Characters: Fallout New Vegas Companions
This is a partial character sheet for the Video Game Fallout: New Vegas. Visit here for the main character index. Subjective trope and audience reactions should go on the YMMV page.
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Arcade Israel Gannon
"It's... a thing. A science thing. It hurts robots. Don't worry about it."
Arcade is a member of the Followers of the Apocalypse (not what it sounds like; they're doctors) researcher who is stationed in Freeside. He follows the Courier if he is persuaded, with intelligence or pity or charisma or flirting. He's very reluctant to share his past, but he is committed to making New Vegas a better place. Strangely enough, Arcade is suspiciously proficient in energy weapons
and makes comments and observations about the wasteland that a typical Follower should not know.
Provides examples of:
- Adorkable: Has shades of this, especially when a male Courier uses the Confirmed Bachelor perk, or when he tries (and fails) to play dumb and cover up his involvement with the Enclave.
- Altum Videtur: He speaks fluent Latin and knows a lot about the history of the Roman Empire. But he's very quick to assure you he did not learn it from the Legion.
- Ambiguously Jewish: Not many gentiles have "Israel" for a middle name.
- Ancestral Armor: The Gannon Family Tesla Armor.
- Author Avatar: According to this interview, his views and personalities were inspired by Sawyer's own idealism, and that out of all the characters that he have written for the game, Arcade is closest to himself. However, Sawyer also notes this trope is not intended, and Arcade is not directly representing him.
- Awesome McCoolname: His full name is Arcade Israel Gannon.
- Cultured Badass: Always has a quote from Vergil, Lucan, Cato, or paraphrase of Shakespeare thanks to delving into the Followers' libraries, extremely knowledgeable about medical matters, and also quite deadly with a plasma pistol and combat-ready, with his own Enclave power armor!
- Sophisticated as Hell: Conversely, in regards to the Legion and especially Caesar's POV, he doesn't even try to calmly deconstruct his reasons and just yells out that he's full of shit... in philosophical/political language, mixed with a healthy number of Precision F Strikes.
- Badass Gay
- Beware the Nice Ones: Even knowing his past with the Enclave, he's a surprisingly effective fighter, and you can have him show up at Hoover Dam in full power armor, gunning down Legion soldiers left and right. He also reacts... poorly if you suddenly throw your hat in with the Legion.
- Bad Liar: Arcade's obviously practiced at deflecting questions about his past, but occasionally little details and landmarks in the Wasteland will cause him to let something slip, and he's terrible at backpedaling should the Courier notice. He'll even skip the question even if it's not directed at him. When you ask him if he knows more about vertibirds, he'll try to brush it off.
- Be Careful What You Wish For: He's the companion who'll try to nudge you toward an independent Vegas if you ask him, but if you achieve it, he'll find his workload increase greatly. Subverted, in that even after realizing this, he rolls up his sleeves and delves in.
- Being Good Sucks: No matter what you do, the epilogue shows that he won't get a Golden Ending. At best, he'll be somewhat disappointed at the outcome if New Vegas falls under NCR control or achieves independence, but he understands that it's the lesser of all the evils. At worst, he'll be brutally murdered, enslaved, crucified, bitterly disillusioned with his ideals, or hunted down as a war criminal by the same people that he worked very hard to help.
- Earn Your Happy Ending: And in the Wild Card endings, he still gets to roll up his sleeves and make the Mojave a better place with his talents, even if everything wasn't "as good as it could possibly be."
- Berserk Button: Don't ever think of viewing the Legion as a solution to the wasteland. He gets even madder than Boone when it comes to it.
- Cassandra Truth: He can tell you that he was a member of the Enclave and brush it off as a joke.
- Chainsaw Good: His default melee weapon is a Ripper. Makes sense, considering his past in the Enclave. It possibly also does double duty as a bone-saw, which would be very useful for a doctor.
- Combat Medic: He's a doctor which gives you a perk that increases the effectiveness of all your food and medicine, and while he's not the best fighter in the game, he's pretty handy with energy weapons. Some players are perfectly fine with loaning Arcade the REPCONN Q-36 Energy Modulator whenever they need some bodies disintegrated
- Dark and Troubled Past: As evasive as he is about it, he was once with the Enclave.
- Dark Is Not Evil: He seems to have really believed that the Enclave was doing the best they could in order to help people..
- Deadpan Snarker: He's probably one of the most sarcastic characters in the game.
- Declaration of Protection: He's firm on his stance against the Legion.
- Downer Ending: He draws the short straw in all of the Legion endings.
- Driven to Suicide: In one of his endings. If you sell him to Caesar's Legion, he ends up as Caesar's personal doctor/philosophical sparring partner. After the end of the game, in despair over being forced to help an organization which he utterly despises, he disembowels himself with a scalpel in an unguarded moment. Caesar mourns him for a long time.
- Four-Temperament Ensemble: Phlegmatic, very much so.
