold. After failing to find the Midwestern Brotherhood they continued on to Washington. Finding the area overrun with slavers, raiders and mutants, and finding a large store of pre-war technology in the ruins of the Pentagon, the group set down permanent roots, forming a base called The Citadel (in the ruins of the Pentagon), and began efforts to scour the region of hostiles and protect the civilians.
East Coast Brotherhood as an organisation
Anti-Mutiny: Lyons decided that it was more important to follow the intent of the Brotherhood Codex (use technology to help rebuild society) rather than the letter (acquire technology no matter who gets hurt in the process). This is what ended up pissing off those who would become the Outcasts, who adhere strictly to said Codex, in turn starting their ownAnti-Mutiny.
This conflict is treated in an interesting way by the Elders of the West Coast headquarters; unable to come to a consensus on whether his actions were what their Codex intended, they don't actually punish him. They let him keep his title and status in the order. But they also cut off any reinforcements to the Capital Wasteland. By the time they are encountered by the Lone Wanderer, their organization is severely understrength and under-supplied.
Kick the Dog: Willow, sentry of Underworld, reveals that the Brotherhood apparently shoots at Ghouls on sight...though they do have the courtesy to miss.
Laser-Guided Karma / Karmic Jackpot: Lyons and his branch were often criticized by the main branch for deviating from their original mission and accepted Brotherhood dogma. However, by the end of the game, they've not only recovered vast amounts of advanced Enclave technology just like the original mission intended, but have also developed new pieces of technology like the Tesla Cannon. Furthermore, they've also participated in two major engineering projects (Project Purity and Liberty Prime) and, with the help of the Lone Wanderer, defeated the last major remnant of the Enclave. They manage to do all this while carrying out their self-imposed duty of protecting the wasteland population. Meanwhile, on the other side of the continent, the main branch is all but wiped out after a war with the NCR, to the point that the only remaining Brotherhood presence in the West is the Mojave Chapter.
Pragmatic Hero: While they're mostly morally upstanding Paladins, they have a shoot-on-sight policy when dealing with Ghouls, tarnishing their general image.
Renegade Splinter Faction: A heroic example, in that they've chosen to abandon the Brotherhood's dogma of obtaining technology above all else for serving as the protector of the Capital Wasteland.
We Have Reserves: Played with, while they have an almost endless supply of wastelanders willing to be recruited, as Sarah Lyons said that the quality of recruit is highly questionable, as they are often too young or too old, not very good shots, have problems following orders, and too eager to charge into battle that they are still stretched too thin against both the Mutants and the Enclave.
On the other hand, given how Lyons is willing to recruit Wastelanders into the Brotherhood (part of why the Outcasts bailed), he will eventually be able to play this trope straight, assuming time and resources are merciful enough. Having the Lone Wanderer in their ranks, even if only as a type of specialist, allows them greater operational flexibility as well.
Voiced by: William Bassett
Owyn Lyons is the Elder in charge of the Columbia chapter of the Brotherhood of Steel. Sent out nearly three decades ago to investigate the area, he trekked across the entire continent with his contingent from Lost Hills to the DC region. While originally sent there to collect and store all the technology he could, his chapter of the Brotherhood eventually turned their focus to protecting the people of the Capital Wasteland and eradicating the Super Mutants. Recently, due to his deviation from the mission, the Brotherhood has stopped sending extra troops and many of his best soldiers have revolted and become the Outcasts. This has overstretched his forces, and forced him to look to recruiting from the wasteland.
Chronic Hero Syndrome: What arguably has put him at odds with the tenets of the Brotherhood. Developers have said that they liken him to the Vault Dweller in that they were sent out on a specific mission, but after being released from the constant values feedback and insular society, he began to think autonomously and developed compassion.
The Extremist Was Right: If you destroy the Enclave Mobile Base in Broken Steel, Lyons' faction of the Brotherhood will be sitting on top of a huge pile of Enclave spoils (not the least of which are Vertibirds), have a brand-new compact high-power fusion reactor tech thanks to Dr. Li's help with perfecting LIBERTY PRIME's powerplant, will have a mass water purifier, and the adulation of the Capital Wasteland.
Honor Before Reason: In Broken Steel, Lyons opts to distribute the purified water from Project Purity freely to the people of the Wasteland, instead of selling it for caps. He also refuses to sell the water to Raiders and Slavers, despite them having an abundance of caps to buy it with. These decisions drive the very cynical Scribe put in charge of coordinating the water distribution quite crazy.
Laser-Guided Karma: His radical (for the Brotherhood) egalitarianism and desire to do what's right may have caused them hardship and a major schism in his ranks, but by the end of the game, he was right, as shown above.
Retired Badass: He was a Paladin before he was an Elder, and by all accounts was exceptionally badass even by Paladin standards.
Screw the Rules, I'm Doing What's Right: Lyons was willing to disregard the technicalities of the Brotherhood Codex in order to follow the Codex's spirit of protecting humanity, such as by committing his forces to protecting Wastelanders, as well as recruiting from among their ranks. This works out in the end, as his actions end up building the Capital Wasteland Brotherhood into being the dominant power in the region, while the Brotherhood chapters back west who remained faithful to the Codex's xenophobic laws are now on the brink of extinction.
Voiced by: Heather Marie Marsden
Sentinel Sarah Lyons is the daughter of Owyn Lyons, who made the trek across the continent when she was a toddler. She now is one of the best combatants under Elder Lyons' command.
One of the Boys: Apparently she's a fighter first, and a woman a distant second. Her father is somewhat concerned.
Elder Lyons' Personal Journal Entry: Sarah may have forgotten she's a woman, but I haven't, and neither have the rest of the Brothers, judging by the looks they give her.
EMBRACE DEMOCRACY, OR YOU WILL BE ERADICATED!
LIBERTY PRIME (yes, the bolded capital letters are necessary) is a 40 foot tall pre-war robot constructed by the United States government, originally intended to be deployed to Alaska as a super weapon to fight the Chinese. The project was scrapped due to the massive power it took to run it, but the Prime-prototype was eventually recovered by Elder Lyons and the Brotherhood Of Steel, who are working on restoring it to working order. They eventually solve the power issues, and Prime becomes their secret weapon against the Enclave.
LIBERTY PRIME: AMERICA WILL NEVER FALL TO COMMUNIST INVASION!
Awesome, but Impractical: In universe. Prime is nigh-unstoppable, but it requires a lot of energy to power. And as a one-of-a-kind weapon, Prime can't cover much ground.
Badass: This machine is perhaps the most powerful thing, human, creature or robot, to walk the wastes. Short of a nuclear or alien-death-ray orbital strike, or (ahem) a visit by the Lone Wanderer, Prime is the worst thing that could possibly happen to Communists!
Curb-Stomp Battle: His battle with the Enclave at Project Purity. The Enclave was throwing Vertibird gunships and entire platoons of plasma-rifle-toting power armor troops at Prime, and they may as well have been throwing tomatoes.
Eagle Land: One massive walking lampoon of Type 1. Even the footpads are this, with the Statue of Liberty embossment on each.
Incoming Ham: LIBERTY PRIME IS ONLINE. ALL SYSTEMS: NOMINAL. WEAPONS: HOT. MISSION: THE DESTRUCTION OF ANY AND ALL CHINESE COMMUNISTS!
Justified by the fact that his original programming made him hammy to help boost morale of the United States troops accompanying him. Like most other robots in the game, Prime's programming doesn't take the nuclear holocaust or the intervening 200 years into account.
Large Ham: An enormous war machine brimming with jingoism. Probability of hilarity: one hundred percent!
Lightning Gun: A tesla cannon, as indicated by your cobbling together a man-portable slower-reloading version in Broken Steel, is the most generally applicable weapon in his arsenal.
