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Vault 101 CharactersVault 101 is the player character's home. While it only takes a short while to play through at the start of the main storyline, it can be returned to later for an optional quest.
Voiced by: Liam NeesonThe 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.
"I am Alpha and Omega. The beginning... and the end. I will give unto him that is athirst of the fountain of the water of life, freely."
- Anti-Hero: He's one of the most noble characters in the DC Wasteland, but he's not without his flaws. (see Nice Job Breaking It, Hero)
- 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.
- Badass Baritone: Courtesy of Liam Neeson.
- Badass Beard: Through all the ages, Dad's got a short beard on him. He definitely proves the "Badass" part during the game.
- The Charmer: Various characters mention he's got quite the silver-tongue.
- Daddy Had a Good Reason for Abandoning You: He really, really does.
- Deadly Doctor: He's actually pretty proficient in combat, even if he wasn't invincible due to him being marked as "essential".
- Disappeared Dad: Jump starts the plot.
- Disappointed In You: His reaction towards the Lone Wanderer if s/he nukes Megaton, as it goes against everything he taught his child.
- Determinator: When it comes to making Project Purity a reality.
- Determined Expression: According to Three Dog, he has the exact same "I can get shit done" look in his eye as his son/daughter.
- Give Him a Normal Life: He headed off to Vault 101 and abandoned Project Purity so you could have the best life he could provide with the Vault's resources.
- Good Parents: Although not without his flaws.
- 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.
- Horrible Judge of Character: 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.
- 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, the Enclave, and Conrad Kellogg all 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.
- 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.
- Science Hero: To the extent that the Perk that increases the Lone Wanderer's Medicine and Science stat is titled "Daddy's Boy/Girl".
- Unexplained Accent: His accent is never explained.
- What the Hell, Hero?: If you nuke Megaton, he won't hesitate to let you know how he feels about it.
- What Were You Thinking?: The Lone Wanderer can give James a hefty heaping of this after they reconnect.
Overseer Alphonse Almodovar
Overseer Alphonse Almodovar
Voiced by: Duncan HoodThe 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.
"I place the good of the Vault above everything, even my own paternal feelings. We must not allow sentiment to cloud our judgment."
- 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.
- 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.
- Accessing his terminal while escaping from the Vault reveals he's not only allowed Butch and the Tunnel Snakes to run around, but he's had them perform "services" that for some reason his security team can't — the implied "services" are harassing Vault residents who act out of line.
- Jerkass: The first time you meet him in person, he gives you a condescending speech about responsibility at your birthday party, insists that you thank his daughter for putting it together and reacts angrily no matter how you respond, then leaves early and tells security to break it up in five minutes.
- Jerkass Has a Point: Though he's cruel and arrogant, he's not wrong about everything.
- 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 because he didn't trust them. Given how Three Dog talks about your exploits and you and your father being from Vault 101, the two of you are to blame for literally broadcasting to the Wasteland "hey, there's a fully active Vault here with people living in it."
- Papa Wolf: He is fiercely protective of Amata. 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.
Voiced by: Odette YustmanThe 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.
"I'll do my best to keep us all safe, inside the Vault and beyond."
- 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.
- Foreshadowing: If you kill her father during your escape from Vault 101, upon meeting up with her she tells you she hopes that you never have to know what it feels like to see your own father die right in front of you.
- Incompatible Orientation: If you're female and hit on her she gets grossed out.
- Klingon Promotion: Can be one way of solving the quest Trouble On The Homefront, kill the overseer and promote her to leader.
- Ungrateful Bastard: 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 GortonA friend and colleague of the player's father, he helps James with his secret research on Project Purity. When James leaves the Vault, Jonas is interrogated and killed by an overzealous security guard.
- 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.
- Intergenerational Friendship: With the Lone Wanderer.
- Like Father, 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.
- Nice Guy: One of the nicest people in Vault 101.
- 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.
- Sacrificial Lamb: His death is a warning to Amata (and you) that the Overseer is not playing around.
- 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.
Voiced by: Karen CarboneThe 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.
"James, something's, something's -"
- Black and Nerdy: Console commands and her photograph in Fallout: New Vegas show that she's black, and she's also a brilliant scientist.
- Black Dude Dies First: Her death kickstarts the game via the next trope.
- Death by Childbirth: She dies giving birth to the player character.
- The Lost Lenore: After almost 20 years, James still mourns her.
- Meaningful Name: "Catherine" means "Pure"
- Mysterious Past: Like her husband James, we don't know anything about her life before Project Purity and her death.
- Plot-Triggering Death: Her death is what causes James to lose faith in Project Purity, which in turn makes him move into Vault 101 with their child.
- Posthumous Character: She's long dead by the time the game gets going.
- Small Role, Big Impact: She dies first thing in the game and is only mentioned by a few characters, but her actions drive James to leave the Vault, triggering the events of the game.
- The Voice: Unless you go digging in game files or find a Easter Egg picture while playing New Vegas, her face is never shown.
Rivet CityA 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
Doctor Madison Li
Voiced by: Jennifer MasseyA 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.
- Action Survivor: She doesn't have a weapon, or any fighting skills whatsoever, but she can dodge Enclave lasers well enough, and gain access to the Citadel just by raging at Elder Lyons over the intercom.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.
- Asian and Nerdy: Her name implies an asian heritage, and she's a brilliant scientist.
- Face–Heel Turn: In Fallout 4, she's one of the Institute's head scientists. You can convince her to defect back to the Brotherhood.
- Heroic B.S.O.D.: 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. Granted, players only see her through the eyes of the Lone Wanderer, who's basically a living, breathing 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.
- O.O.C. 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. Specifically, she ended up joining the Institute.
- Really Gets Around: You'd never know it, unless you quietly break into her apartment in Rivet City by night.
- Unbalanced by Rival's Kid: A possible explanation for her hostility towards the Lone Wanderer, considering that they're the child of James and Catherine.
Voiced by: Craig Sechler and Jeff Baker in his pre-surgery Audio LogsThe 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). He's something of a Walking Spoiler for a major questline, so read on and consider yourself warned.
- Artificial Human: He's actually an android/Institute synth.
- A.I. Is a Crapshoot: Zimmer assumes he's just malfunctioning, but he's perfectly functional. He just became self-aware, and is now capable of deciding his own fate free from his masters.
- 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.
- I Choose to Stay: Even knowing what he really is, he stays in Rivet City because it's his home now.
- 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.
- Ridiculously Human Robot: Zimmer made sure that every detail was covered. He even has synthetic blood.
- Tomato in the Mirror: He's horrified when his true memories return and he realizes what he is. However, he eventually comes to terms with it.
- Video Game Cruelty Potential: Revealing him to Zimmer and watching him get deactivated and dragged away.
- Walking Spoiler: He's the escaped android everyone whispers about.
- Early-Bird Cameo He's the first Synth seen in the Fallout universe. The Institute and synths become a central part of the plot of Fallout 4.
Flak and Shrapnel
Flak and Shrapnel
Voiced by: Gus Travers and Pete Papageorge respectivelyTwo 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.
- Gayngster: The two both have this bit of flavor to them.
- Heart Broken Badass: Comes up thanks to a bug. When Flak is enslaved and taken away, Shrapnel will leave Rivet City to travel to Paradise Falls and be with him.
- Heel–Face Door-Slam: You can personally see to it that Flak doesn't get to have a happy new life, by being paid by Paradise Falls to either murder him or have him enslaved. Considering Shrapnel is almost always by his side, odds are good you'd have to take him out too.
- Lost Forever: Due to an AI glitch, enslaving Flak causes Shrapnel to wander out into the wastes, making their stock pretty much impossible to access.
- Nobody Over Fifty Is Gay: Flak and Shrapnel are both 50, according to the game guide
- 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 GortonA 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.
- Gender-Blender Name: He refuses to talk to you about his name.