- Good Is Not Dumb: Even if you have high karma, Arcade won't buy into any stories about your good deeds so easily. He also has a personal "dislike counter" where Machiavellian thoughts about how "The End Justifies The Means" will anger him and outright psychotic actions (such as activating a Kill Sat on the NCR) will cause him to leave you. For similar reasons, he also dislikes Mr. House for exploiting the people of Freeside. That said, he doesn't hesitate to exploit any sort of advantage for the people of Freeside if given the opportunity.
- Good Is Not Soft: Arcade's an unambiguously good man. However, if he's with the Courier while hunting down the leaders of the Fiends, he'll casually comment that while he's hardly bounty hunter material, he won't lose any sleep over killing them.
- The Greatest Story Never Told: To ensure Arcade's future well-being, it's better for him to be sent back to the Followers' base to continue his work as a doctor at the end of his personal quest. Should he join the other Enclave remnants and survive the battle, the NCR will identify him as a defector to the Enclave afterwards, and he'll either be forced on the run or be imprisoned indefinitely. The only good outcome where he joins the battle is combined with the truly independent Vegas ending, where he'll become a peacekeeping vigilante armed with Enclave tech.
- Heroic Willpower
- Hidden Depths: Arcade looks nothing more than a doctor in his mid '30s. Beneath his witty personality and introverted ways, however, he's actually a former member of the Enclave and their youngest survivor.
- Knight in Sour Armor: Arcade's somewhat bitter, but he's also genuinely devoted to trying to do good and helping the people of the Wasteland. Also, if the Courier has an Intelligence score of less than 3, he'll follow you since he believes someone like you needs all the help they can get.
- Lost Forever: Outside of doing something that he disapproves of (such as activating Archemedes), after you complete his personal quest, he will leave for the rest of the game, either to rejoin the Enclave or to go back to the Old Mormon Fort to work with the Followers of the Apocalypse again.
- Meaningful Name: Arcade. Arcadia. The "Israel" part of his name also ties into the idea of something higher and better (like the concept of a promised land), which encapsulates his motives and goals rather well.
- Mr. Fanservice: Has quite a bit of fanart dedicated to him. Fortunately for him, he has his fanboys, too.
- Sarcastic Confession: If you're blunt enough to call him out on dodging your questions, he responds with this:
- Sarcastic Devotee
- Saying Too Much: Every time you visit someplace that triggers reminiscing on his part. Invariably followed up with clumsy backpedaling and painfully obvious evasion.
- Science Hero: At first, he's just a guy in a lab coat with a plasma defender, and maybe a bit more depending on how generous you are with weaponry. Make him join the fight for Hoover Dam, and he even gets the cool Powered Armor requisite of any genius hero.
- Sesquipedalian Loquaciousness: A bit, at first. Worth noting because after he warms up to you, he starts speaking much more naturally.
- Shut Up, Hannibal!: Arcade thoroughly trashes the reasoning of both Caesar and Legion-aligned players.
- Shoot the Shaggy Dog: Any ending where the Legion wins will result in his death.
- Sins of Our Fathers: If you convince him to fight with the other Remnants at Hoover Dam, you better be going for the House or Wild Card endings. Otherwise, he ends up being hunted by NCR Rangers or imprisoned indefinitely as a war criminal, despite being innocent of any crime other than being his father's son.
- Sliding Scale of Idealism Versus Cynicism: He's somewhere in between. Unlike many other members of the Followers of Apocalypse, he understands that he lives in a Crapsack World and sometimes one needs to resort to violence to get things done. He's also quite an idealist, however, and very much wants to see an independent New Vegas.
- Small Steps Hero: Doesn't really like sacrificing people for the greater good. It takes convincing for him not to dislike you if you turn in Anderson, even though he stole water from NCR people and murdered the person sent to find out where it went.
- Specs of Awesome
- Stoic Spectacles
- Straight Gay: Other then a few comments here and there, he rarely acts upon his orientation.
- Teeth-Clenched Teamwork: Admits to wanting to throw ED-E into a canyon with a few pulse grenades after it for good measure. After learning about his past, presumably Arcade was worried that ED-E would've recognized him as a former member of the Enclave and give the game away.
- Unlucky Everydude: His explanation for why he's currently unattached is that he's "boring". The reality is more interesting, but you won't be finding out any time soon because he's got issues.
- "Well Done, Son!" Guy: Although he only opens up enough to tell you about it during "For Auld Lang Syne", Arcade is curious and anxious about whether his father would be proud of him. You can either encourage or discourage this mindset.
- What the Hell, Hero?: If you tell the Enclave Remnants to support Caesar's Legion, he'll completely drop his normally calm and logical personality and lose it, denouncing you as a cold-blooded murderer before leaving you forever. He also does this if you use Archimedes to kill the NCR troopers stationed at Helios One.
- Wide-Eyed Idealist: According to Word of God, this is ultimately the point of his character. While he's a little more cynical and worldly than your average example of this trope, his idealism is what drives him.
"You take out a debt, it's only a matter of time before someone comes collecting."