Made of Iron: Made of something far tougher! Energy weapons, artillery, and missiles don't even scratch him. All the manpower the Enclave throw at him amounts only to more time spent hosing the gore off the soles of his giant metal feet. In the add-on, the Enclave finally bring him down with an orbital nuke.
Megaton Punch: Besieged Enclave building all sealed up? Make your own entry point for intrusion... by punching the concrete wall open.
No Sell: All but the most powerful "Photonic Resonance Barriers" (read: forcefield blockades) have a probability of mission hindrance of ZERO PERCENT against him. They're dispersed simply by him walking through them.
Nuke 'em: in addition to his eye mounted Tesla cannons, LIBERTY PRIME also has a backpack filled with Mini-nukes that he'll chuck at enemies like a Footballnote American Football
One Robot Army: The characters talk as if the mission to assault the purifier will be Lyon's Pride and the player character attacking the Enclave with Prime as support. This is a complete lie — the reality is that Prime will attack the Enclave, the Pride will watch, and the player will follow them looting the tiny gobbeted remains of Enclave soldiers that Prime leaves behind.
Shout-Out: Averted, actually, or at least unintentional. Despite a couple of similar lines between them, as well as the impossible-to-miss name and voice, Word of God says he wasn't intended to be a homage to Optimus Prime. However, it's been admitted the parallels may have been done subconsciously.
Story Breaker Power: If it wasn't for the Lone Wanderer wiping out both of the Enclave's largest bases and Prime wiping out their armies alone, the Enclave would've curbstomped the Brotherhood with very little effort.
The Plot Reaper: He gets nuked at the beginning of Broken Steel, though the Brotherhood recovered what remained of him and by the time Broken Steel ends, they're repairing him.
Wave MotionBeam Spam: Woe unto whatever gets in his Teslaeye-beam cannon's sights. It gibs power-armored Enclave goons in one shot, and it can crank out between two and three beams a second.
Appears in the Broken Steel add-on content: once the water's available, Elder Lyons orders that it be distributed to the good people of the Wasteland. Unfortunately, that order trickles down without anybody realizing just how much paperwork "distribute this water" involves. Anybody, that is, except Scribe Bigsley.
Beleaguered Bureaucrat: Elder Lyons - fully occupied with this Enclave business - has entrusted administration of the whole progam to Bigsley, and it's overwhelming him.
Sarcastic Devotee: He's loyal to the Brotherhood, but he hates his current assignment wholeheartedly.
A powerful militaristic faction who are basically all that remains of the U.S. government. However, they are directly descended from the part that executed all the Vault-Tec experiments, and are not nice people. Their main goal in the Capital Wasteland is to exploit Project Purity to take control of the wasteland, although their leadership is having disagreements. They have the best technology around and are lead by President Eden and Colonel Autumn.
Broken Pedestal: Any player who hasn't played Fallout 2 is bound to get this feeling, especially after listening to their sincere radio broadcasts.
Hillariously, the pedestal was rebuilt in Fallout: New Vegas DLC Lonesome Road, where we get to hear logs from a good Enclave scientist who created ED-E. Then we get to hear his boss and Col. Autumn basically torture ED-E by performing upgrades while it was active and then telling him to scrap him to make Hellfire armor.
Eagleland: Type I in their radio broadcasts. Type II in practice.
Elite Mooks: The average enclave soldier is already an elite mook compared to most other factions, and their Hellfire Troops are even better.
Enemy Civil War: During your visit to Raven Rock, Autumn will rebel against Eden, disobeying a direct order, resulting in Eden freeing the Lone Wanderer and activating all the sentry bots and turrets in the facility and turning them on the soldiers, resulting the massacre and (depending on the players actions) complete destruction of the entire base.
Fake Ultimate Mook: Once you are past level 15 and ammo for weapons like the A3-21 Plasma Rifle and Gauss Rifle becomes common, they become very disappointingly easy, only dangerous in large numbers. The higher level troops are still pretty tough though, and usually come in large groups.
Kill Sat: They have a nuke launching satellite in Broken Steel.
Not-So-Harmless Villain: Most people regard Enclave radio as a joke, since the messages loop the same things and no one has ever seen an Enclave soldier. Once you rescue James and begin to restart the Purifier however, the Washington D.C. Invasion begins.
Obviously Evil: They're a bunch of guys in black power armor with demonic looking masks and officers who's uniforms look like a cross between the Nazis and The Empire from Star Wars.
Pet the Dog/Kick the Dog: Occasionally you can find Enclave outposts in the wild with a terminal listing their orders. The "Pet" is that their orders are to establish an Enclave presence in the area and distribute purified water to civilians who agree to submit to mandatory genetic scannings. The "Kick" is that civilians who fail the scans are instead detained, and if they get too many detainees they are authorized to kill them.
Putting on the Reich: They are very similar to Nazis, as they want to kill off all "inferior" peoples (mainly anyone who's been exposed to radiation), leaving themselves as the sole heirs of humanity. Or not, as it turns out at least a few of them, like Colonel Autumn, would like to rule the wasteland rather than destroy it.
Skeleton Government: Their entire government seems to consist entirely of a president, a military, and a few scientists with no leader.
Vestigial Empire: They claim to be the rightful heirs to what remains of the United States, despite only holding onto Raven Rock and the Mobile Base Crawler. Even a straighter case than in Fallout 2, since the largest branch of the Enclave, the one in California, was destroyed, leaving only the east coast Enclave and possibly some bases in Chicago.
Colonel Augustus Autumn
Voiced by: Peter Gil
The Enclave's field commander and Eden's Dragon who is secretly planning to overthrow him and take over the wasteland.
Dragon-in-Chief: Most of the Enclave is loyal to him, and won't hesitate to disobey orders from the President himself to obey Autumn. He's also willing to countermand Eden's authority if he thinks Eden's decisions aren't in the best interest of the Enclave. At the same time, his dialogue during the final battle suggests he's not personally interested in taking over the Enclave himself, and his disobedience of Eden's orders are much more in the vein of "loyal opposition". That changes if you reveal the extent of Eden's insane plans to him, though.
If you tell him how to start the purifier, he just shoots you while you're unarmed and tied up.
When James causes a radiation spike, intending to kill everyone in the chamber, Autumn immediately injects himself with what is presumably an enhanced version of Radaway or Rad-X, allowing him to survive.
Kick the Dog: Shooting an unarmed scientist to get James to talk and/or activate the Purifier. Made worse since what James was telling him was true, that no matter how much he demanded it, the Purifier simply doesn't work.
Also, as revealed in Fallout: New Vegas Lonesome Road DLC, had ED-E tortured by being awake during upgrades and then tried to have him scrapped and turned into Hellfire Armor.
Patriotic Fervor: Autumn views himself and the Enclave as representing the American nation and uses this to justify everything he does, despite America itself being a distant and all-forgotten memory even in the Capitol Wasteland.
The Starscream: Although he seems to consider this a last resort option.
Stupid Evil: He demands James activate the purifier, despite James explaining it doesn't work and never has. James' refusal leads to him shooting an unarmed bystander in cold blood, causing James to react with a Heroic Sacrifice. Later, he interrogates the Wanderer regarding those same codes, when in-universe the player doesn't know the code (it's 2-1-6, but your character would only be guessing that based on James' favorite Bible verse - nobody ever told you for sure). Later still, he turns on Eden using guns rather than playing nice until he can input Eden's override code.
Villainous Breakdown: If you reveal to Colonel Autumn that President Eden still plans to use Project Purity to exterminate the people of the Wasteland, and entrusted you with the means to do so, Autumn will have a complete breakdown as his faith in America and the Enclave is finally shaken.