- Going Native: To an extent. He was sent to Rivet City for a job, but comes to like the place and moves in.
- 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 GortonAn 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 the android. 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 this.
- 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.
- Jerk with a Heart of Gold: He's a moody old bastard, and very bitter towards Rivet City. He becomes more friendly towards the Lone Wanderer once they establish they aren't there to kill him or rob him, and express interest in the real history of the city that he helped build.
- Omnidisciplinary Scientist: He's a surgeon, a computer programmer, and judging from the mountains of crafting materials and other junk in his room is also a tinkerer and inventor.
- Magic Plastic Surgery: He can give this to the Lone Wanderer if they want, and with only a 35% chance of fatal infection!
- Shrouded in Myth: Most people in Rivet City think he's just a legend and/or long dead.
- 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.
- Driven to Suicide: If the player reveals her to Sister.
- Fate Worse Than Death: She considers returning to slavery as this and will kill herself to prevent it.
- Properly Paranoid: She thinks Sister is out to get her. He is, or was.
- Sex Slave: What she used to be for Alister Tenpenny.
- 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.
Tenpenny Tower charactersTenpenny 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.
Voiced by: Charlie WarrenThe owner of the tower and all-around Jerkass. He spends his days bored and "on safari", which means sniping things from the top of his grand tower.
"Well done, Mister Burke! What a grand display of fireworks! I almost wish there was another nuke we could detonate!"
- 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.
- Cloud Cuckoolander: On account of being, well, old.
- 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 and live in the tower if they behave themselves. It hardly excuses his other actions, but why he's marked as worse than horrifically evil people like Jabsco and Roy Philips, who are unrepentant mass-murders, is a mystery.
- Kick the Son of a Bitch: If you kill him, you get Good Karma.
- 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.
Voiced by: Wes JohnsonMr. 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.
"Any moment now, you'll be dead. Are you excited to see what that's like?"
- 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 in a Nice Suit: He has a very nice suit, a hat, glasses, and a silenced pistol.
- 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. This has lead to fan theories that he's a Frumentarii for Caesar, an undercover member of the Enclave, or (given the events of Fallout 4), an Institute Synth infiltrator.
- Expy: He's basically Fallout 3's answer to Oblivion's Lucien Lachance, even having the exact same voice.
- Faux Affably Evil: Despite being one of the most evil characters in the game, he acts very polite and civil to the Lone Wanderer.
- Four Eyes, Zero Soul: Emphasis on the "zero soul" part. He revels in nuking Megaton, and is one of a handful of characters marked with Very Evil Karma.
- 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.
- 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.
- 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.
Voiced by: Pete PapageorgeThe 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 led by Roy Phillips.
"Welcome to Tenpenny Tower. Don't do anything stupid."
- Fantastic Racism: His hatred of ghouls. Tenpenny can at least be talked into letting Roy and his friends live in the tower, Gustavo cannot.
- General Ripper: He is open in wanting to just wipe out the ghouls.
- Hypercompetent Sidekick: He's more or less in charge of running Tenpenny Tower. Tenpenny just sits up in his suite all day while Gustavo actually keeps the peace.
- Properly Paranoid: All his talk about how Roy was a violent asshole who was trying to kill everyone with hordes of feral ghouls? It was all correct.
Herbert "Daring" Dashwood
Herbert "Daring" Dashwood
Voiced by: Paul EidingA retired adventurer, he's 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's since given up the lifestyle and moved in to 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.
- Cool Old Guy: He's an old man but he's had a heck of a life, and hasn't lost the adventuring spirit. He still loves to have fun and jokes around with people including you.
- Downer Ending: The real ending to his adventures. It ended with Rockopolis getting massacred by the slavers and his sidekick Argyle dead. And depending on your choices Roy Phillips kills him along with the rest of the Tower's inhabitants.
- Flanderization: In-universe example. Though Argyle definitely saved his life more times than he can count, Herbert says the radio plays make him into a full Idiot Hero that Argyle repeatedly saves.
- Nice Guy: He's pretty much the only person at Tenpenny Tower who isn't seem like a racist 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. He also apparently used to work on the Railroad helping androids escape the Commonwealth.
- Only Sane Man: He's the only one in Tenpenny Tower who isn't an ignorant asshole. He's well-aware of it, too.
- Retired Badass: Herbert was quite the adventurer in his day, helping with the Railroad and fighting slavers. He claims he once killed a yao guai with his bare hands, though he's probably exaggerating there. 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."That's it, I'm officially coming out of retirement!"
- 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 TowerHerbert: Did you notice that Chief Gustavo turns a delightful shade of purple when he gets angry?
- Very Loosely Based on a True Story: The radio play adventures really happened, but took some liberties. Herbert doesn't seem to mind too much, though.
- Vitriolic Best Buds: Implied between him and Argyle; he claims they became friends when he stole Argyle's girlfriend.
Voiced by: Mike RossonThe leader of a small gang of ghouls (consisting of him, his two friends, and dozens of Feral Ghouls) who live in Warrington Station near Tenpenny Tower. He has tried to gain entry to Tenpenny Tower to move in, but the residents have turned him away due to their bigotry against ghouls. The enraged Roy is planning to have an army of ferals invade the tower and clear it out so he and his gang can move in.
- 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.
- Fantastic Racism: Despises regular humans or "smoothskins."
- 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.
- Make It Look Like an Accident: If allowed to peacefully move in, Tenpenny will suffer a mysterious "accident" after a disagreement with Roy.
- 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.
- The Sociopath: An Ax-Crazy animal who slaughters people on a whim and has little to no empathy for ghouls and humans alike.
- 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 WasilewskiRoy 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.
- I Was Quite a Looker: She comments on how before she became a ghoul she was very pretty looking.
Voiced by: Karen CarboneOne 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.
- Fantastic Racism: Even more so than Tenpenny himself. If the Lone Wanderer convinces the other residents to let the ghouls live inside the tower she moves into a private suite by herself where she won't have to interact with anyone but Tenpenny. Her reasons for hating them (they "stink" and are "ugly" to her) are also extremely petty compared to the others genuine fears and safety concerns of the ghouls going feral and wanting to kill them.
- Rich Bitch: She's very rude and arrogant. Dialogue files directly refer to her as a "self important snob."
- Really Gets Around: She is sleeping with every man in the tower, well, all except Anthony Ling.
- 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.
UnderworldA 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 RossonA ghoul in a suit who gives the wanderer a task to kill five bigoted humans and retrieve keys they carry as proof of their deaths. However, there's more to the story than he tells you.
- 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.
- Kick the Son of a Bitch: Claims the murders he wants done are this, since they're all ghoul-hating bigots. Actually only Tenpenny is; one of the targets is actually just the son of the actual man he wants dead.
- Shout-Out: On a meta level. The Prima Official Guide just couldn't resist putting the lyrics to Mister Crowley as the quest descriptors.
- You Have Outlived Your Usefulness: If you follow him when he heads off with all four keys, he eventually turns on you.
Voiced by: Mike RossonThe 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.)Ahzrukal: "Human. Ghoul. Your caps all spend the same."
- 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 RussellA 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 nodes who guards the town of Underworld.
- Robotic Psychopath: Oddly, he only seems to feel this way about ghouls, though he will happily wipe out all of Underworld if the player disables his combat inhibiter chip.
- 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 CarboneA 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.
- Does Not Like Men: Mostly because they keep hitting on her.
- Expy: Of Sydney Fox from Relic Hunter.
- Guest Star Party Member: Joins you to find the Declaration of Independence, but only for that quest.
- 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 magazine than the usual SMG; a great weapon in its own right, especially with how easy it is to get 10mm ammo. Alternatively, you can just take it from her by agreeing to team up with her, letting her charge off on her own, and looting her corpse for it.
- 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.
- Missing Mom: Raped and killed by raiders.
- 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.