Boone is a former NCR First Recon Sniper who settled in Novac. His wife was recently killed and he wants to hunt down those responsible for the events which lead to her death. He enlists the aid of the Courier and will tag along after the matter is settled, however, he is being haunted by other ghosts in his past. Boone is highly proficient with rifles, tough, and he's a surprisingly decent melee fighter too.
Provides examples of:
Raul Alfonso Tejada
"I'm an open book, boss. Granted, the book's in Spanish and some of the pages have fallen out, but I'm an open book."
Raul is a Wandering Ghoul Mechanic Vaquero
who is captured by a crazy super mutant named Tabitha in Black Mountain. He can be rescued by the Courier, and becomes a companion out of gratitude. There is more to the ghoul than meets the eye however. Raul specializes in revolvers and lever-action rifles and can also maintain the Courier's equipment.
Provides examples of:
- Amusing Injuries: On his leg to be exact. And if you knock him unconscious...
"AHH, PETRO CHICO BOY! PETRO CHICO BOY IS AFTER MY CHICARRONES!... Oh, oh, just a dream..."
- And I Must Scream: If you make Tabitha leave Black Mountain by repairing Rhonda, she leaves without unlocking Raul's cell. She also turns off Black Mountain Radio, preventing him to keep on broadcasting his call for help. What would have happened to him if the Courier hadn't freed him?
- Anti-Hero: He's mostly good, but he holds a positive view of Caesar's Legion. He explains that he is fully aware that people have very good reasons for their objections to the way they run the show both internally and externally, but also he notices that he has seen with his own eyes how their rule has brought peace and stability to quite a few lawless hell-holes. It all hints at him harboring some dark views on government.
- Badass Grandpa: As a ghoul, he's over two hundred years old, and remembers the nuclear war that ended the old world.
- Badass Mustache: It might be tiny, but his mustache survived ghoulification.
- Beware the Nice Ones: Raul's a pretty cool guy, if a bit snarky. If you get him angry, be prepared to be filled with revolver bullets. The raiders who killed his sister and Claudia learned this the hard way.
- Cool Old Guy: He's been around since before the bombs fell.
- Cowboy: Formerly a Vaquero to be exact, though he can be convinced to become one again.
- Deadpan Snarker: Will snark at anything. Even if you point gun at him, he'll only say that "he wouldn't mind so much, if it wasn't for that maniacal glee in your eye".
- Determinator: Raul, on the subject of Claudia being kidnapped...
"They had a headstart, but they slept nights. I didn't."
"I killed all of them boss, not because I was tougher than any of them, but because I was a meaner cuss than any of those fuckers. I kept shooting until I ran out of bullets. A couple of vultures pecked at me for days, by then I managed to get back up."
- Downer Ending: Sort of, though through no fault of the writers. The three NPCs you need to talk to for his companion quest are all notoriously buggy and have a higher than normal chance of disappearing, spawn where they shouldn't (i.e. IN the maps) or bug out and not give dialogue options. This makes them impossible to talk to and thus makes it impossible to complete Raul's quest, resigning him to a fate of going back to being a drifter and never finding peace.
- Earn Your Happy Ending: If the player does complete his personal quest, he will get one of the happiest endings of the companions. He will either happily retire to the quiet life of a mechanic, or become a heroic vigilante determined to protect the weak.
- Fate Worse Than Death: A minor version; If the Courier doesn't bother to make the trip to the mountain, Raul is just stuck there, falling prey to the whims of a crazed super mutant. He knows she won't kill him but still a miserable existence.
- Genre Blind: The reason for his Ghoulification. He admits that at the time, he wasn't really aware of the effects of the Atomic Bombs, so he didn't realize why going to a nuked out Mexico City was a bad idea until after the radiation poisoning set in.
- Ghoul Mechanic Vaquero
- Heroic Neutral: He doesn't really mind The Legion, as he witnessed the change in Arizona. But when he sees anyone that preys on the weak...
- Insistent Terminology: One thing he's a bit of a stickler on is the name of Tucson, which he refuses to refer to as Two-Sun. Mostly because he's the only one who remembers its real name.
Raul: ... the locals can call it Two-Sun all they want, but it's Tuscon, dammit!
- Know When to Fold 'Em: The Courier can convince him to give up the gun slinging ways and focus on being a repairman.
- Let's Get Dangerous: His Old Vaquero perk really gives his edge back.
- Made of Iron: But it's more due to sheer force of will than physical prowess.
Raul: I killed all of them, boss, not because I was tougher than any of them, but because I was a meaner cuss than any of those fuckers. I kept shooting until I ran out of bullets. A couple of vultures pecked at me for days, by then I managed to get back up.
- Mr. Fixit: A skilled repairman who can even fix terminals. Having him around makes your weapons degrade 50% slower. He can also repair your equipment and has a Repair skill of 100, but you have to dismiss him and tell him to go to his shack instead of the Lucky 38 for him to be able to do it. You also have to pay him caps, which won't show up in his inventory when you hire him again.