Well-Intentioned Extremist: In a way — he wants to use the purifier (to control all the water in the wasteland) and his army to bring order and law to the wastes, as opposed to Eden who wants to kill everyone. He pretty much views himself as still embodying the concept of America as a nation, which he uses to justify all his actions.
What Happened to the Mouse?: If you convince him to give up and leave the purifier peacefully, there's no word on what happened to him in Broken Steel. Presumably, he's still out there somewhere.
He's implied to be deceased as of Lonesome Road however - presumably even if the Wanderer didn't kill him, Eden loyalists would have.
Zero-Effort Boss: When you finally confront him, he has the same health as a low ranking Enclave soldier and is armed only with a laser pistol. Even if you stand perfectly still and let him and his guards shoot you, it's likely that Sentinel Lyons and whatever companion you've brought will kill him before you die.
You can also convince him to just leave if your speech skill is high enough.
The current president of the Enclave, who speaks to the people of the Capital Wasteland via radio broadcasts where he tells them the Enclave is planning to return soon and rebuild America.
Affably Evil: Very friendly, polite and reassuring, and his intimate and conversational style is in imitation of former U.S. President Franklin Delano Roosevelt's Fireside Chats. You're nearly tempted to trust this guy, especially if you haven't actually heard of the Enclave before.
A.I. Is a Crapshoot: His plan seems to be fairly in-line with the West Coast Enclave's intentions. Not so much in line with sanity, however.
All-Loving Hero: Sees himself and the Enclave as this. They won't merely restore civilization, in his mind they will create the 50s image of the utopian America inhabited by the nuclear family. Regrettably, some deaths will be necessary along the way.
Awesome Mc Cool Name: John Henry Eden is about the most patriotic name you could imagine for a president. Which is entirely the point, he picked it out himself.
Berserk Button: He's particularly vitriolic towards the Brotherhood of Steel, not entirely unjustified since they're the only faction in the Wasteland that could pose a threat to him. In one of his speeches where he notes all the threats in the Wasteland he encourages listeners not to be fooled by the "pseudo-knightly nonsense" of the Brotherhood, refers to them as nothing more than Boy Scouts with antiquated technology, and declares it nearly blasphemous to take the Pentagon as "their own personal clubhouse". When speaking to him face-to-face, he goes so far as to call them a cult.
Big Bad: The leader of the Enclave and the one behind the dark plan they have for the Purifier.
Big Bad Wannabe: However, being an immobile supercomputer with no direct way to enforce his authority besides the turrets and robots in Raven Rock, Autumn is a Dragon-in-Chief.
Non-Action Big Bad: Highlight the above spoiler to find out why. Eden himself is aware of this, which is why he needs you to infect the purifier with FEV. He knows even Autumn won't do it.
Blue and Orange Morality: His idea of American values are quite outdated to the point of being irrelevant in the wasteland, such as declaring the Enclave will support children by reinstating youth programs and offering them financial assistance, the people of the wasteland will know the joys of baseball once more, etc. And there's the fact his plan to fix America involves killing the vast majority of the surviving humans.
Composite Character: In-universe, his 'cover' personality is an amalgamation of the personalities and historical data of all previous Presidents.
Consummate Liar: Eden makes multiple radio-broadcast speeches reassuring the people of the Wasteland and promising to bring them hope and salvation, and all the while his endgame involves killing most of them to "purify" the land.
Dangerously Genre Savvy: He recognizes the value of publicity among the public and the usefulness of an outsider to do things perhaps Autumn won't. Depending on the speech options you take when meeting him, he tells you he's recognized that most will be happy with an authority figure that has a strong, reassuring voice, and so he can get away with not appearing to anyone in person and thus can hide his true nature from most of the Enclave itself.
Logic Bomb: With a high enough Science skill you can "defeat" him by using this.
Not Even Bothering with the Accent: Sounds rather suspiciously like Malcolm Mcdowell, i.e. a toned-down but still noticeable British accent, and nothing like the rural Kentuckian he claims to be. Possibly justified, as he's a computer which has likely been calibrated to speak in a more pan-Anglosphere accent.
Really 700 Years Old: The fact he talks about his carefree childhood growing up in rural Kentucky with his faithful canine sidekick, but still discusses the current status of the Capital Wasteland as if he's aware of such, should clue you in that something is definitely off about him.
Omnicidal Maniac: Despite all his reassuring talk of rebuilding America and bringing hope back to the peoples of the Wasteland, in truth he's planning to wipe out all "mutated" individuals (which would include pretty much everyone living in the Wasteland) to pave the way for "pure" humanity to reclaim the nation.
Villain with Good Publicity: Aspires to this, the Eyebots of the wasteland trumpeting his radio broadcasts where he assures the wasteland the Enclave will arrive soon to deliver them the utopia they deserve: later in the game, the old pre-war billboards that dot the land will have shiny new pro-Enclave propaganda posters pasted over the original ads. Subverted in that his efforts mostly fail, most you can speak to about them either think the broadcasts are a pre-war loop, don't trust Eden, or generally ignore him. And once his troops are actually out there, they always seem to shoot at everybody they meet (admittedly mostly slavers, Brotherhood patrols, Super Mutants, and you.)
We Can Rule Together: Happily offers you a chance to take Autumn's place as his right hand if you aid him. Though the Lone Wanderer never gets to take him up on the offer, he seems sincere about it, as he didn't know that tainting the Purifier would make it toxic to you too, he thought you were a Vault child and thus be immune.
Zero-Effort Boss: The speech check to convince him to destroy the Enclave and kill himself is surprisingly easy, and he has no combat abilities at all.
The Brotherhood Outcasts
A large group of Brotherhood members who have revolted against Elder Lyons for his deviation from their original goal, to collect and store technology. Their prime goal is to continue the work of the Brotherhood they feel Lyons has abandoned.
A Day in the Limelight: Operation: Anchorage, in which they play a more direct and significant role than the vanilla game.
Face-Heel Turn: At the end of Operation: Anchorage, Defender Sibley and his men will try to kill Protector McGraw and the player, feeling that the player does not deserve anything in return for his help.
Heel-Face Turn: How they view their actions, feeling Lyon's faction of the Brotherhood is the traitors faction while they are doing what their Codex commanded.
Jerkass: While not outright hostile like many other factions, they are very condescending and insulting to anyone who's not one of them. Strangely, their leaders, such as Protector Casdin, are much more polite.
And if you save McGraw and Olin at the end of the Operation: Anchorage expansion, they are genuinely grateful, though, like always, their surviving subordinates outside are still asshats.
Kick the Dog / Kick the Son of a Bitch: One of the possible encounters in Broken Steel is a group of Enclave trainees who have killed their commanding officer; they no longer attack the player, but otherwise their attitude toward "wastelander scum" has not improved. An Outcast patrol comes by, and:
Enclave trainee: Don't shoot! We surrender! We fragged our lieutenant - we just want some water!
Mecha-Mooks: Because of their manpower shortage, they use robots far more than any other faction, except maybe the Enclave.
Not So Different: A rare positive example. For all their contempt towards Lyons a lot of his attitude seems to have rubbed of on them. Even more liberal Brotehrood factions like the Mojave chapter confiscate any technology locals have, lock up any outsider who finds their base and in some cases resort to murder to preserve their secrets. While coarse and unfriendly the Outcasts respect the property of the others, don't harass towns, will let an outsider they barely met waltz up to their base and have a chat with their leader and even if you're flaunting an alien blaster and Enclave armour they never do anything worse than acting a little rude.
Renegade Splinter Faction: In a sense: they're loyal to the 'true' (West Coast) Brotherhood, although without access to the Citadel's communications gear it seems likely that they have no way to contact the other elders back West.
