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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The mysterious inhabitants of the Sierra Madre. Dressed in gas masks and hazmat suits, they guard the resort along with the security holograms.
Provides examples of:
- Alien Blood: Fluorescent green.
- Apocalyptic Log: Search in the right places, and you can see how the Villa was built to fail, with poorly designed architecture and machinery failures which made it much easier for the Cloud to move in.
- Attack Its Weak Point: The base of their necks, according to Dog. He gives you the Ghost Hunter perk by telling you this.
- Body Horror: According to official sources, the ghost people are intensely grotesque under their suits. Our only clue is that Dog says that when he bites them, he feels gas pockets going "Fssst!" in their bodies.
- Chunky Salsa Rule: A Ghost Person will keep coming back at you until you tear off a limb or disintegrate them outright. Dog can teach you how to kill them without this condition if you let him kill one in front of you.
- Critical Existence Failure: If a Ghost Person's limb is crippled, it immediately tears off or explodes and kills them, regardless of how much health it has. Critical-hit oriented characters wielding the numerous limb-damage boosting weapons found in the Villa can often one-shot Ghost People with hits that do very little overall damage simply because they take out an arm.
- Fate Worse Than Death:
- They were the Sierra Madre's guests and residents. The hazmat suits saved them, but it also turned them into something... different.
- Dean warns you that they prefer to take their victims alive and drag them underground. It is implied that they force the victim into another suit as a means to reproduce.
- Gas Mask Mooks: Justified. They became the Ghost People because of the hazmat suits.
- Glass Cannon: The Seekers. The weakest in terms of health, but their gas bombs can be deadly and they are much better with their spears than the Harvesters.
- Gone Horribly Right:
- The hazmat suits they wear were supposed to protect the workers from toxins. It only protected them enough to keep them from dying and instead become the things they are now.
- Old World Blues reveals that The Big Mt were using the Sierra Madre as testing grounds for the autodoc technology, the cloud (as part of their toxin research) and the hazmat suits. Like everything else from Big Mt the results are horrifying and quite possibly intentional
- Glowing Eyes of Doom: Their goggles glow green.
- Hoist by His Own Petard: The Cosmic Knife Spears that most of them have? One of the best tools at your disposal to make sure they don't get back up.
- Humanoid Abomination: See Body Horror. It's a literal example too, since the game classifies them as abominations.
- Improvised Weapon: They use Cosmic Knives tied to sticks, propane tanks with C4 attached, and bear trap gauntlets.
- Made of Iron: Even not taking into account their regenerating ability, they have abnormally high health. Crippling any limb does the job, though.
- Mighty Glacier: The Trappers. They're the biggest, slowest variation and have no ranged attack, but they are also the toughest to kill.
- Not Using the "Z" Word: The Ghost People certainly shamble like zombies, and Dean speculates that they might not be alive anymore. Averted in the developers notes in Dead Money's dialogue files, which openly refer to the Ghost People as zombies.
- Resurrective Immortality: Unless you disintegrate, dismember, or have Dog eat them, any Ghost Person simply will not stay dead.
- Silent Antagonist: Unable to talk because of the heavy hoods they wear. They probably don't have much to say, anyway.
- Stealth Hi/Bye: The very first Ghost Person you'll see walks between a pair of columns in front of your view and vanishes. Minor, subtle little scare.
- Vader Breath: After a half-hour in the Villa, you'll quickly learn their loud gasps for air are the best way to track them.
- Wacky Wayside Tribe: They don't have much plot significance outside of them trying to kill you, with only a few logs hinting how they degenerated into ferals.
- Was Once a Man: All of them used to be residents of the Villa, or unlucky travelers that found the place. They're something else, now.
- Zerg Rush: When you activate the bell tower, over 40 of them rush in and make your return trip much less pleasant.
Voiced by: Dave B. Mitchell
"Master, where is master? Did he go away? Dog will be good this time..."