- If you convince him to give up being a Vaquero and hang up his guns for good, he spends the rest of his days living in New Vegas, fixing ancient machinery. This also makes his companion perk more effective, causing your equipment to degrade 75% slower.
- My Greatest Failure: His failure to protect his little sister Rafaela, as well as her Identical Stranger and Replacement Goldfish Claudia many years later from being killed by raiders.
- Mythology Gag: Raul has a similar habit with Vic in that he keeps calling the Courier boss. It helps that he's also a repairman that you rescue from slavery.
- Nice Hat: If you convince him to take up his gunslinging ways again, Raul gets a sweet-looking vaquero outfit◊, complete with badass sombrero.
- The Nicknamer: He always refers to the Courier as "Boss".
- Quick Draw: His specialty in his days as a Vaquero. If you make him return to his Vaquero ways, he gets a perk that increases his firing speed with revolvers and lever-action guns. No matter what perks you have, he will shoot faster than you.
- Really 700 Years Old: He was alive before the Great War and can still remember how the world used to be like. He's actually the oldest living ghoul ever introduced.
- Roaring Rampage of Revenge: Has had to pull this off twice now, for his sister and for Claudia. Wasn't pretty for either side.
- Sarcastic Devotee: Like Arcade and Veronica, Raul is prone to making snarky comments. Unlike them, it's pretty apparent he actually believes you're something of a idiot, though he avoids saying so outright. Just like the rest of the companions however, he also believes in you.
- Servile Snarker: Raul is perhaps one of the wittiest companions in the entire series. Even if he clearly sees you as a fool, he'll follow you through any faction's path, even the Legion's. He may sound snarky whenever he calls you boss, but after his companion quest, you know he isn't kidding.
- Shrouded in Myth:
- If you persuade him to go back to his vigilante ways, his ending has stories coming in of a ghost Vaquero who protects the weak.
- He treats Mr. House this way, stating that he could either be a clever raider with a mind for history who took his name, or that he left instruction to his robots before the war or that he uploaded his brain patterns to a computer to become a godless machine that rules Vegas (though he's obviously sarcastic about that last one). He even suggests that it could all be one big coincidence.
- Undying Loyalty: To Rafaela, Claudia and especially after his companion quest, you.
- Vigilante Man: In his Vaquero ending, he takes up his guns and hunts down those who would prey on the weak.
- Weak, but Skilled: He states that his eyesight among other things have gotten poorer with age but he's still fairly fast with a gun. As stated above, he can get his edge back.
- Weapon of Choice: Revolvers and lever-action rifles.
- What the Hell, Hero?: If you tell him that his family deserved to get killed by raiders in their sleep due to not setting a watch, he'll accept that while they should have been more careful, saying that they deserved is way out of line.
Raul: "Maybe we made a mistake. It was early on, we didn't know just how serious it was out there. But to say they deserved it? What kind of devil are you, Boss?"
Rose of Sharon Cassidy
"A sober woman might take insult at that. Me, I might just bust you one."
Rose of Sharon Cassidy used to be the proud owner of the Cassidy Caravans until it was erased from the Mojave Wasteland
. The Courier can convince Cass to sell the will to her caravan but it will take some heavy persuading or some heavy drinking to do so. Now down on her luck and with nothing better to do, Cass joins the Courier on a romp through the Wasteland. In combat Cass is capable of a variety of methods to eliminate the opposition: shoot guns, chuck dynamite, and even bludgeon someone when it's really necessary... just like dear old dad.
Provides examples of:
- Action Girl
- The Alcoholic: Having her as a companion actually gives you an alcohol related perk.
- Anti-Hero: She may be a coarse, hostile boozy snarker, but her morals are solid, being the only follower to call the Courier out on evil Karma, and expressing concern for your welfare as the story progresses. Depending on how you resolve her quest, she may become more violent or keep to her morals.
- Beauty Is Never Tarnished: Someone who's been living off whisky for more than half her life should not still be that gorgeous.
- Canon Immigrant: Not the character per se, but her face. It bears a strong resemblance to several non-canon depictions of her father's face: Bony cheeks, straight thin nose, blue eyes, and straight lips. Granted, her face is more feminine and has 30+ years less on it.
- Can't Catch Up: Cass can handle herself in a fight, but her unremarkable default weapon and lack of any really spectacular skills means that she won't be of much use in the endgame until you load her up with stronger guns and ammo. A patch loaded her up with the Shotgun Surgeon perk to help alleviate the problem of armor.
- Getting the perks for both resolutions of her story also helps her late game survivability and offensive power.
- Continuity Nod: She is the daughter of Fallout 2's Cassidy. She also inherited his heart condition and gets upset if you use drugs.
- Cruel Mercy: You can convince her in her quest that letting the NCR bureaucracy deal with the Crimson Caravan and the Van Graffs is far worse than simply killing them.
- Deadpan Snarker: Something that she learned from her father.
- Disappeared Dad
- Don't Explain the Joke: Her rather colorful metaphor for the NCR's expansionism.