Vault 87 was another testing ground for the FEV, and as a result another generation of mutated humans have broken out and are searching the Capitol Wasteland for new members and more of the bubbling green gunk to transform them.
Dangerously Genre Savvy: Aside from the factions using power armor and the occasional raider, super mutants are the only enemy type to regularly use some type of helmet armor, making the always popular headshot less effective against them.
Dumb Muscle: In general, they are dumber than the least intelligent of the West Coast Super Mutants, but the Behemoths are dumbest of all, and don't even speak, vocalizing solely in roars.
Elite Mooks: The Mutants themselves to the human enemies, many packing Big Gun-type weapons like miniguns and rocket launchers, along with assault rifles and super sledges. Broken Steel adds in the Elite Elite Mooks, the Super Mutant Overlord, who favor the tri-beam laser rifle, one of the best non-unique weapons in the game.
Funny Background Event: Although they are abominations of mad science that regularly dismember, mutilate and eat people, you can overhear some pretty funny dialogue if they don't know you are near.
Musing Mutant: I was thinking! And it hurt! ...in my head!
Giant Mook: The standard Super Mutants already tower over normal humans, and Behemoths dwarf them.
I Am A Humanitarian: If the human they're trying to abduct dies before they can capture it, this seems to be the backup plan.
Made of Iron: The Overlords are obscenely tough to take down. The Masters, one rank down on the power meter, are fairly durable too.
More Dakka: Standard armament about their ranks including the assault rifle, Chinese assault rifle, and among higher ranks the minigun and gatling lasers. Overlords are particularly fond of the tri-beam laser rifle.
Piñata Enemy: The Behemoths usually carry a sizable load of ammo, for weapons they never use, along with other random loot. Except for the Evergreen Mills Behemoth, which only drops caps.
Scary Impractical Armor: Constructed out of bits of scrap metal and debris. It's mostly for looks, since as super mutants they have thick skin. The Behemoth takes the cake, wearing shopping carts for armor and strapping a car door on its arm as a shield.
Scenery Gorn: It's easy to tell if a location is holding host to them by looking for bent rusty/bloody girders spiking out of the ground and bags of human remains.
The Computer Is a Cheating Bastard: Overlords are already obscenely strong with a lot of HP and thick skin, but the tri-beam laser rifles they use have a special algorithm in their coding that gives them a +40 damage boost per beam when the target is the player character. Keep in mind, the rifle fires three beams at once, and suddenly you realize why half your HP vanishes in a single hit from these guys. When there's an enemy you have to disarm instead of outright killing, you know you're in trouble.
The Virus: They expand their ranks by assimilating captured humans via FEV. [It's not clear how they got the idea, since unlike the Californian variety they were not put to the task by a Master: perhaps the Overseer of Vault 87 first put them to that work before his own predictably gruesome doom.)
A company that makes a living off of killing people for money, Burke and some other unknown person will hire them to kill the player if their karma gets too high. They are currently headquartered at Fort Bannister and lead by a man named Jabsco.
Dirty Coward: Some of the less loyal members have given Commander Jabsco the not very flattering nickname "Jetting Jabsco", because of his tendency to rarely leave the safety of Fort Bannister and running away when faced with combat.
Elite Mooks: Compared to the standard Raiders armed with pistols, the occasional small-fire rifle and improvised scrap armor, Talon Company's mercenaries are armed with assault rifles, laser weapons, the occasional rocket launcher, and wear combat armor. They also generally have higher stats and deploy in trained teams of three, while Raiders tend to wander their camps aimlessly.
Flunky Boss: Jabsco is found in the basement of Fort Bannister backed up by a squad of mercs, as well as pretty much everyone else in the base.
Suicidal Overconfidence: At first when they try to kill you, it makes sense since at this point you're likely pretty fresh from the vault and wearing leather armor and toting a hunting rifle, whereas they have full armor, assault rifles, and laser rifles. Later however, their head-on attacks start to seem foolish: the guy with power armor and the Tesla Cannon who's publicly famous for wiping out entire fortresses full of troops better-armed than you isn't going to be easy pickings.
Wacky Wayside Tribe: They have no real impact on the story other than being another obstacle for the player to overcome, aside from a couple of Unmarked Quests in Broken Steel.
A loosely connected group of heavily armed traders that makes a living off of kidnapping random people and selling them into slavery. Their prime hub of business is the heavily fortified town of Paradise Falls.
Black Widow: Their former leader, Penelope Chase, was nicknamed this.
Death by Irony: Many people choose Lincoln's Repeater as their weapon of choice when killing slavers. Lincoln's Hat is also a popular item to equip while killing them (especially if you're killing the ones at the Lincoln Memorial). And if you want, you can sit around and wait for "Battle Hymn of the Republic" to come up on Enclave Radio (assuming you haven't destroyed Raven Rock yet) as you start the battle to clean out the Lincoln Memorial or Paradise Falls.
Future Imperfect: They intentionally try to invoke this by burning all records of Abraham Lincoln.
I'm a Humanitarian: One of their old leaders from back during Herbert Dashwood's time was stated to be this. .
I Did What I Had to Do: Invoked by Eulogy when you first meet him, commenting that the Capital Wasteland is a harsh place and you do what you have to in order to get by.
Jerkass: Pretty much all of them except for Eulogy, Pronto, Ymir, and Leroy Walker. Grouse is a notable example, given that he's the one players will probably have the most interactions with
Pimp Duds: Eulogy is all dressed up in a bright red zoot suit.
Token Good Teammate: Well, sorta. As far as the slavers go, their resident merchant Pronto seems like a pretty decent guy.
Wacky Wayside Tribe: They're very important to the setting, but the Lone Wanderer really only has to deal with them once in order to get into Lamplight.
A small, self-sufficient town within a cave, populated entirely by children. The Little Lamplighters are not trusting of outsiders, particularly adults (or "mungos" as they call them) who are normally not allowed in Lamplight at all.
Bratty Half-Pint: MacCready and "Princess" are great examples. Many of the others show signs of it as well.
Cluster F-Bomb: Despite being a child, Mayor MacCready is one of the most profane characters in the game.
Growing Up Sucks: Lamplighters who turn 16 are forced to leave, usually migrating to Big Town, where the harshness of the wasteland awaits them.
I'm a Humanitarian: One way you can "help" the kids with food is buy selling them human flesh without telling them what it is. And indirectly, for the entire town's existence they have been eating a radiation-absorbing fungus that thrives on decomposing humans.
Teenage Wasteland: After the bombs fell in 2077, the parents and teachers accompanying the class trip went to search for help, only to never return, most likely perishing from the radiation. As a result, the kids decided that they'd been abandoned and decided never to trust "Mungos" again.
Teen Pregnancy: Since Little Lamplight still exists after 200 years, and all residents are forced to leave once they become adults, it seems most of their pregnancies occur before the age of 18 - unless all the residents are foundlings brought in from the Wasteland.
A group of vigilantes who are dedicated to punishing the wicked. They will pay the player to chop off evil persons fingers and turn them in for a bounty, and will come after the player if their karma gets too low.
Fingore: The only way to claim a bounty for them is by removing the fingers from the people you kill, although you can only take one finger per person...
Good Is Not Nice: They ask their members to hunt down and kill people, chop off their fingers, and turn them in for a meager bounty. How are they good? They only target bastards that the wasteland is better without.
Oddly Small Organization: Subverted. If you ask their leader why their group is seemingly so small, she'll respond that the ones you see are only her guards/assistants/bureacrats, whereas the rest are scattered throughout the wastes.