"You think I'm afraid of your collar exploding, killing us? No, I'll leave you breathing, then keep walking until my collar goes cold. I'll prop your broken body in view of the Sierra Madre so you can see what you came to steal... forever out of reach as you die."Dog/God is a Nightkin with Split Personality Disorder, who was the one who kidnapped you and put that slave collar on you. He switches between personalities when you play certain holotapes for him.
Provides examples of:
- Anti-Hero: God is an Unscrupulous Hero. He has a semblance of morality and honor, but is still brutal, murderous, and self-interested.
- Ascended Meme: With the Wild Wasteland trait, Dog says "NOM NOM NOM!!!" the first time he eats one of the Ghost People.
- Badass Baritone: Though only God uses it to its full potential.
- Bare-Fisted Monk: Nightkin are programmed to only equip and use certain weapons, and since only one of these weapons appears in the DLCnote , Dog/God is forced to whale on enemies with his bare fists most of the time. Dog mentions that he sometimes uses the bear trap that he clamped onto his own arm to hit things with, but of course that isn't shown in-game.
- Berserk Button: Because of his treatmeant of Dog, Elija sits firmly on God's Berserk Button.
- Brutal Honesty: God never sugercoats his dialogue.The Courier: I have a question.
God: You're a brave one. Are you sure you want the answer?
- Cold Ham: God is the only Nightkin in the entire game that doesn't shout all the time, but he's still pretty dominant when he speaks, and his calmess makes him even more creepy.
- Control Freak: God. It's part of the reason why he threatens the Courier if s/he tries to let Dog out of the cage.
- Damage-Sponge Boss: Roughly equal to Legate Lanius in terms of health. If all 4 DLCs are installed, and the player is level 40 to 50, he has nearly as many hit points as a Super Mutant Behemoth.
- Desperately Looking for a Purpose in Life: After the death of The Master in Fallout, Dog/God wandered across the wastes looking for a new master since they really didn't know what to do on their own. Too bad the master they found was Elijah.
- Didn't See That Coming: The merged personality has no memories and asks you where he is. If you pick the Brutal Honesty response and tell him that the two of you are "trapped inside a casino in the middle of a poisonous city", he says that he was really not expecting that answer.
- The Dragon: To Elijah, sort of.
- Dragon with an Agenda: Dog may be complicit, but God is not. He wants to free them both from Elijah's shackles and kill the old man.
- Driven to Suicide: Dog eventually attempts suicide just so he doesn't have to hear God hectoring him anymore. Unfortunately, his suicide method involves blowing up the entire casino. If you sided with God, he will desperately tell you to convince Dog to kill himself more precisely (and God by extension) to prevent the more explosive suicide.
- Dumb Muscle: Dog.
- Establishing Character Moment: God's lengthy monologue when you first meet him serves to establish his characteristic traits. Intelligent and eloquent, but cold, distrustful and mean-spirited.
- Even Evil Has Standards:
- God, who is a huge smug and possessive Jerkass, utterly disapproves of Elijah's treatment of Dog.
- God has no interest in the treasure of the Sierra Madre, and will openly mock Player Character and especially Dean for giving into greed rather than staying away (the Courier) or escaping when they had the chance (Dean).
- Of all your companions, God is the least likely to turn on you of his own volition. In fact, he's the one who tries to stop his other personality from destroying the casino.
- Extreme Doormat: Dog's time in The Master's army has left him with a need for a 'Master' figure in his life, which makes him slavishly loyal to Elijah.
- Extreme Omnivore: Dog eats whatever he can fit into his mouth when he's hungry, including his own slave collar. It's rather useful where he can finish off the local enemies, which can only be killed by dismemberment. If Dog is the only remaining personality at the end, he goes on an eating spree in the wasteland, chewing up every living thing that is unfortunate enough to cross his path."Always yell at Dog. Yell at Dog because he gets hungry. Can't stop it. Always need more."