Cass: Nobody's dick is that fucking long, not even Long Dick Johnson. And he had a fucking long dick. Thus, the name.
- Drowning My Sorrows: You find her doing this at an NCR outpost.
- Fiery Redhead: Quite a mouth, outspoken, snarky, prone to slug someone who talks smack with her, and crimson-locked.
- Final Speech: If you side with House, the epilogue reveals that Cass eventually dies of a heart attack sometime after the ending. Her last words echo the last line in The Great Gatsby.
Cass: We were going full speed ahead... but facing backwards the whole time.
- Generation Xerox: Like her father, she becomes the companion of a person destined to change the wastelands. The nightkin on Black Mountain seem to know her father as well.
- Gilded Cage: Tell her to go to the Lucky 38, and she says "Back to the gilded cage." In general, she seems to display a certain level of contempt for Vegas.
- Hard-Drinking Party Girl: To the extent that her companion perk lets you drink whiskey and become an alcoholic with no downsides. She even lets you brew moonshine.
- Heterosexual Life-Partners/Platonic Life Partners: Can become this with the Courier, depending on gender.
- Jerk with a Heart of Gold: She might be foul mouth and sarcastic at times, but she also has a very strong sense of morals.
- Jumping Off the Slippery Slope: Alice and the Van Graffs may deserve a bullet in the head, but attacking the former in public will result in the deaths of a lot of innocent bystanders.
- The Lad-ette: She drinks, sleeps around, swears a lot, and is incredibly adorable.
- Like an Old Married Couple: Most of her interaction with the Courier has subtle shades of this.
- Mighty Glacier: Having the "Calm Heart" perk will give Cass 50 more maximum HP points, which can make her a pretty effective form of this.
- My Country, Right or Wrong: Although she's an NCR citizen and a patriot, she sees that there are a lot of problems with the republic. She's also clearly unhappy if either Mr. House or the Legion takes over Vegas.
- As Cass herself puts it, the NCR's like Family. Not the functional kind, but more like " Some dumbass younger brother, say, who knocked up the pastor's daughter, can't hold a job, and his home-away is a jail cell"; they frustrate the hell out of you, but you stand by them anyway, because that's what families do.
- My Girl Is a Slut: Cass will sleep with anybody, provided she's got enough alcohol in her system.
- Nice Hat: No special properties, but the unique shape gives her Hidden Eyes half the time. She levels her gaze with more gravity when she looks from beneath the brim.
- Nice Job Breaking It, Hero: Following through with her Roaring Rampage of Revenge and killing the Van Graffs and Alice will severely damage the NCR's efforts to supply the Mojave once the battle for the Hoover Dam is over. Letting them live, however....
- Noodle Implements: The ingredients for her moonshine. Do you wanna wanna try alcohol that's made from fission batteries?
- Oh, Crap: The Independent ending implies that Cass is both amazed at and terrified of the Courier for managing to defeat three armies. Of course, she's not taking any chances letting it get to your head...
"Cass lived to see the Courier take down three armies, and by her count, that was three more than she expected. She kept quiet about that though."
- Older Than They Look: Cass is actually 37 and the oldest of the human companions.
- Parental Abandonment: Her father left at an early age.
- Really Gets Around: If the NCR wins, Cass will want to find the Courier and 'celebrate', but she finds some random NCR trooper instead. Cass cuts her losses and screws that trooper instead.
- Roaring Rampage of Revenge: An option in her side quest.
- Shotguns Are Just Better: Her default weapon is a caravan shotgun, and she has the Shotgun Surgeon perk to give her shotgun blasts extra penetrating power (-10 DT). Get the girl a riot shotgun and watch the bodies pile up.
- Shout-Out: As she'll point out short of naming the title, her father took the name from The Grapes of Wrath.
- The Snark Knight: She adheres to a very strict code of conduct. "Tact" is not part of that book, however.
- Tomboy and Girly Girl: The tomboy to Veronica's girly girl. Possibly to a female Courier as well depending on how you play.
- Unresolved Sexual Tension: Definitely displays this with the Courier. In the ending where NCR prevails and if you play as a male Courier, Cass kicks down the door to the room she thinks is yours with a bottle of whiskey, intent on "celebrating", but you're not there. Before full romance sidequests were cut, there was going to be a quest where the two of you woke up with The King watching over you, only to find out the two of you got drunk the previous night and The King married you.
- Vitriolic Best Buds: Depending on the player's action, she can easily become this with the Courier.
- What the Hell, Hero?: She will leave you if your karma drops too low for her liking. A stand-out example, really, because every other companion judges by reputation. Luckily it's pretty much impossible to drop below sainthood for very long without mods.
- She'll also call you out if after convincing her to let the NCR deal with the Crimson Caravan and the Van Graffs, you just kill them anyways, asking why you even bothered in the first place.
Lilian Marie Bowen
David Anthony Pizzuto
"Grandma's got a present for you!"