A small group of mercenaries who, unlike Talon Company, aren't completely evil money-hungry bastards. Unfortunately, things don't seem to be going well for them as their leader is currently laid up in Underwold and her squad is trapped at the top of a building filled with super mutants. Its up to the player character to rescue them... or leave them to their fate. Led by a woman named Reilly.
Badass Normal: Despite not having power armor or energy weapons, they are just as good (if not better) at fighting super mutants as the Brotherhood Paladins. The fact that they have the best light armor in the game with action point, attack and luck bonuses can explain that.
If you have "Broken Steel" installed its possible to find OVERLORDS among the bodies in the super mutant corpse pile they've amassed.
The odds of one of them getting killed on their way out of the hotel is extremely low (at least if you gave them bullets).
Blood Knight: Brick doesn't seem to care what the rangers do, so long as she gets to kill something she's happy. If you talk to her she'll even admit she's glad they came to Vernon Square because it allowed her to kill so many super mutants.
Vasquez Always Dies: Averted, well, if you save them from the Super Mutants. Played straight if Brick is killed while escaping the hotel.
A small, peaceful group of tribals inhabiting a tiny village in a place called Oasis, the greenest and most healthy place in the entire capital wasteland. They reject technology for the most part (apart from simple firearms) and worship Harold as a god.
Cult: But a small and very harmless one (it has about 7 members). They're also more benevolent than most, as some of their members want nothing more than to share the beauty of Oasis with the rest of wastes.
In the Hood: Their druid hoods are probably the least odd thing about their wardrobe.
Retired Badass: One of their members is a former Brotherhood Outcast who will give you his old power armor for completing the "Oasis" quest.
Side Boob: Oddly enough, the female Treeminder robe, despite covering most of the wearer's body, allows for a decent amount of this.
Stop Worshipping Me: Their veneration of Harold, much to his chagrin. Despite his repeated assertions he is not a God and even when he lashes out and orders them to do cruel things, they instead believe this to be "tests" to prove their faith.
Evil, possibly insane wastelanders who only seem to exist to cause pain, suffering, and destruction. They are completely relentless and won't hesitate to kill anything and everything they come across.
Three Dog: And don't bother waving the white flag. They'll just strangle you with it.
Curb-Stomp Battle: Once you make it past level 10, your encounters with them will slowly become this. If your using strong weapons against them, then all that will be left might be just a pile of limbs.
Scenery Gorn: Almost every raider base has a few mutilated corpses laying around or suspended from hooks.
Scary Impractical Armor: Their armor, which seems to be pieced together from random bits of junk like leather and scrap metal. It has a DR of only 15, barely better than the Vault security armor you find at the start of the game.
Eagleland: Him and his entire troop line-up. Choice slogans include "Better dead than Red" and "Don't mess with the U.S."
Executive Meddling: In-universe, the simulation was adjusted according to his demands constantly, and became very detached from the reality. There's no real way to tell if anything you experience in it actually happened or if it was just Chase making stuff up.
Four Star Bad Ass: He has the rank of four-star general. Is also quick to remind the player when they don't call him 'sir' that such idle banter between subordinate and his superior officer is unprofessional, and that those stars on his uniform aren't just for show and is something he earned over a long career so his rank deserves respect.
Nice Job Fixing It, Villain: He "unofficially" authorised Dr Braun to be allowed the Chinese Invasion program for Vault 112, neither knowing nor caring why Braun wanted to test military training programs on civilians. The Lone Wanderer can later use this program to Mercy Kill the people that Braun had kept trapped in Virtual Reality for 200 years, ending their torment.
Posthumous Character: He's mentioned frequently throughout the game, and only appears in person in the simulation.
The leader of the Chinese forces in Alaska and the final boss of Operation: Anchorage.
Katanas Are Just Better: Wields a custom Chinese Officer's Sword (modeled after a chinese jian) with an electrifiedaura coursing over it to do additional damage on a hit. This is apparently not one of Chase's fictional additions because you can find it in the sealed room of pre-war equipment that unlocks when you finish the simulation.
Kick the Dog: Executing an unarmed prisoner when you first meet him.
Made of Iron: Has by far more health than any other human NPC in the entire Fallout series, being nearly as tough as a Super Mutant Behemoth. This is most likely due to him being a character in a computer simulation, which was reprogrammed by General Chase to be significantly divorced from the reality of the real Anchorage campaign.
Voiced by: Mike Rosson
The character who initiates The Pitt DLC. Formerly Ashur's Dragon, Ashur made him into a slave after Werhner attempted a coup. He eventually escaped, and is currently looking to free the slaves of The Pitt and become it's new ruler.
Big Good: Acts as this for the DLC, not appearing in person once you enter The Pitt but being the one who recruits the player, and the driving force behind the rebellion against Ashur. And this is then subverted when you find out some of his backstory, revealing that he used to be The Dragon to Ashur and began to rally rebellion in the slaves when Ashur stopped his first attempt at a coup.
Big Bad: If you side with Ashur when the rebellion begins.
Bitch in Sheep's Clothing: While it's arguable if he counts as evil or not, Werhner is much less noble than he acts when you first made contact with him.
Chronic Backstabbing Disorder: He betrayed Ashur, lied to the player, and if you talk him out of fighting he'll abandon the Pitt without any concern for the slaves who were relying on him to free them.
"You know what? Fuck the slaves, fuck the raiders, fuck Ashur, fuck The Pitt, fuck the baby and fuck you too motherfucker. I'm out of here."
Dirty Coward: Has shades, mostly through relying on others to achieve his goals for him instead of doing it himself. It's also very easy to convince him his revolution has failed, in which case he flees.
The Dragon: Potentially to you if you declare yourself the new ruler of The Pitt when you overthrow Ashur. And he used to be this to Ashur himself.
Dragon-in-Chief: And if you do, you of course don't stick around, and Wernher tells you to leave running the place to him.
Fridge Logic: Invokes and lampshades it. Did you ever wonder why you see comparatively few slaves despite there being so many slavers? The Pitt is buying them all.
Full-Circle Revolution: According to the game guide, Wernher cares nothing about the slaves and is just using them to overthrow and seize The Pitt for himself.
Hypocrite: If you betray him, he sneers that you think nothing and no one else matters but what you want, and accuses you of being a coward afraid to get their hands dirty. The entirety of the DLC has been Wernher using other people to overthrow Ashur while he does little more than organize them, and if you successfully talk him down, he flees deciding the slaves and the Pitt aren't worth it.
I Did What I Had to Do: Seems to hold the view that this is a truth of the world — "If you aren't getting your hands dirty, you aren't making a difference. Welcome to the world."
Not So Different: His speech to the player about having to do evil things for the greater good reveals he's really no different from Ashur. Especially since his real goal in overthrowing Ashur is just so he can rule himself.
The current leader of The Pitt (basically all that's left of Pittsburg). He was formerly part of the Brotherhood of Steel, and was with them when the Brotherhood sacked the city, however he was knocked out in the battle, forcing the Brotherhood to leave him behind. He was eventually found by some locals, who worshipped him as a god. Eventually, using his leadership skills and combat experience, he unified a large section of The Pitt, and is its current ruler. Although The Pitt has been ravaged by the Trogs disease and has been forced to turn to slavery, Ashur has maintained relative order through use of force, and still sees hope in using The Pitt's manufacturing capabilities to turn it into a prosperous city.
Ambition Is Evil: Unlike the inhabitants of the Capital Wasteland who seem content with sitting with their thumbs up their asses for 200 years, he is actively trying to make progress towards making the world better. However, the price of doing so is a society built on slavery as well as raiding resources from surrounding communities.