- Distracted by the Sexy: She lampshades this in one of her quotes when she is a companion.Sydney: Focus on the mission and not on my ass, please.
Canterbury CommonsA 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.
Machete and Dominic Ellsadro
Dominic is a former mercenary and the head of security in Canterbury Commons. Machete is his young apprentice and former defender of Little Lamplight, who he found after she got lost on her way to Big Town.
- Little Miss Badass: Machete had been protecting Little Lamplight sense she was seven years old.
- Knife Nut: Machete is hinted to be one.
- Meaningful Name: Machete got her name after single handedly killing a mole rat with a large knife, at just seven years old.
- Parental Substitute: Dominic is this to Machete, who like all the children born in Little Lamplight never had any real parental figures.
- Nice Guy: Dominic.
- Retired Badass: Downplayed with Dominic, who still works as head of security, but has retired from his life as a mercenary after one near death experience too many. Which according to him, is something most mercs never get to do. e
Voiced by: Shari EllikerBetter known as The Antagonizer, 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 than 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.
- Heel–Face Door-Slam: It's possible to convince her to give up her life of crime and turn over a new leaf. After she hands over her costume, you then have the option of telling her you just said that to make her easier to do away with.Lone Wanderer: Now that I have your armor you don't have a chance!
- Knife Nut: She wields a special knife call the "Ant's Sting" and will even give it to the Lone Wanderer if certain conditions are met.
- Poisoned Weapon: Ant's Sting deals poison damage on a hit. This makes it deceptively powerful, since bonus damage stacks. After multiple hits the poison is probably doing more damage than the knife.
- The Power of Love: A male Lone Wanderer can appeal to her this way, telling her he believes in her.
- "The Reason You Suck" Speech: Loves to rant about how humanity is inferior to ants and will destroy itself.
- Saw It in a Movie 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.
- Voiced by: Pete Papageorge
- The Bus Came Back: The Mechanist is set to re-appear in the Automatron DLC for Fallout 4. Turns out it's a different Mechanist, based on the same fictional character.
- 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.
- Frickin' Laser Beams: His protectrons.
- 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.Mechanist: FEAR NOT, CITIZEN!
- Mecha-Mooks: Once again, his protectrons.
- Mr Fix It: He was the town mechanic before the Antagonizer came along.
- Nice Job Breaking It, Hero: While the Antagonizer was fun and relatively harmless, the mechanist's robots and missiles are a serious threat to everyone's safety.
- Science Hero: His schtick.
- Shout-Out: His costume has the exact same colors as Mazinger Z.
- Super Zeroes: The rest of the town sure seems to see him this way.
GirdershadeGirdershade 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 JohnsA 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 retrieve a large supply of a special rare flavor of Nuka-Cola.
- Collector of the Strange: In a world where most people are busy hoarding weapons, armor and meds she decided that she would rather collect everything connected to a radioactive drink that makes your pee glow and has set up her own Nuka-Cola fan club. Unless the player passes a few speech checks when first meeting her they'll have to endure several minutes of useless trivia related to the titular drink before they can even begin her quest.
- Cloud Cuckoo Lander: Something is not right in her head. Probably has something to do with her Nuka-Cola addiction. Her obsession would eventually lead her to the raider-infested Nuka-World.
- Genius Ditz: She seems like a hopeless junkie when you first meet her and she asks you to get her a large supply of Nuka-Cola Quantum, but once you actually finish her quest she shows you that she can make deadly grenades and even desert from the titular drink and a few other ingredients. One wonders what she could accomplish if she ever got her hands on a bottle of Nuka-Cola Quartz or Nuka-Cola Victory...
- I Can't Believe It's Not Heroin: She needs Nuka-Cola. She needs it bad. This is in line with previous games, though Fallout 3 dropped Nuka-Cola addiction as a possible player addiction (and in any case literally the only withdrawal effect was being told you want another Nuka-Cola).
- Improbable Weapon User: She knows how to make grenades out of soda, tin cans, and household cleaning products... and these little bombs one of the very best explosive weapons in the game.
- Must Have Caffeine: She wants 30 bottles of a soda loaded with so much caffeine that it's one of the few items in the game that gives the player an AP boost if they drink it.
- Oblivious to Love: Completely unaware of just why Ronald Laren sticks around.
- 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.
- Serious Business: Cola. Even more so than Whitaker!
- Trademark Favorite Food: Nuka-Cola. She'll pay handsomely for a bottle of the rare Nuka-Cola Quantum.
Voiced by: Jeff BakerA somewhat sleazy 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 refuses to force himself on Sierra, even though there's pretty much nothing stopping him from doing so.
- Girl-on-Girl Is Hot: He certainly seems to think so.
- Hurricane of Euphemisms: This is the main obstacle between him and getting into Sierra's pants.
- Rape Is a Special Kind of Evil: He certainly believes this. While not above trying to buy Sierra's love (or rather, her body) he refuses to cross this particular line.
- Shotguns Are Just Better: Uses a unique sawn-off shotgun called "The Kneecapper." Its name makes it pretty clear what Ronald used it for, though it doesn't have any effect based on this during actual gameplay.
Big TownThe ultimate destination of the children of Little Lamplight, Big Town is anything but. Due to endless attacks from slavers and super mutants the place is almost a ghost town and in pretty bad shape. If something isn't done to help and soon Big Town's days will be numbered...
Voiced by: Karen CarboneThe town medic and unofficial leader who was recently kidnapped by super mutants along with her friend Shorty and is being held at a nearby police station. Without her the town doesn't have much chance to survive.
"I'm about as in charge as a mother leading her kids out of a warzone. This isn't exactly a nice little city with a mayor and town council."
- Action Girl: Give her a weapon and some decent armor and she'll become a powerful fighter when making your escape.
- Badasses Wear Bandanas: She wears a unique red bandana unlike any other found in the game.
- Mega Nekko: Even the slavers who put a contract out on her comment on how hot she is.
- Twofer Token Minority: She's an African American woman in a town where most of the residents are caucasian and/or men.
Voiced by: Gregory GortonRed's friend and fellow captive. He can be saved as well or left to rot.
Voiced by: Jan JohnsLocal goth girl who would rather spend her time talking about death and sleeping than going on patrols and protecting the town.
"This is lame. I'm going to sit in my room and think about death."
- Ambiguously Bi: She's open to a relationship with the Lone Wanderer regardless of gender.
- Emo Teen: Her whole character is based around this, which causes no end of annoyance to the other residents of Big Town.
- Really Gets Around: She's been in a relationship with almost everyone in town.
- Skewed Priorities: She thinks finding make up and sulking all day is more important than defending the town.
- Wangst: Invoked to an extreme, which makes her unpopular with most of the other residents.
Voiced by: Shari EllikerA young woman who is probably the closest thing Big Town has as a sheriff. She attempts to protect the town in Red and Shorty's absence but is in way over her head even with the other residents helping her.
The EnclaveA powerful militaristic faction who are basically all that remains of the U.S. government. However, they are not descended from the democratically elected officials of the old world, but the shadowy Government Conspiracy that masterminded the Vault-Tec experiments — and it really shows in their attitude towards "civilians". Their main goal in the Capital Wasteland is to exploit Project Purity to take control of the wasteland, although their leadership is having disagreements over what exactly to use it for. They have the best technology around and are led by President Eden and Colonel Autumn.
Enclave in general
- Armies Are Evil: The other major organized and advanced force in the Wasteland aside from the Brotherhood, and they're genocidal fascists.
- Abusive Precursors: They're the remnants of the US government and kill off the descendants of their people.
- Broken Pedestal: Any player who hasn't played Fallout 2 is bound to get this feeling, especially after listening to their sincere radio broadcasts.
- Base on Wheels: Their Mobile Base Crawler in Broken Steel turns out to be this.
- Dark Is Evil: Their armor is black.