Lily's an old Nightkin who was transformed waaaaaay back
in the Master's era. As a result of prolonged Stealth Boy exposure she's become insane. She joins the Courier when she learns about the investigation behind the recent Bighorner disappearances. Lily can fire guns, but she really shines in sneaking and melee combat. During their adventures the Courier discovers that Lily needs to take her medicine so that her mental faculties regain some semblance of order. The Courier can help Lily on the road to recovery or let her indulge in her psychopath ways.
Provides examples of:
- Anti-Hero: Would probably be a straight up good guy on her own, but Leo's influence can push her into psychotic behavior. Can slide deeper into insanity and evil depending on the player's actions.
- Ax-Crazy: She's a lot more sane then most Nightkin, but she can still go crazy during combat and as a companion, she'll occasionally have a mental breakdown and attack everyone she sees.
- Berserk Button: Don't mess with her bighorners... just don't.
- BFS: She wields a vertibird propeller blade as a sword.
- Call to Agriculture: A former Unity spy and assassin turned bighorner shepherdess.
- Cloud Cuckoolander
- Cool Old Lady: She's a stealthy version of The Incredible Hulk who actually was a sweet old lady pre-Nightkin days, and she didn't lose any of her grandmotherly tendencies even after her transformation. Even better, she more or less adopts you as her surrogate grandchild and kicks ass on your behalf with a sword made out of vertibird and/or an assault carbine. What's not cool about that?
- Funny Schizophrenia: Played with. On one hand, the way she talks to or about Leo is pretty funny. But when 'he' fully takes control of her, the implications are a lot less funny.
- Leo Made Me Do It: When Lily goes into an Unstoppable Rage, it's because Leo managed to take control of her.
- Grandma Ninja Super-Mutant
- Guttural Growler: Her very menacing and gravelly voice belies the fact that she's really just a kindly old grandmother. Most of the time, anyway.
- Lightning Bruiser: As a Super Mutant, she'll charge into battle faster than you can.
- Mama Bear: She's this, and thinks you're her grandson.
Lily: Get behind me, dearie! (Lily proceeds to paint the room red with blood)
- No Indoor Voice: Go into crouch mode and this is what you get:
Don't worry, Grandma knows how to stay quiet!
- Despite this, stealth is actually her specialty and her perk doubles the duration of Stealth Boys.
- Old Soldier: She did serve in The Master's army at one point.
- Replacement Goldfish: Lily sees The Courier as a replacement for her grandchildren.
- Split Personality: 'Leo', her Ax-Crazy alter ego. If she's severely wounded, 'Leo' will take complete control of her and she goes berserk.
Veronica Renata Santangelo
"Thanks for taking a chance on a naive young girl from California with stars in her eyes and a pneumatic gauntlet on her hand."
Veronica is a Brotherhood Scribe whose mission is to retrieve supplies that her bunker needs. But that doesn't stop her from tagging along with the Courier, hoping to learn more about the world and the Brotherhood's place in it. She specializes in crafting items for the Courier and dishing out violence with her fist
Provides examples of:
- Action Girl
- And This Is for...: If you wipe out Hidden Valley before meeting her and tell her about doing so when she asks you if you've heard of the Brotherhood of Steel.
"In that case, this
is for them."
- Badass: As you get her the higher-end Power Fists, it's not uncommon to see enemies have their limbs explode from the force of her punches. Its entirely likely that the confrontation at the end of her companion quest will end with the Courier simply running for cover from the quartet of pissed off Brotherhood Paladins while Veronica runs around two-shotting all of them with a basic Power Fist.
- Badass Adorable
- Badass Bookworm: She's a Scribe, but she's as effective in combat as a Paladin. She can even wear Power Armor and despite being a melee-focused character, she has Energy weapons as a tagged skill.
- Badass Gay
- Beware the Silly Ones: Her sense of humor is quirky, but her Power Fist will still wreck you if you underestimate her.
- Being Good Sucks: Like Arcade, she wants to see the Brotherhood be open to the world and help improve civilization. In-game, you'd be hard-pressed to see the happy ending in her quest paths — she can stay with the Brotherhood and keep silent about how she still thinks they're running themselves into the ground, she can stay with the Brotherhood and be banished because she doesn't keep silent, or she can leave them to become a wandering tinkering and explorer who forsakes companionship because she's afraid the Brotherhood will kill them out of paranoia she might tell them something they want to be kept a secret.
- Should you encourage an NCR alliance, however, the latter one ends on a happy note, with several researchers having breakthroughs in Science thanks to Ronnie.
- Boyish Short Hair: Underneath her hood, she keeps her hair in a short and surprisingly tidy style.
- Break the Cutie: The Causeless Rebel ending of her questline sees her horribly traumatized by the fanaticism of the Brotherhood, as a few particularly zealous Paladins massacre a Followers of the Apocalypse camp and then try to gun down you and her, just because they wanted to take no chance she might have told them something.
- Chick Magnet: Even though she doesn't advertise her sexuality, female NPC's will hit on her.