Anti-Villain: Ashur believes that he and his men are doing great work to try and create something bigger and better than the hellhole that the rest of the Capital Wasteland is. However, he's still doing terrible things in pursuit of that work, shows little more than distaste for his deeds and his methods and is otherwise at ease with them, and the value of the "better" society he wants to create weighed against the cost is up for debate.
Asskicking Equals Authority: Ashur invoked this himself, killing the leaders of various raider tribes to compress them into service as his men.
Bald of Evil: Aside from a short strip of hair down the center, yup.
Big Bad: He's set up as the main antagonist of the Pitt, although it's up to the player to decide whether he or Wernher is most in the right.
To your dad James. They've both undertaken a massive reformation project and want to make their respective homes better places, but Ashur initially began it for selfish reasons, wanting to leave his mark on the world, while James and Catherine were motivated by genuine goodwill. The birth of their children shifted them in different directions, Ashur now wanting his work completed so Marie can grow up in a better world, while Catherine's death demoralized James to the point he abandoned Project Purity to give is child a normal life. And there's also Ashur's extreme violence and brutality versus James's Heroic Sacrifice in the name of their respective work.
To a lesser degree, he is also one to Elder Lyons. When asked if he misses the Brotherhood he claims no, calling them out for not using their technology to make a difference in the world and saying they're "lazy" for not making the type of effort and sacrifice he has in trying to rebuild civilization. While this is true for the Brotherhood Outcasts and the Mojave chapter of the Brotherhood, the DC chapter of the Brotherhood, which Lyons heads, has indeed turned their attention to more altruistic pursuits.
Face-Heel Turn: He was once a Brotherhood Paladin, and still wears the armor, modified with scrap materials. He started The Pitt when he was assumed dead and left behind by the Brotherhood, and the locals came to see him a god.
I Did What I Had to Do: The Pittsburg area has zero population growth due to the city's unique toxins causing any babies born in the city to be mindless mutants. As a result, Ashur had to resort to slavery to preserve the Pitt as a functioning community. He reasons against simply abandoning the city due to the benefits of the area's only functional steel mill outweighing the human cost of running it.
Necessarily Evil: He sees himself as such, reasoning that the horrible things he and his men do are sacrifices to be made for the greater good.
Not So Different: To Caesar. They both ascended to power through similar means, killing the leaders of their enemies and recruiting the rest. Both are erudite visionaries but who are backed by an army of violent thugs. They both make heavy use of slaves, though Ashur is uncomfortable with this as opposed to Caesar embracing it. They both even go so far as to hand the keys of their plans to someone who seemed to be an enemy up to that point, out of confidence that they can sway him/her. Word of God even acknowledged the similarities.
Orcus on His Throne: Subverted. Unlike his adversary Wehrner, Ashur leads from the front. In fact, it's his departure to do so that gives the player character the opportunity to fulfill (or renounce) the mission that the plot centers around.
Scary Impractical Armor: Averted with his armor, which is both scary and practical. It's a standard T-45b suit of Brotherhood armor with some rust and a paint job, and has been repaired with bits and ends like a cattle skull and scrap metal. It's still got 35 DR and some nifty stat bonuses.
Visionary Villain: The main force behind his motivations is his belief that the steel mill is The Pitt's chance to become an industrial powerhouse and break away from scavenging, and when his newborn daughter showed to be immune to the trog plague, he saw the chance to stop having to rely on slave labor to increase their ranks once the people were cured of their mutations by finding out how his daughter is immune.
The main antagonist of the Point Lookout DLC. Formerly a member of the highly influential Calvert family, the professor has outlived his mortal body with the miracles of SCIENCE, and is now simply a brain in a jar. He desires psychic domination of Maryland and revenge against his nemesis, Desmond.
Surrounded by Idiots: Have nothing but contempt for his Tribal minions/worshippers. Granted, his distain is fairly justified given how most of them really are complete idiots, since joining the tribe involves having a piece of your brain cut out.
Mecha-Mook: The only thing he can directly control are the Robobrains, Protectrons, and Turrets in his bunker.
Telepathy: 200 years of existence as nothing more than a disembodied brain has allowed Calvert to develop the ability to communicate with and influence the minds of others over long distance via telepathy.
Zero-Effort Boss: He is a literal Brain in a Jar with no combat abilities. His only defense in his room is about 8 Protectrons (the weakest robot-type enemy in the game), most of which don't even work.
Voiced by: Jeff Baker
The main "hero" (for lack of a better term) of the Point Lookout questline. He is the arch nemesis of Professor Calvert. His current goal is to rid the world of Calvert and obtain all of the information Calvert has stockpiled.
And the Adventure Continues: If he's still alive at the end of the main quest of Point Lookout, he departs to continue hunting the rest of his enemies.
Badass Grandpa: Being a ghoul and all, he is several hundred years old. He's also a great shot with a sniper rifle and an expert at setting traps. When you're strong enough to keep up with the Tribals, you know you've got to be badass.
Cluster F-Bomb: You'll be hardpressed to find anyone in the history of Fallout who cusses as much as him.
Crazy-Prepared: He has several turrets and mines set up around his mansion to repel tribals, and he even gives you a perk that increases your defense skills. He also has a bomb shelter under his mansion just in case Calvert decides to blow it up. Calvert does.
"Hero" Of Another Story: You pretty much catch him while he's at the tail-end of his century-spanning feud with Calvert, the details of which are never made clear. And when that matter's resolved, he still has more enemies to deal with.
Jerkass: He makes no effort to hide the fact that his goals are entirely self serving, but he's a much better alternative then Calvert.
The Remnant: He and his enemies in intelligence continued their battle (or "The Great Game" as they call it) despite the interests they represent no longer existing.
The Great Game refers to the conflict between various spies and the international interests they represented during the Cold War. The term implies an extremely romantic and heroic view of the job of spies, similar to what we expect out of characters like James Bond. As far as the national interests they represent no longer existing doesn't mean that they can't serve their own interests.
The Fallout 3 guide even points out that Desmond may even have been directly involved in the decision to launch nuclear weapons during the Great War. Probably worked for the Top Brass of the former United Kingdom of Great Britain.
Weak, but Skilled: He maintains that the main reasons he's such a good fighter is because he's "got a 100 years of experience on your ass, and don't you forget it".
The main inhabitants of Point Lookout. Unlike the inhabitants of the capital wasteland who live in small towns, the Tribals live in tents/ruins and are very low tech. They usually carry weapons like hunting rifles, double barreled shotguns, axes, and knives, and make most of their money off of trading a sweet tasting, easy to grow, very versatile fruit called the "Punga" fruit. They are currently being manipulated by Calvert into getting rid of Desmond.
Mysterious beings in the Fallout series who directly appear and play a very large role in the Mothership Zeta DLC. They resemble stereotypical "little green men" from 50's and 60's science fiction movies in their appearance, their equipment, and their mode of operation.
Aliens Are Bastards: They abduct humans and perform random experiments on them, for no other reason apparently than simply because they enjoy doing it. It is also implied that they were the ones who launched the nukes that started the "Great War" on Earth, simply because they wanted to see what would happen.
Early-Bird Cameo: One of their crashed spaceships and a pair of corpses (where you can find the Alien Blaster) are found in the original Fallout as well as in Fallout 3 (though the ship there looks different than in Fallout).
Glass Cannon: They move quickly and their weapons pack a kick, but they have very poor defences and little HP so they die quickly.
Lightning Bruiser: However, higher-level aliens have "inertia suppression fields" that grant them bonus damage resistance. Against a level 30 Lone Wanderer, a pack of aliens with such fields are more durable than a squad of Enclave Hellfire Troops and do at least as much damage.
Humanoid Abomination: A literal case. On their ship the player can find enemies literally named "Abomination", which are humans who have been spliced with alien DNA. They look more alien than human now and are hostile to humans and aliens alike when encountered.