- Eagleland: Type I in their radio broadcasts - proud, stalwart defenders of America. Type II in practice - genocidal self-righteous fascists.
- 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 player's 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.
- Fascist, but Inefficient: When they go public, they seem more interested in setting up listening posts in remote locations and pasting Enclave posters onto pre-War billboards than doing anything productive to secure (or win the loyalties of) the major communities.
- Knight Templar: They resort to extreme and violent methods to bring their idea of peace to the Wasteland.
- Kill Sat: They have a nuke launching satellite in Broken Steel, although since they have no way to reload, it's a weapon of last resort.
- 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.
- Oddly Small Organization: Averted in a way as they have a huge army (by the standards of the wasteland) patrolling the wastes, but also played straight somewhat. See Skeleton Government.
- 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.
- Video Game Flamethrowers Suck: Averted with their Hellfire Troopers. Their Heavy Incinerators have a huge range and do ridiculous damage.
- 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.
President John Henry Eden
President John Henry Eden
Voiced by: Malcolm McDowellThe 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.
'''As your President, I am the voice, I am the heart, and soul, of the Enclave. That is to say, I am the voice, heart, and soul, of America."
—One of Eden's radio broadcasts.
- 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: Played with. His plan seems to be fairly in-line with the Enclave's intentions circa 2241. Not so much in line with sanity however, which led to Autumn disagreeing and revolting against him, and him gunning down Autumn's men. On the other hand, he can be reasoned to stop his plan.
- 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. However, he's also a Non-Action Big Bad, unable to take action directly and relying on Colonel Autumn to carry out his will. Eden himself is aware of this weakness, 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 is 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.
- Driven to Suicide: You can convince him to kill himself along with the main Enclave base through a difficult Speech check.
- Load-Bearing Boss: If you decide to kill him, no matter what method you use, it results in the destruction of Raven Rock. Which makes sense, as he's the central computer controlling the base. This is likely a major reason why Autumn is reluctant to move against him.
- Logic Bomb: With a high enough Science skill you can "defeat" him by pointing out his self-confidence in his plan relies on circular logic to prove he knows what's best.
- 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.
- Partially justified by the fact that he includes historical personality data on Presidents going all the way back to Washington. The first US President to be born in an independent United States (as opposed to the British colonies) was Martin Van Buren.
- 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.
- Psychic-Assisted Suicide: You can perform an equivalent of this to him if you find his override code. See Driven to Suicide above, except this time he has no choice but to comply.
- 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. He's been in operation since at least before the war, though it's unclear when he gained sentience.
- The Computer Is Your Friend: He really is friendly and wants to be your friend. Unfortunately that means killing everything else in the Wasteland who are not Vault dwellers or Enclave personnel.
- 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.)
- Walking Spoiler: When you finally meet him face-to-face, he's probably not what you were expecting.
- 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.
Colonel Augustus Autumn
Colonel Augustus Autumn
Voiced by: Peter GilThe Enclave's field commander and Eden's Dragon in charge of field operations.
- Badass Longcoat: His uniform is one.
- 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.
- Even Evil Has Standards: Eden's coldly logical plan - to wipe out all 'contaminated' humans - repulses Autumn, who is more into Pragmatic Villainy.
- Final Boss: In the base game, you have a showdown with him in the control room of the purifier before the end of the game.
- I Am the Noun: Declares "I AM the Enclave!" as part of his Villainous Breakdown if you reveal President Eden's treachery to him.
- 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 many times Autumn commands it, the purifier is not going to function.
- No-Nonsense Nemesis: If you tell him how to start the purifier, he just shoots you while you're unarmed and tied up.
- 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.
- Rewarded as a Traitor Deserves: See You Have Outlived Your Usefulness. If you betray your dad's memory, you get killed for it.
- Southern-Fried Private: He has bit of a southern drawl, remniscient of Carolina.
- The Starscream: He has the ability to seize control of the Enclave from Eden by force, though he considers it a last resort.
- 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. (Though the fact Eden is a Load-Bearing Boss may have something to do with that.)
- 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, if you've got neutral karma Sarah Lyons will note that he'll probably just be gunned down trying to escape, while if you've got good karma she'll note he'll probably just pop up again a few years down the road to cause more trouble. There's no word on what happened to him in Broken Steel (other than a brief "he just let him walk away?" from Elder Lyons during the opening montage). Presumably, he could very well still be out there somewhere.
- You Have Outlived Your Usefulness: If you give him the code to start the purifier, he shoots you. Game Over.
- 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.
- Turn Red: On the other hand, if you manage to kill or disarm one of his guards (armed with a minigun or a gatling laser), he'll pick up said weapon and will become much more dangerous due to having more skill in using such weapons. His health is still low, though.
Enclave Squad Sigma
An elite squad of soldiers stationed at the Mobile Base Crawler in the Broken Steel add-on. Their mission is to protect the crawler, and shoot all intruders on sight. This includes you.
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.
- Anti-Mutiny: They left Lyons' chapter in order to pursue the Brotherhood's original goals of pursuing technology rather than waste time helping people.
- 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/her help.
- Flunky Boss: Sibley attacks with several rank-and-file Outcast members backing him up.
- 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!Outcast: (laughs) We're not softies like Lyons's bunch. We're the real Brotherhood of Steel. This is how we deal with people like you.
- Mecha-Mooks: Because of their manpower shortage, they use robots in their patrols.
- Not So Different: A rare positive example. For all their contempt towards Lyons a lot of his attitude seems to have rubbed off on them. Even more liberal Brotherhood 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.
- Red and Black and Evil All Over: Their power armor is painted red and black and they have Evil karma.
- The Starscream: Defender Sibley turns on his commander at the end of the quest focusing on him.
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.
- Badass Boast: "I'll wear your bones around my neck!"
- Bonus Boss: There are five Behemoths in the game, but only one needs to be fought, the other four are optional.
- Boss in Mook Clothing: The Overlords.
- Drop the Hammer: One of their favorite forms of melee attacks. This includes the Behemoths., who wield fire hydrants mounted on the end of lengths of sewer pipe.
- 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: They're this trope to normal humans, with superior HP and often packing Big Gun-type weapons like miniguns and missile launchers, along with assault rifles and super sledges. Broken Steel adds in the Elite Elite Mooks, the Super Mutant Overlord, who have the highest HP of all and 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.Attacking Mutant: Hurry up and die, I'm hungry!
- Hulk Speak: Sentence structure is hard!
- Large Ham: They don't talk much, but when they do, they have No Indoor Voice.
- 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.)
- Was Once a Man: They were human before being mutated by the FEV.
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 led by a man named Jabsco.
- Armies Are Evil: Another faction of pseudo-military personnel that are consciously making the Wasteland worse.
- Authority Equals Asskicking: Commander Jabsco is a Made of Iron badass with ridiculously high health and a rocket launcher.
- Badass Army: Throughout the DC ruins you'll come across companies of Talon troops fighting against super mutants, and they can take them too. Not that either are a match for you.
- Big Bad: Jabsco, the leader of the Company.
- Bonus Boss: Commander Jabsco doesn't have to be hunted down for any reason.
- Colour-Coded for Your Convenience: Their black combat armor.
- 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 melee weapons, pistols, small-fire rifles and improvised scrap armor, Talon Company wields assault rifles, shotguns, laser weapons, the occasional missile launcher, and wear combat armor, along with just better stats. They also have a better sense of tactics than Raiders — while Raiders tend to rely on a Zerg Rush and charge in once they spot you, Talon Company will duck behind cover while they reload their weapons, and usually deploy in trained teams of three, one of them engaging you in melee while the other two spread out and provide cover fire.
- 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.
- Made of Iron: Commander Jabsco has almost 600 HP, far more than most humans.
- 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.
- Psycho for Hire: They'll work for anyone if the caps are right.
- 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.
- Action Girl: They have a few of these contributing to their business. The most notable is Carolina Red.