- Random Vault 3 Female Fiends: "Hey, your friend....Does she put out?"
- Cry Cute: She will have moments with this, such as in I Could Make You Care if find the Followers outpost decimated by the Brotherhood soldiers, or bits involving Elijah.
- Cute Bruiser: Yup.
- Deadpan Snarker: With a bit of Sad Clown thrown in for good measure. She cracks jokes constantly but there's some deep regret hidden in there.
(When you tell her that you want to ask her a question): He was already dead when I got there!/I was young and I needed the money!/Well, when two people really love each other...you really don't know this stuff yet?
(Asked about herself): My favourite subject!
(Opening her inventory): You're making me carry the heavy stuff, aren't you?
(If you point your gun at her): Why do we always hurt the ones we care about the most?
- Dude Magnet: When you travel around with her, many male NPCs will comment on how attractive she looks.
Random Powder Gangers: Damn, that's a fine looking woman. Just needs to ditch the robe...
Random Great Khans: Your friend's cute — is she single?
- Even the Girls Want Her: In fact, travel with her and female NPCs may comment on how attractive she looks. Anyone that isn't currently trying to kill you both has a chance of calling Veronica hot stuff.
- Glass Cannon: Her damage potential is obscene, especially with high-end glove weapons like the Ballistic Fist, but she's fairly fragile. Of course, she's also capable of wearing most Power Armor (considering that they usually count as Brotherhood Faction armor, which other characters can't put on), making her into a:
- Lightning Bruiser: At which point Veronica will become powerful enough to engage Lanius head-on, possibly even coming out on top.
- Good Old Fisticuffs: She likes punching things with her Power Fist; Really all that needs to be said.
- Guide Damn It: In many paths, she either leaves as a companion or it becomes impossible to finish her questline as thus get her ending. There's also an odd bug when she teaches you an Unarmed move, due to its trigger being shared with 9 other things. Very few guides actually have this.
- Guys Smash, Girls Shoot: The game's biggest aversion, as most of the male companions wield a variety of guns, while Veronica arrives armed with a Power Fist and a great love of punching things. If you tell her to use ranged weapons, she asks if jumping on the target and hitting it counts.
- Hello, Nurse!: To which both male and female characters can attest to.
- Incompatible Orientation: Should a Male Courier order her to stay close, she jokes that the only way that could work was if they suddenly turned into a leggy brunette.
- I Never Said It Was Poison: Played for laughs as one of her humorous responses when you ask her about herself.
- In the Hood: Her cloak's hood is almost always raised, giving her a nomadic appearance.
- Item Crafting: Her companion perk more or less makes her a mobile workbench.
- It's All My Fault: She comes to believe that she's to blame for getting innocent Followers killed by the Brotherhood. However, she also takes this as how leaving the Brotherhood was the right choice.
- Kicked Upstairs: The reason that Veronica was promoted to rank of being a "Procurement specialist" was because the elder want to prevent her from spreading her subversive ideas by sending her as for away from Hidden Valley as possible.
- Lightning Bruiser: Although not exactly faster than other companions, she's primarily melee and is capable of doing insane amounts of damage. When you get into combat, she's just going to rush in there and more than likely one-shot the first thing she hits. Give her some Power Armor and Greased Lightning, and she's set to massacre even endgame foes.
- Lipstick Lesbian: You can ask Veronica if she has ever been in love. She tells you that she was in love with a woman in the Brotherhood, but they were separated by the other woman's parents.
- Of course, what makes her a Lipstick Lesbian instead of merely Straight Gay is her single greatest desire: to own a pretty dress. If you give her Formal Wear or White Glove Society Attire (which look exactly the same), she thanks you rather excitedly and teaches you an Unarmed attack.
- Male Gaze: Played for Laughs whenever you happen across female strippers. After a while, she might begin stealing glances at them before full-on staring.
- Meaningful Name: Veronica is supposed to mean "True Image" as a reflection of how the Brotherhood should progress.
- My Country, Right or Wrong: At the end of her quest she can decide to stay with the Brotherhood in order to try and help them in whatever way she can since in the end they are still her family.
- Only Sane Brotherhood Member: She's the only one who sees that stagnation is bad for the Brotherhood, and is actively taking steps towards helping her fellow members. She'll even choose this if you tell her to make the decision for herself.
- Power Creep: More like utility creep. Veronica's first companion perk makes her a mobile work-bench. With the Lonesome Road DLC, however, ED-E will become a mobile workbench and reloading bench. This doesn't make her useless, however; she still's one of the more powerful combatants in the game.
- Power Fisted Monk: Her speciality. To stress how much she loves it, her default ranged weapon is a 10mm pistol (though, as expected from a member of the Brotherhood of Steel, she is proficient with Energy Weapons). To really stress how much she loves it, just tell her to use ranged weapons...
"Does jumping onto people and punching them from afar count? Ugh, fine..."
- Plucky Girl: Very much so.