Infinity+1 Sword: Once again, pretty much all of their equipment, especially the Alien Blaster.
Level Scaling: At higher levels, they wear inertia suppression fields and wield Disintegrators more often, as well as their shields increasing in damage resistance.
Shout-Out: As stated above, they resemble stereotypical 50's and 60's aliens.
The Unintelligible: Their native language. At least one prisoner (a linguist) was on the verge of figuring it out, but they responded to her attempts to communicate in their language by either killing her or knocking her out.
Video Game Cruelty Potential: Not all the aliens on the ship are hostile, some of them are workers who run and hide from you, and when cornered wave their hands and seem to plead for mercy. You can kill them, and lose Karma for it,
Zero-Effort Boss: The Alien Captain has lower health than pretty much everyone else onboard, and when the player has access to things like the Alien Disintegrater, he literally dies in one shot.
A litle girl and a captive of the aliens aboard Mothership Zeta, her small size lets her crawl through ducts to sneak around the ship.
Fish Out of Temporal Water: But having been on-board the ship and frequently out of stasis long enough to explore the ship, she's pretty good about it.
Silly Rabbit, Idealism Is for Kids!: Listening to her talk to Sally or Elliot shows her to be a very cynical person. When Sally makes a comment she wishes someone would "fix" the problems down below, Somah replies there's no one left to fix it, and she doesn't see how they could if there was.
A member of the the 108th Infantry Battalion deployed to Anchorage, he and his squad were abducted.
Combat Medic: Though he doesn't get to show the latter as all his medic's equipment is gone, he was this before his capture.
Conspiracy Theorist: A shining example of pre-war citizens. When you first unthaw him he suspects you're an alien taken on human form to trick him, and you have to talk him down.
Fish Out of Temporal Water: But he's completely unaware of it, seeing as how you're unable to talk to him to explain the situation, and he appears to assume he's just been captured by magic monsters.
Katanas Are Just Better: His sword has lower base damage than other melee weapons, but has higher critical damage and lower AP cost, so depending on your fighting style, yes they are.
And considering who he fights against, Kago gets bonus points for Rock Beats Laser.
Really 700 Years Old: From the dates provided by the period-accurate symbols on his armour, the Fallout wiki speculates that he was born sometime before 1562 and abducted sometime after 1603, making him around 715 years old by 2277. This would make him the (technically) oldest living person encountered in the Fallout series.
Shown Their Work: His armor and the symbols on it are period-accurate to the time in history the Fallout 3 game guide says he's from. And as mentioned, he speaks actual Japanese.
Though slightly subverted at the same time, as feudal spoken japanese (not the case with it when written) did have enough distinctions from modern japanese that the two would not fully be able to communicate, so him speaking modern japanese is a bit of an innaccuracy. However, most non-speakers wouldn't notice the difference anyway (and the Wanderer has no idea what he's saying to begin with).
The Sixth Ranger: Since you can't speak to him to explain what's going on, he just loiters around the deck meditating and looking for his katana and no one is sure what to do with him since they can't talk to him. Either when you return it or when you destroy all three generators, he takes off on his own. You can find him later however, surrounded by alien corpses, and during the climactic battle on the bridge he performs a Big Damn Heroes moment to help you fight off the aliens.
The DJ for Galaxy News Radio who strongly believes in fighting what he calls "The Good Fight." He will often report on the various quests the lone wanderer undertakes as well as his/her karma level. He even has a quest of his own that will allow him to broadcast all across the wasteland when it is completed. (Due to a super mutant attack he lost his broadcast disk and is currently confined to the downtown D.C. area.)
Brutal Honesty: "Bringin' you the truth, no matter how bad it hurts!" He is not kidding. If you don't complete the wasteland survival guide right he won't hesitate to tell everyone just how bad it is, and chews you out on the air for taking the "evil" ending to quests.
Averted by his replacement if he dies. She simply comments about how she's just a replacement and is annoyed that she has to take his place until they find a suitable replacement.
Herald: Is this for you and the Brotherhood Of Steel.
Horrible Judge of Character: Apparently is sympathetic of Roy's "cause" despite the fact that Roy is anything but sympathetic. In all likelihood he hasn't met Roy in person, and does call Roy out on it once he learns the guy basically slaughtered the entire human population of Tenpenny Tower for no good reason (not that he minds the residents dying).
He lectures listeners on how Ghouls are just normal people who deserve to be respected, while also gushing about the Brotherhood of Steel for protecting the downtrodden and trying to bring order to the Wasteland. Yet out in the Wasteland, the Brotherhood has a shoot on sight policy with Ghouls, even if they aren't very stringent about enforcing it around Underworld.
When the Lone Wanderer first meets Three Dog and asks him about where his Dad is, Three Dog explicitly tells our young protagonist that the Wasteland doesn't revolve around James & Child. But subsequently, the majority of his broadcasts are all about you and your quests! Hell depending on your karma he either calls you the most evil man in the Wasteland or the last, best hope for the people of the Wasteland. It seems that if he talked about anything other than you then the ratings for his show would decrease significantly.
Related to the above, he constantly preaches about how everyone in the wasteland needs to band together and help each other out. Most tellingly, he encourages people to show some support for the Lone Wanderer who's trying to find his/her father. But when said kid fresh out of the Vault comes by his doorstep simply to ask which way James went, he refuses to open his mouth until the Lone Wanderer does a favor for him. A favor that involves charging straight into the Mall, the heart of Super-Mutant territory.
If at the end of the Those! quest you leave Bryan Wilks alone without trying to find him a new place to live, Three Dog will call you out for your abandoning him. But how did he get this detailed information, including the fact that Bryan is living in a box? "I have witnesses!" Meaning the only reason he knows about you abandoning a kid is that his people saw you . . . and then didn't do a thing to help the boy. Granted the "witnesses" may or may not work for him, but then why doesn't he chew out the witnesses too?
Infallible Narrator: When he switches GNR to news, he somehow knows exactly what the player is doing at any time and calls them out, depending on their karma.
Moral Dissonance: Try playing the game with good karma, but occasionally take the "evil" solution to a quest. He'll begin his segments on you singing your praises as The Messiah of the Wasteland who he absolutely adores, then goes on to recount how, say, you brutally slaughtered some innocent people.
"Don't lose hope children; don't ever lose hope. The kid from Vault 101, the Wasteland's one true Messiah still walks among us. Just listen to this...Hey, remember those down-on-their-luck ghouls who wanted to share the luxury accommodations at the fancy shmancy Tenpenny Tower? Looks like that dream has died on the vine. You see, those hapless, homeless irradiated rejects have all been brutally slaughtered in their temporary digs in the tunnels of Warrington Station. The butcher-at-large? Yep, you guessed it — none other than the kid from Vault 101. Nice going, scumbag.
Also with his testimony that ghouls are still human on the inside and people shouldn't be prejudiced against them, which is somewhat at odds with his warning that Raiders are animals that pillage and kill without reason and cannot be negotiated with, so the only thing to do with them is hide or shoot first. Ironically he's right by virtue of this being the one Fallout game where Raiders are Always Chaotic Evil — anyone who has played the first two or New Vegas will tell you they may be savage outlaws, but they can be reasoned with and do not kill outsiders indiscriminately.
Nice Guy: Most of the people in the Capital Wasteland like him simply because he's the one guy on the radio who seems to be in touch with the real world, and actually tells them what's really going on and seems to give a damn. The Brotherhood of Steel like him because he sings their praises, gives them shelter (granted, he gains something from it called protection, but he does sympathize with most of their work), and even hit it off great with your father. That said, unless you go to some epic lengths to be an asshole, he's nice to you as soon as you say 'hello'.