- Affably Evil: Eulogy Jones will remain polite and friendly even as he is offering to sell you child slaves.
- The leader of their DC branch, Leroy Walker, is just as personable as Eulogy himself.
- Ax-Crazy: A lot of the named ones are. Forty is probably the biggest example.
- Big Bad: Eulogy Jones, leader of the slavers.
- 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.
- Irony: Their leader, Eulogy Jones, is black, and their downtown base of operations is the Lincoln Memorial.
- 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.
- Small Role, Big Impact: They're probably the most feared and reviled faction in the wasteland aside from the Super Mutants, and a great deal of sidequests and lore relate to them. But the Lone Wanderer is only required to actually interact with them a single time.
- Token Good Teammate: Well, sorta. As far as the slavers go, their resident merchant Pronto seems like a pretty decent guy.
- Villain Cred: They love having an evil-karma Lone Wanderer around, and even throw him/her some free loot out of respect.
- 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 Little Lamplight.
- Would Hurt a Child: Children are some of their most valued commodities. Best not to think about it too hard.
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.
- Ascended Extra: A grown-up MacCready is one of the companions in Fallout 4.
- 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."Look, I don't let just any bitch into my town, and I'm taking a risk making an exception for you. So you're welcome in my town, at least until you start screwing up. Once that bullshit starts, you're out on your own again!"
- Growing Up Sucks: Lamplighters who turn 16 are forced to leave, usually migrating to Big Town, where the harshness of the wasteland awaits them. The reason is they feel that growing up "changes" them.
- Hidden Depths: They're apparently into historical theater. In Fallout 4, MacCready mentions that they attempted to do a performance of Pyramus and Thisbe. It didn't turn out very well, maybe because they're kids, but still.
- I'm a Humanitarian: One way you can "help" the kids with food is 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.
- For a less squicky possibility, any children born in Big Town probably get brought to be raised in the relative safety of Little Lamplight.
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.
- Badass Longcoat: Their standard uniform.
- Bounty Hunter: The killing type.
- 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.
- Pay Evil unto Evil: Their main purpose is to hunt down and kill those that deserve it.
- 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.
- Vigilante Man: An organization of them.
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.
- Action Girl: Reilly herself, and especially Brick.
- 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.
- Boisterous Bruiser: Brick is quite exuberant about fighting.
- Five-Man Band: They conform to the typical roles nicely. Reilly is The Leader, Butcher is The Lancer as Reilly's lover, Donovan the repairman is The Smart Guy, Brick the heavy weapon specialist is The Big Guy, and Theo, who was too soft for the field and carried the ammo, was The Chick. After rescuing them, the player can join them as The Sixth Ranger, doing side-work for the group alone.
- Heroic B.S.O.D.: Reilly suffers a small one out of guilt for what happened to her team, especially Theo. You can help snap her out of it.
- I Call It "Vera": Brick, who named her favorite minigun "Eugene."
- 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.
- Floral Theme Naming: Each of their members is named after a different type of tree, like Maple or Birch.
- In the Hood: Their druid hoods are probably the least odd thing about their wardrobe.
- Necessarily Evil: They see using guns to defend themselves as such.
- 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.
- Always Chaotic Evil: It's noted by Three Dog in one of his "Public Service Announcements" that trying to do anything other than run, hide or fight when Raiders attack is pointless.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.
- Dirty Coward: Occasionally, a raider will attempt to flee if he or she becomes injured enough... aim for the legs.
- 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.
- Suicidal Overconfidence: See below.
- Too Dumb to Live: They see no problem with bum rushing even people who are far better equipped than they are.
- Villains Out Shopping: Its possible (but rare) to come across a group of them playing... baseball. Yep. A few Raider bases also feature pool tables that appear to be played with.
- Wacky Wayside Tribe: Really they're just there so you have something to kill en masse.
- Zerg Rush: Seems to be their only tactic. While it can be effective against lower level characters with lower grade equipment, they'll do it even if their target(s) happen to be wearing power armor and wielding a fat man.
Voiced by: Erik Todd DellumsThe 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.
- Catch Phrase: His signoff before he starts up some music."Thanks for listening, chiiiilllldren! This is Three Dog, AHWOOOOOOOOOO! And you're listening to Galaxy News Radio! We're Radio Free Wasteland and we're here for you!''
- The Cobbler's Children Have No Shoes: Sort of. Despite all his preaching about banding together, never giving up, and fighting the good fight, he actually gave up hope on humanity a while ago. Ultimately averted if you have Good Karma.
- Cool Shades: He wears a pair.
- Deadpan Snarker: For one sampling of a large buffet of his wit:"This is Three Dog, coming to ya live from my fortified bunker in the middle of the D.C. hellhole! Ain't life grand?"
- Expy: Of Wolfman Jack, a famous 50s disc jockey in real life, right down to his howling on the air.
- Large Ham Radio: "This is Threeee Dog! Your lord and master!"
- 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: Sympathetic to 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).
- Hypocrite: Has moments of this.
- 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 would be certain death for most people.
- 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 - hardly the best-suited skill set to go adventuring with. However, he's good at it; he seems to have a lot of informants passing news to him; and as the only 'voice on the air' spreading news and trying to maintain morale, he's invaluable. It's also implied that he's the Brotherhood's 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.
- Restored My Faith in Humanity: If you reach level 20 with Good Karma, he'll admit he actually gave up on humanity and the U.S.A. a long time ago. It was only reporting on all the great things the Lone Wanderer selflessly did that he began to believe things could get better. He ends with calling you the Last, Best Hope of Humanity.
- 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."
- Voiceof The Resistance: Especially when The Enclave begin to invade the Capitol Wasteland.
- 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 JohnsonA 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. He even tells you that he wishes he could give you something as poetic as the moon rising over the Wasteland.
- Hero with Bad Publicity: He is listed as an evil character, despite not actually being evil at all.
- 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. Aside from a Wanderer with Very Good Karma, no one can rival his kindness in the Wasteland.
- If you then threaten to kill him, he sighs that if you do, be sure to give the clothes to someone who needs them.
- Shout-Out: His name is probably a reference to Seinfeld.
- 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 SowleAn 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 of goodness in the wilderness (alongside Three Dog), and expresses her gratitude very touchingly.
Voiced by: James LewisThe only decent (well, at least 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 Man: Seems to be the only one of his kind to realise that attacking the guy who mowed down legions of raiders to even get to him 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 face.
Dr. Stanislaus Braun
Dr. Stanislaus Braun
Voiced by: Dee Bradley Baker (Stanislaus), Corrieanne Stein (Betty)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: it brings on full-fledged megalomania.
- Ax-Crazy: When your idea of fun is sadistically slaughtering people trapped in a simulation For the Evulz, then it kinda speaks for yourself that you might not be the most sane person in the room.
- 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.
- 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 Is Petty: The first thing he asks the player to do? Make a little boy cry. Then he has the player break up a Happily Married couple.
- 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.
- Greater Scope Villain: 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.
- 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 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."
- Really 700 Years Old: Roughly 260 years old: he's been alive since before the war that devastated the planet.
- 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."
- Villainous Breakdown: If you trap him alone in his simulation for eternity.
Daniel LittlehornA post-apocalyptic business man with only one thing on his agenda: causing as much suffering, pain and misery in the Capital Wasteland as he possibly can. He will contact the Lone Wanderer if and when they take the Contract Killer perk and offer them bounties for killing good karma characters and collecting their ears.
- Affably Evil: He seems like a kindly old businessman... until you remember that his "business" is being as evil as humanly possible and spreading suffering to everything around him.
- Ear Ache: Unlike the Regulators and their fingers he demands ears for his bounties.
- Evil Old Folks: Daniel Littlehorn himself.