- Realpolitik: While she dislikes the Legion, she also views the Legion as a much easier threat for any Brotherhood paladin to deal with than the NCR. She also wouldn't mind joining House's cause since he reminds her about Elijah. That said, in Dummied Out dialogue she admits that while the NCR may make things difficult for the Brotherhood she has no regrets helping them since they'll give the region its best chance for stability.
- Real Women Don't Wear Dresses: Averted, perhaps subverted. She's responsible for roaming the harsh wasteland for supplies, confronts the Brotherhood about the slow suicide of their isolationism and with levelling she'll punch out a deathclaw. But what she would really like to find is a pretty dress to wear. Find one, and she'll be touched by your thoughtfulness. Find a really nice one ("Formal Wear" or a White Glove Society outfit) and she'll squeal with delight and teach you to punch harder out of gratitude.
- She Knows Too Much: If she decides to join the Followers of the Apocalypse, she'll find that after a day a group of fanatical Paladins (who may or may not be sent under the order of the Elder) have destroyed the Followers outpost in an attempt to deal with her for potentially spreading knowledge to outsiders.
- Straight Gay: Her orientation has pretty much zero impact on her mannerisms; you wouldn't find out about it if you didn't ask her, or pay attention to her eyes in the Gomorrah nightclub.
- Tomboy with a Girly Streak: On the one hand she loves dresses, cute animals and wishes she could feel more like a woman. On the other hand she like gadgets, technology, takes a boyish glee in fighting and mentions that she likes boxing.
- What the Hell, Hero?: If you destroy the Brotherhood Of Steel bunker with everyone locked inside, she'll call you a murderer and leave you, saying you might as well just add her to your hit list.
- To a lesser and more bearable extent (if the player would prefer not to be tongue-lashed by her), if you can convince her to leave the Brotherhood, she'll still pay homage to "The only family she's ever known" if you destroy the bunker, but won't leave your party.
- On the other hand, if you do this before you meet her...
"I killed everyone in the bunker."
- In a manner Played for Laughs, when you trade equipment she snarks "You're making me carry the heavy stuff, aren't you?"
- When All You Have Is A Power Fist: She loves punching things over shooting. If you ask her to switch to ranged tactics, she asks "does jumping towards them and punching count?".
Whitley: "Eyebot Duraframe Subject E is both the prototype and the last functional model."
ED-E is an Enclave Eyebot from the Capital Wasteland heading west towards Navarro. He is damaged along the way, and the Courier can choose to repair him. ED-E is more of a support character, with a huge carrying capacity, alright damage output and a truly awesome perk. Another version of ED-E accompanies the Courier in Lonesome Road.
Provides examples of:
Rex is the cyberdog of the King in Freeside. He's a good boy, but lately he's been feeling under the weather. The Courier can help fix him up and subsequently becomes a faithful companion. He is a melee character, with a surprising amount of hitpoints for a cyberdog.
Provides examples of:
- Artificial Limbs
- Babies Ever After: If you created Roxie the Cyberdog in Old World Blues, all her endings will involve her eventually meeting up with Rex and building a litter of Boston Terrifier Cyberpuppies.
- Back from the Dead: If Rex is killed during the game one of the Old World Blues endings has Roxie find him and drag him to Big Empty to fix him.
- Berserk Button: He hates hats and rats, the former apparently because it sounds like rats. Do not test this near people you want to live.
- He also seems to hate ED-E as he tends to growl at it.
- Brain in a Jar: It's even interchangeable! (Well, once.) The cybernetics in the brain case allow for a personality backup, letting Rex keep his original memories and mannerisms while the memories from the new brain meld with his. Depending on the brains the player gets him he'll either gain an increase in damage, health or speed.
- Canine Companion: As per the tradition of Fallout, one of the possible companion is a dog.
- The Generic Guy: Played with. In a rather colorful cast of NPCs with varied backgrounds, Rex seems to contribute the least backstory wise. But he really has had years of experience he just can't tell everyone about it. See the entry below.
- The Greatest Story Never Told: He has been alive since before the Great War. He served in the Denver police K-9 unit during the old world's final days, once belonged to Caesar, and generally has had lots of interesting experiences in his life. For obvious reasons, he is unable to tell anyone about them.
- Notice This: His companion-perk, 'Search and Mark'. It highlights useful pickups, (like weapons, ammo, food and medicine) and containers that carry them.
- Overshadowed by Awesome: Rex is a good fighter in his own right. However, thanks to the Lonesome Road add-on, his counterpart, ED-E gets multiple upgrades in the Divide; placing him leagues beyond Rex, when it comes to usefulness.
- Punny Name: His owner The King, leader of the Kings named him Rex, the latin word for king. Fittingly, he was also once Caesar's personal pet.
- Really 700 Years Old: It's obvious that a cyberdog can live longer than a normal one, but Rex has been around since before the Great War.
- Recycled In Space: Rex is basically Video Game/Fallout3's Dogmeat as a cyborg.
- Split Personality Merge: Giving him a new brain means that he effectively has to blend both his memory and the memory of the previous brain owner together.