Nice Hat: Wears a unique item called "Three Dog's Headwrap" that can be looted from his corpse.
The Nicknamer / Fan Nickname: Three Dog tends to use these, particularly when referring to the protagonist and his/her various exploits during news broadcasts. "The Lone Wanderer" and variations of "that crazy kid from Vault 101" are amongst his favourites, although he occasionally refers to him/her simply just as "101". Female Wanderers also get 'Little Miss 101'.
He'll also sometimes call you by your current karma level.
Non-Action Guy: He's a radio announcer, nothing more. However, given he's good at it and the fact he actually does provide fairly credible news on the goings on of the Capital Wasteland, his current position is invaluable. Also, it's implied that his radio equipment and their signals are being used by the BOS to coordinate their activities, so he's almost certainly their unofficial communications switchboard guy.
"Not Making This Up" Disclaimer: Occasionally lampshades the bizarre nature of the Capital Wasteland with one of these, such as your exploits with The Mechanist and The AntAgonizer.
Public Service Announcement: Gives several of these over the radio from time to time. Most are helpful reminders about how to survive and some are simply small pieces of advice.
Sixth Ranger: Given how much he sympathizes with the Lyon chapter BOS, he's practically an honorary member in all but name. Hell, his radio tower is on the list of places the Brotherhood puts guards and turrets around, more or less implying this.
Take That: In-universe, he deals several to Enclave Radio.
"People of the Capital Wasteland, it is I, Three Dog, your ruler! Hear me, and obey! Oh sorry, that's that other radio station."
What Are Records?: "I'm your friendly neighborhood disc jockey. What's a disc? Hell if I know, but I'm gonna keep talking anyway."
What the Hell, Hero?: He won't hesitate to call the Lone Wanderer out even if they have near perfect karma.
Worst News Judgement Ever: He even Lamp Shades it when the Wanderer completes the Nuka-Cola Challenge quest. Seems that some days, there really isn't anything more interesting going on in the post-apocalyptic wasteland...
Voiced by: Wes Johnson
A wandering super mutant who, unlike his savage brethren, has retained his mind as well as compassion for others. He is not only the nicest super mutant, but perhaps the nicest character overall in the game.
Actual Pacifist: He refuses to fight and is polite to everyone he meets. Though he will hit random critters like Radscorpions if they attack him.
Gentle Giant: Even more so then Fawkes, the only other sane super mutant encountered in the entire Capital Wasteland.
Nice Guy: The Lone Wanderer can threaten to mug him. His response is to give you some clothes and regret that he has nothing else to give you.
Walking the Earth: Although its possible to run into him more than once, which means he probably never leaves the Capital Wasteland.
Voiced by: Diana Sowle
An old woman who lives by herself out in the middle of nowhere. Of course, the Lone Wanderer can ease her loneliness a bit by paying her a visit and accepting her request to find a very rare musical instrument...
Never Mess with Granny: Sure, she's a polite old woman, but she also has a container filled with enough ammo (including a mini nuke!) to supply a whole gang of raiders, along with the Blackhawk, a unique scoped pistol that she'll give to you as a gift if you find her the sheet music to go with her new violin.
Video Game Caring Potential: The rewards for the arduous quests she sends you on are relatively meager, but she does become another voice in the wilderness (alongside Three Dog), and expresses her gratitude very touchingly.
Voiced by: James Lewis
The only decent (well, he doesn't shoot you on sight) raider in the entire game. He runs a shop deep, deep within Evergreen Mills and will gladly trade with the player so long as they have the caps and goods.
Only Sane Raider: Seems to be the only one of his kind to realise that attacking the guy with the power armor, MIRV, and fierce-looking companions might not be good for his overall well-being.
Video Game Cruelty Potential: Doesn't save him from being killed. The fact that he has a key to a decent amount of free loot, one of the best shotguns in the game, and is aligned with a group that almost universally hates the player, means he practically wears a target on his chest.
The Overseer of Vault 112 and a renown Vault-Tec scientist who created the Garden of Eden Creation Kit. James has headed to Braun's vault to find out more about the GECK, and the Lone Wanderer must follow to find his/her father.
A God Am I: Effective immortality, sadism, and complete control over the simulations he and his Vault citizens live in proves to be a bad combination.
And I Must Scream: He's been repeatedly murdering the vault inhabitants in his simulations, wiping their memories, and then bringing them back to do it over and over again. This can be his final fate if you Mercy Kill the rest of the Vault inhabitants, leaving him alone in the simulation forever.
Bigger Bad: He was the director of the whole Vault Project, which means every atrocity the player has encountered conducted within the Vaults were all inspired, suggested, or at least green-lighted by him. After getting to know him as a person, it becomes immensely understandable why so many of the Vault experiments were so pointlessly cruel.
Broken Pedestal: James comments that Braun was one of the greatest minds to ever live and a true visionary. After meeting him and spending weeks trapped in virtual reality, James doesn't even bat an eyelid if the Lone Wanderer decides to sentence Braun to an eternity alone.
Creepy Child: He takes the form of a little girl named "Betty" in Tranquility Lane.
Evil Old Folks: His true form is that of a decrepit, old man, but he's even older than he looks given he was alive and active before the war that devastated the planet.
Fate Worse than Death: He inflicted fates worse than death on multitudes - not just the folks looking forward to dreaming away the apocalypse in Vault 112, but all the folks in other vaults that suffered horrible mad-science fates. In a suitably ironic twist, he can be left to such a fate himself.
For the Evulz: The entire reason he tortures and kills the inhabitants of Vault 112 is because he enjoys it. He even says it's only fun because he's hurting real people and not simulations.
Herr Doktor: A Mad Scientist, born in Germany. It's actually pretty disconcerting when Braun uses his natural voice while in a little girl's body.
Insufferable Genius: He has a really inflated sense of his intelligence and always believes he's right.
Jerkass: As if being a murderous sociopath wasn't enough, he's also a magnificent asshole.
Karma Houdini: If you carry out all of the evil deeds he asks you to do, then, once the player and his/her dad are gone, he'll get to spend the rest of eternity tormenting the inhabitants of Vault 112 free of consequences.
Mad Scientist: What else would you expect from the Director of the Vault experiments?
Cutcontent in Fallout: New Vegas: Old World Blues heavily implies he commissioned "Tranquility Lane" from the Think Tank. Clearly he's in good company.
Nice Job Fixing It, Villain / Hoist by His Own Petard: Braun originally requested the Chinese Invasion program from General Chase, in order to test military combat simulations on civilians. This program was later was reworked into the failsafe, that can be used to Mercy Kill the residents of Vault 112 and trap Braun forever. In other words, Braun accidentally ensured the means for his own downfall.
Psychopathic Manchild: Not only does he take the form of a small child, but he also enjoys torture and murder the same way a little kid likes burning ants with a magnifying glass. If you Mercy Kill the Vault inhabitants then he'll lament that he'll be forever alone with "nobody to play with."
Reality Warper: While in his simulations, he has complete control over almost everyone and everything. His notes mention him subjecting his captives to random shark attacks and outbreaks of disease; he's apparently capable of transforming himself into anything he desires, having ultimately settled on the form of a little girl; and he's even capable of forcing similar transformations on his captives - regressing the player back to a ten-year-old and transmogrifying James into a dog. And of course, if you attempt to attack him head-on, he'll just One-Hit Kill you.
Sadist: His primary joy in life comes from hurting and killing people, and the only way he'll let the player out of Tranquility Lane is by forcing them to make others suffer.
The Sociopath: He's incredibly arrogant, sees people only as playthings, and is driven by a constant need for stimulation which he satisfies through incredibly sadistic "games."