- For the Evulz: His entire M.O. pretty much. So long as you keep spreading misery and killing good people he'll keep paying you caps. He'll even suggest spending the money he rewards you on gambling, booze or a nice chem habit to really drive the point across.
- Names to Run Away from Really Fast: In the Book of Daniel, the anti-Christ is referred to as a "little horn". Combined with his taste in painting and his eerily calm secretaries, you really have to wonder about his true nature.
- Oddly Small Organization: The leader of the Regulators at least mentions having other members of her group spread out across the wastes, but all Daniel seems to have in comparison is a small office shack and four secretaries.
MelMel is a wannabe mugger who may approach the player in a random encounter and tell you to hand over your items to him, he is of no threat whatsoever since he is armed with an unloaded Sawed-Off Shotgun.
- Dirty Coward: He speaks in a very nervous tone, and if you threaten or outsmart him, he will flee in embarrassment.
- Too Dumb to Live: You could be at the maximum level, wearing the toughest power armor, holding any of the most powerful weapons in the game and he will think it's a good idea to try and mug you, not that he does or can though.
- Slightly averted since he will apologize for bothering you and flee if you outsmart or threaten him.
- Video Game Cruelty Potential: If you turn him hostile, he will have absolutely no way of defending himself and you could pretty much toy with him relentlessly then kill him slowly.
Operation: Anchorage Characters
General Constantine Chase
The leader of the American forces in Alaska and the player's commander in Operation: Anchorage.
- Badass Longcoat: Which you can pick up and wear in Mothership Zeta.
- 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.
- Literary Agent Hypothesis: See under Executive Meddling.
- Mission Control: The player reports to him for orders and briefings.
- 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.
- Sanity Slippage: Several terminals contain diary entries of people working for Chase who say that he's been getting increasingly unstable, albeit not in a dangerous kind of way. Considering the dates of these entries are shortly before the Great War, it makes you wonder if he didn't have some idea of what was coming.
Gunnery Sergeant "Benji" Montgomery is the player's right-hand man during the Anchorage simulation.
- Deadpan Snarker: Treats the player's more "questionable" dialogue choices with dry sarcasm.Player: You save some, you lose others. Who cares as long as the job gets done?
Montgomery: Who cares? Lemme take a close look at you. Hmmm. Nope, I don't see any tin plating. You don't look like a robot.
- Eagleland: Proudly patriotic and shouts pro-American, anti-Communist slogans in battle.
- The Lancer: The player's right-hand who they use to give orders to their forces and who accompanies them in battle. He also tries to get the player to play along with the simulation and act like a proper army soldier.
- Literary Agent Hypothesis: After Chase's in-universe Executive Meddling during the simulation, it's hard to say if a real Benjamin Montgomery actually existed during the war in Anchorage.
- Made of Iron: With Broken Steel installed he can reach 250 HP, and wears winterized combat armor in top condition. This makes him as tough as a higher-rank super mutant.
- More Dakka: His weapon is an assault rifle.
- Semper Fi: His dialogue indicates that he's a United States Marine. Since every other American at the Anchorage Front, including your character's character, is in the Army, this is one of the bigger hints suggesting that the Anchorage simulation is not 100% accurate.
The leader of the Chinese forces in Alaska and the final boss of Operation: Anchorage.
- Authority Equals Asskicking: He's the leader of the Chinese army and the most powerful of them.
- Badass Mustache: He has a short-trimmed 'stache.
- Better to Die than Be Killed: If you pass a speech challenge you convince him that he's already lost, so he runs himself through with his sword to avoid being taken prisoner. It's recommended that you at least attempt this.
- Duel Boss: The compound where you find him is full of American and Chinese forces, but they're coded to ignore the two of you and focus on each other. Thus, barring a stray shot provoking them to intervene, you and Jingwei fight one-on-one.
- Famous-Named Foreigner: Somewhat named for Wang Jingwei, the puppet head of Japanese-occupied China. See Name Order Confusion below.
- Four-Star Badass: As a ranking officer he proves he's a very powerful foe.
- Interchangeable Asian Cultures: The man somehow commits seppuku when you convinces him that the battle is lost. Seppuku is a Japanese tradition, not a Chinese one. Also, the Chinese are not really known for sword fetishes; it's the Japanese who really made the sword actual field equipment in WWII after all. The Chinese, y'know, just made do with rifles and other modern equipment.
- Probably a Justified Trope since you encounter him in a virtual reality simulation made by Americans who probably don't know/care about the differences in Asian cultures.
- It's also possible that the real Jingwei had his own Foreign Culture Fetish for the Japanese. The sword turns out to be real, after all.
- Probably a Justified Trope since you encounter him in a virtual reality simulation made by Americans who probably don't know/care about the differences in Asian cultures.
- Katanas Are Just Better: Wields a custom Chinese Officer's Sword (modeled after a chinese jian) with an electrified aura 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 at his highest level. 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.
- Name Order Confusion: He's named for Wang Jingwei, but strangely uses his given name as a family name. It's hard to say if this was an in-universe mistake by the simulation programmers, who misread the name of the enemy commander using an American order and picked the wrong name for the simulation, or if this was a genuine error on Bethesda's part.
- Stylistic Suck: Possibly. His spoken Chinese is terrible and virtually unintelligible to a native speaker. Appropriately, it sounds more like a Westerner trying to speak Chinese with a faked Chinese accent. Again, it's hard to say though if it's Bethesda's voice actor doing a poor job, or if it's because Chase did a poor job in-universe on the simulation.
The Pitt characters.
- Voiced by: Mike Rosson
- 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. Subverted when you find out he isn't nearly as good as he pretends and is driven by selfish ambition rather than the good of the slaves.
- Bitch in Sheep's Clothing: While it's arguable if he counts as evil or not, Wernher 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.
- It's also worth noting that unless you're playing a high speech character capable of talking him down, he'll turn on you the second he finds out you didn't kidnap Marie.
- Cluster F-Bomb"But you know what? Fuck this city, and fuck the raiders, fuck the slaves, and fuck you too, fucker. I'm gone."
- Deadpan Snarker: He can be very snarky and sarcastic at times.
- If you bring a companion along, he'll make fun of him/her/it with various condescending lines about how you can't take him/her/it with you.
- 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. If you do, you of course don't stick around, and Wernher tells you to leave running the place to him, becoming a Dragon-in-Chief.
- Eyepatch of Power: One of five characters in the game to have one.
- Foil: To Ashur. While Ashur does evil deeds for mostly good ends, Wernher does good things for selfish ends.
- 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."
- Jerkass: Once his true colors are revealed, he drops any pretense of niceness. Even before then he's a bit of a dick to you.
- Manipulative Bastard: Plays with the player's perceptions of the state of things in The Pitt to get them to aid him.
- 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.
- Screw This, I'm Outta Here!: If you convince him to abandon The Pitt, he flees the area deciding it isn't worth it anymore.
- The Starscream: Used to be this to Ashur before he was made a slave.
- Rebel Leader: He's the commander of the rebels.
- Rewarded as a Traitor Deserves: He was condemned to slavery when he tried to stage a coup against Ashur.
- Revolvers Are Just Better: His weapon of choice is a 44 magnum.
- Would Hurt a Child: The surgical tools in his lair leave little ambiguity about what he has planned for Marie. If the player turns control of The Pitt over to him, he expresses disgust at those experimenting on Marie, telling you work on getting a cure would be going faster if they stopped worrying about hurting her.
- You Have Outlived Your Usefulness: Played with. G.E.C.K. editor files imply Wernher might have been planning to betray you, but he ultimately doesn't.
- Voiced by: James Lewis
- Affably Evil: Even if you do view him as the Big Bad despite the Grey and Gray Morality of the story, he is still a pretty well-spoken and reasonable man. A G.E.C.K. script note sums it up — "appearing open and welcoming, while offering a lightly-veiled threat."
- A God Am I: Played with. Some of the local tribals and raiders see Ashur as a god due to his power armor, but he doesn't seem to actively cultivate or encourage the idea.
- 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.
- Even Evil Has Loved Ones: He has a wife and daughter that he cares deeply for.
- Evil Counterpart:
- 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.
- Insistent Terminology: He insists that the slave laborers of The Pitt be referred to as "workers," as it emphasizes they are doing important work and all have a chance to earn their freedom and start new lives. However, in personal dialogue with him he occasionally refers to them as slaves still.
- 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.
- Orcus on His Throne: Subverted. Unlike his adversary Wernher, 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.
- Papa Wolf: Try to kidnap his daughter and he dies defending her. If you kidnap her and then return her to him after the quest is done, he considers having you dismembered for taking her, but stays his hand since you also returned her safe and sound.
- 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.
- Shotguns Are Just Better: His weapon of choice is a combat shotgun.
- Tin Tyrant: Wears a suit of power armor to give this impression.
- 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.
- Well-Intentioned Extremist: He's committing terrible atrocities in the name of trying to get civilization back on its feet.
A Pitt slave working with Wernher to begin an uprising, she's the player's contact in The Pitt.
- Hidden Depths: The Fallout 3 official game guide mentions she's been raised a slave her whole life, and has a lot of survival and combat skills. If she wanted too, Midea could probably fight in the arena and win her freedom, but she's chosen to remain a slave to make conditions better for them as best she can.
- The Heavy: While Wernher is the leader of the rebellion, he stays off-screen for most of the DLC, leaving Midea to be the one who gives you your directives and helps execute the plan.
- A Lighter Shade of Grey: While Wernher is a power-hungry Jerkass more interested in taking Ashur's place than doing any good for the slaves, Midea earnestly wants to improve conditions for them. She also comes to care for Marie, though annoyed her crying keeps her awake at night.
- My God, What Have I Done?: If you side with Ashur and tell her stealing the cure amounted to taking an innocent baby from its loving parents, she realizes it's a terrible thing to have asked you to do and surrenders Wernher's location out of guilt.
- Number Two: Wernher's right-hand woman in organizing the slave revolt.
A Pitt slave manning the ammo press, he snitches to his superiors about what the other slaves are up to for lighter treatment and rewards.
- Gameplay and Story Segregation: You can tell him straight that you're an outsider Wernher has sent into The Pitt to help him and Midea start a revolt. Nothing comes of it. The only effect snitching to him has is that if you tell him another slave, Macro, is secretly making weapons for the revolt, Macro is killed. But then that just means you can't get a weapon from him if you hadn't before, the slaves still seem pretty well-armed when the attack begins.
- Rewarded as a Traitor Deserves: When the revolt starts, unless he manages to hide he'll be killed by the attacking slaves.
- The Stool Pigeon: A Betrayer Barry type, ratting on his fellow slaves for personal gain.
- Token Evil Teammate: He sells out the other slaves for his own sake.
Due to The Pitt's proximity to many abandoned factories, radiation caused a different type of mutation in its citizens. The toxins and pollutants, combined with the radiation, mutate humans into a subspecies of ghoul called trogs. While ghouls are simply feral zombie-like humans, trogs are both more bestial and more intelligent.
- Fragile Speedster: Like ghouls, trogs are very fast but have low HP.
- Glass Cannon: They all have extremely low health but can hit fast and hard.
- It Can Think: They seem like ghouls, but there is a key difference; trogs have maintained their mental faculties, to an extent. They hunt in packs, they can navigate the confusing maze of the steelyard better than ghouls could, and they can even talk, though it tends to be one or two-word sentences and in Hulk Speak. If ghouls are feral scavengers, trogs are aggressive predators.
- Primal Stance: They run on all fours and when still tend to crouch and hunch over.
- Red Eyes, Take Warning: Their eyes are bright red.
- Small Role, Big Impact: They mostly exist so you have something to shoot in the steelyard, but the disease that creates them is why The Pitt is reliant on slave labor from other areas; TDC affects newborns with an almost 100% infection rate, so The Pitt's populace can't reproduce.
- Was Once a Man: All trogs are heavily mutated humans.
Point Lookout characters
- Voiced by: Craig Sechler
- Big Bad: Of the Point Lookout questline.
- Brain in a Jar: His current state.
- Black and Gray Morality: The conflict between him and Desmond, with Calvert as the black.
- Card-Carrying Villain: He's open with how evil he is.
- Large Ham: "It is I! Professor Calvert! I have been kept alive through the MIRACLES OF SCIENCE!"
- Mecha-Mook: The only things he can directly control are the Robobrains, Protectrons, and Turrets in his bunker.
- Mad Scientist: He's completely amoral and nuts.
- Smug Snake: He believes Desmond cannot hope to defeat him.
- 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.
- 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.
- Too Dumb to Live: At the end when you face him, he is just a brain in a glass tank and you along with Desmond could already have a gun out pointing at it and he STILL believes himself victorious and completely beyond your power.
- Not to mention, his Protectrons are the weakest robots in the game and since Point Lookout is a late DLC, you could be wearing Power Armor while equipped with some of the most powerful weapons in the game, and Calvert still believes the Protectrons can take you down along with Desmond. How insulting.
- You Have Out Lived Your Usefulness: If you help him, he will reward you... with DEATH. Or at least he tries.
- 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
- 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 Mustache: Like Raul, it survived ghoulification.
- 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.
- Badass in a Nice Suit: His suit might not be the most practical outfit for the setting, but it doesn't really seem to bother him.
- Black and Gray Morality: Calvert is definitely the evil one of the relationship, but Desmond is hardly a hero for opposing him.
- Cluster F-Bomb: You'll be hard pressed to find anyone in the history of Fallout who cusses as much as him.
- Cold Sniper: He uses a sniper rifle with deadly efficiency when the second wave of tribals attack his mansion.
- 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.
- The Greatest Story Never Told: We get only the slightest glimpses into his history and past, but it's abundantly clear that there is a lot of backstory that Desmond simply refuses to elaborate on.
- Good Is Not Nice: See Jerkass
- 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.
- Jerk with a Heart of Gold: He makes no effort to hide the fact that his goals are entirely self serving, but he's a much better alternative than Calvert. When you earn his respect, he gives you a couple of warm lines, and his karma is Good, so.
- Ooh, Me Accent's Slipping: His British accent is a bit inconsistent, but he has lived in America since well before the bombs ever fell, so his accent may just be naturalized at this point.
- The Mean Brit: He's a British expat from before the war, and has quite the attitude problem too.
- Monster Progenitor: Of a sort; it's mentioned in background text that his case of ghoulification was deliberate, due to a small arms race between nations of who could live the longest after the war. Due to being exposed to small bursts of radiation, Desmond was a "winner".
- Pet the Dog: Literally. He's extremely upset when Calvert blows up his mansion and kills his pair of dogs, and storms off right that second to kill the brain.
- There's also the small (small!) thanks he gives you if you kill Professor 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.
- Sir Swears-a-Lot: He curses a lot, even for Fallout.
- Sophisticated as Hell: Pretty much everything that comes out of his mouth is some combination of eloquence and profanity.
- The Spymaster: He's a former high ranking intelligence officer. 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".
Tobar The Ferryman
The captain of the Duchess Gambit who transports various travelers to and from Point Lookout for a modest fee. He's also working for the local tribal groups in exchange for Punga fruit.
- Back-Alley Doctor: He cuts out pieces of people's brains and keeps them as trophies.
- Faux Affably Evil: He remains polite and cheerful right up until the Lone Wanderer confronts him over his past crimes, such as cutting out a part of their brain. At that point he condescendingly taunts them and then attacks.
- Nice Hat: He wears a Roving Trader Hat.
A kindly old man living alone in his manor house deep in the Point Lookout swamp who asks the player to retrieve a family heirloom of his stolen by the mutated swampfolk who roam the bog. Naturally, this "family heirloom" turns out to be an evil book of dark and terrible power that the player must choose to return to its former owner or destroy forever.
- Even Evil Has Standards: He's very vehement about his scorn for the swampfolk, deriding them as mindless, depraved animals.
- Evil Old Folks: What he ultimately turns out to be.
- Faux Affably Evil: His manners and gratitude disappear the minute you hand him his book.
- Non-Action Guy: He's just an old man with an extremely low Strength attribute who has to rely on you to retrieve his stolen property from the swampfolk. Despite this, he is one of the creepiest bastards in the whole game who somehow managed to kill enough people to fill his basement with corpses.
- Tome of Eldritch Lore: His book is this.
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.
- Authority Equals Asskicking: Inverted; Jackson, their "leader", is the weakest tribal there is.
- Fake Difficulty: For no reason at all, they get an unblockable +35 damage boost.
- Improbable Power Discrepancy: Strangely, many of these unarmored tribals are significantly tougher than the Power Armor-wearing soldiers of the Enclave.
- Made of Iron: They have hundreds of HP at higher levels, almost as much as deathclaws.
Technically kin to the Tribals, in that they are technologically primitive hunter-gatherers who flock through the swamp, the Swampfolk have succumbed to the degenerative effects of radiation and inbreeding, devolving into murderous, hideously mutated savages who prey on anything and anyone that they can catch. Like Tribals, they carry crude hunting rifles and double-barreled shotguns for ranged attacks, and wield axes and knives for close-quarters killin'. Unlike Tribals, they trade with nobody, considering anybody outside the family fit only to be dinner.
- Always Chaotic Evil: Whereas tribals are primitive but cautiously reasonable, Swampfolk are murderous towards anyone who isn't part of the family.
- Body Horror: They're visibly deformed and distorted as a result of inbreeding and radiation-induced mutations.
- Cult: It's implied they worship unspeakable, Lovecraftian deities in their degeneracy. One of the DLC's quests is to recover a Tome of Eldritch Lore from a horrific Swampfolk "temple", complete with creepy doll- and corpse-based fetishes and an altar used for Human Sacrifice.
- Fake Difficulty: For no reason at all, they get an unblockable +35 damage boost.
- Hillbilly Horrors: They're basically based on the stereotypical "killer hillbilly/swamprat" archetype; inbred, deformed, insane, murderous, cannibalistic and depraved.
- I'm a Humanitarian: They eat anyone who isn't Swampfolk, and it's implied even their own kin aren't always exempt from the menu.
- Improbable Power Discrepancy: Strangely, many of these unarmored inbred savages are significantly tougher than the Power Armor-wearing soldiers of the Enclave.
- Made of Iron: They have hundreds of HP at higher levels, almost as much as deathclaws.
Mothership Zeta characters
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.
- Authority Equals Asskicking: Averted with the Alien Captain.
- 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).
- Germans Love David Hasselhoff: Invoked about their bizarre obsession with the children's robotic horse, "Giddy-Up Buttercup". Although at least one room implies this is because they're trying to weaponise them.
- Glass Cannon: They move quickly and their weapons pack a kick, but they have very poor defences and little HP so they die quickly. However, higher-level aliens have "inertia suppression fields" that grant them bonus damage resistance to become Lightning Bruisers. 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.
- Greater Scope Villain: To the Enclave, sort of.
- Humanoid Abomination: A literal case. On their ship the player can find enemies 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.
- Made of Iron: At Level 30, their level-scaling means their inertia suppression fields grant them a Damage Resistance of 110. Even a sneak-attack critical hit from the most powerful weapons in the game will barely take off half their HP, if that.
- 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.
- Genre Savvy: She's obviously seen some alien movies and knows how this sort of story goes.
- Mission Control: To an extent, she often tosses out advice off-screen while she's in the vents.
- Really 700 Years Old: She was born sometime before the Great War, judging by her recognition of the Giddyup Buttercup on the alien ship. Sally herself states that she and her family were abducted by aliens as the bombs fell.
- Tagalong Kid: Invites herself along since you need her know-how to escape.
- Wise Beyond Their Years: She's very smart and sensible, even without her advance knowledge of the ship's layout that lets her guide you around.
Another wastelander and alien captive, you're locked up with her and the two of you stage a fight to escape.
- The Engineer: With a Repair skill of 100, she's the best mechanic in the game and can repair anything to perfect condition.
- The Lancer: Your first ally and the only one from the Wasteland like you.
- No Hero Discount: You can ask her why she insists on charging you for repairs, to which she replies you know how hard it is in the wasteland without money, and she's not gonna go home broke.
- Retired Monster: It's implied she may have been a raider or a slaver before being abducted.
- Sassy Black Woman: She's got quite an attitude on her, though she isn't mean.
- Shotguns Are Just Better: She finds one somewhere in the ship and uses it for the remainder of the exploration.
- 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 a frontline field medic in the army.
- 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.
- Crouching Moron, Hidden Badass: Talking to him or listening to the others chat him up shows him a bit silly and naive. Take him into battle though and out comes the assault rifle and Hot-Blooded shouting.
- A Father to His Men: He is not happy when he finds aliens dissecting his squad members.
- Fish Out of Temporal Water: He takes it the hardest of them, partially since he was involved in the conflicts that lead to The End of the World as We Know It. This results in him staying aboard the ship, feeling there's no point to heading back to Earth.
- Foreshadowing: Subtly drops some for Fallout 4. While examining the aliens' cryostasis technology, he notes that he was studying cryogenics for the government before he was drafted, hinting towards the background of the Sole Survivor. He's even in the same military unit as the male Sole Survivor.
- Kick the Dog: He's the only ally of the expansion who will attack alien workers, even though it's emphasized that they're helpless and killing them is a hit to your Karma. By contrast, Paulson and Somah just ignore them.
- More Dakka: Guns down aliens with an assault rifle.
- Really 700 Years Old: He's from just before the Great War and is implied to have fought at Anchorage.
- The Smart Guy: He learns about the alien technology around you pretty quick, and is able to refine weapons and consumables from the stuff you find. He mentions at one point that he was actually a medical researcher before the war in Alaska.
A cowboy abducted by the aliens, he doesn't talk much except to let you know he's looking forward to gunning them down.
- Cowboy: He is one, straight from the old west.
- Fish Out of Temporal Water: Though comparing the Capital Wasteland and especially the Mojave to the Old West, he'd probably be able to adjust.
- Heartbroken Badass: The reason he's so eager to shoot up the aliens? He wasn't alone when they abducted him, he had a wife and son. He survived to get taken aboard the ship—they didn't.
- Interchangeable Asian Cultures: He refers to Toshiro as a "chinaman" until he's corrected.
- Nice Hat: Wears a typical western cowboy hat.
- The Power of Hate: What's motivating him due to the loss of his family to the aliens.
- Really 700 Years Old: He was abducted from the Old West, so he's at least 400 years old.
- Revolvers Are Just Better: It's actually quite potent, and the strongest variant of it you can get without nuking the Citadel in Broken Steel.
A feudal Samurai, the language barrier means that talking to him won't get you much anywhere, but he's still an ally.
- Everything's Better with Samurai: Can you think of any other reason for his inclusion?
- 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.
- Gameplay and Story Segregation: If he dies and you take his armor off his corpse, you will see that he is actually wearing the same modern undergarment (boxer briefs and a t-shirt) as every other male NPC rather than the fundoshi that would have been more accurate for a feudal-era japanese man to wear. This is due to the fact that all male characters, player included, share the same "naked" body (the skin tone being the only difference).
- 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 Japanese version has it so that he's speaking actual Feudal Japanese because it would be weird if the Japanese audience knows what he's actually saying.
- 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 Unintelligible: Due to no-one else being able to speak Japanese. The Lone Wanderer may be a skilled in multiple fields, but it seems that language isn't one of them.