- Evil Cannot Comprehend Good: God doesn't get why you're so nice with him if you let him out of the cage. He says you don't belong in the Madre.
- Funny Schizophrenia: Completely averted; his condition is terrifying, pitiable, unnerving, and for Intelligent and Perceptive players, it leads to intriguing and deep dialogue trees about how the two personalities feel about their condition.
- Genius Bruiser: They both count in different ways. God leans more to the "genius" part, being much more cunning and intelligent, but he claims he lacks the control over their body Dog does. Dog meanwhile is more into the "bruiser" part, ripping enemies apart with his bare hands, but he also understands where to hit the Ghost People to break their spines/necks and kill them permanently, and he can show the player to give them the Ghost Hunter perk.
- Guttural Growler: Dog, as opposed to God's Badass Baritone.
- Good Old Fisticuffs: There are no weapons large enough in Dead Money for a Super Mutant to wield, therefore they have to resort to beating the hell out of Ghost People with their fists.
- Horror Hunger: Oh, poor Dog.
- Hulk Speak: In keeping with his Dumb Muscle nature, Dog's sentences are stilted and simple, and he talks in third person. Averted with God, who speaks very eloquently.
- Jerkass: God oozes disdain for everybody, and both privately and openly talks about dismembering the Courier for his own ends.
- Jerkass Has a Point: It's difficult to gain God's trust. He prefers the term "mutual need". But he's witnessed so many turn on each other in the Madre, up to and possibly including you, it's an understandable precaution.
- Jerk with a Heart of Gold: Despite being a massive jerk, God cares for Dog, and you can even get him to admit that with a high speech check. He'll even start to hold some respect for you if you're nice enough to him and help him sate Dog's hungers. Especially seen in your last confrontation with him, wherein he pleads for Dog to stop trying to blow himself up instead of ordering him around, and desperately resorts to asking you to kill them both rather than destroy the whole casino if you favored him over Dog.
- Made of Iron: Dog has badly wounded himself just to stay in control and neither personality acts like they care. Dog says he doesn't like the pain, but he likes God even less. Meanwhile, God is simply too pissed off that Dog would go to such extreme lengths to stay in control to be bothered by the pain. After the possible Split-Personality Merge, the merged being is shocked at how wounded he is and says he needs to lie down for a bit.
- Meaningful Name: The loyal Dog and God the Control Freak.
- Morality Pet:
- Fittingly, Dog for God.
- You can function as this to both personalities by not exploiting Dog's loyalty and being overall respectful and trustworthy to God.
- No Fourth Wall: Upon meeting God, he indirectly refers your pip-boy as a quest guide.You can't have been an idiot to figure out how to release from my cage... or perhaps you are, with that leash on your arm...
- No Name Given: God is never directly called by that name out loud, only by subtitles. The epilogue refers to him as "the other voice raging inside Dog". He coyly refers to it a couple of times, though, when he mentions that he can see his name when he looks at himself in a mirror (the "DOG" scratched on his chest reads "GOD" in a mirror). Some of his graffiti reads "Find goD in the Simplest of Beasts", and some of the letters are mirrored in his writing.
- Not So Stoic: God is stoic for the most part, except when you threaten to release Dog and when he desperately begs Dog not to blow up the casino.
- Oh, Crap!: God will throw epic ones if you tell him you have the means to let Dog out of the cage and you intend to use it.You! DON'T PLAY IT! I'll MURDER YOU! I'll twist your legs and arms until...
No! NO! I'll get you for this! I PROMISE YOU!
- Pet the Dog: With a high enough speech skill, you can get God to admit to caring for Dog. He also states that he tries to act as a conscience, trying to make him avoid hurting others. And then, in the last confrontation, he breaks down and begs Dog to not kill them both.
- Shout-Out: Given that Chris Avellone had a lead role in Dead Money, it's probably fair to say that God has an awfully "practical" outlook on things, although he is far less evil than Practical. Dog may be Paranoid. You can also merge their personalities together, which is similar to how the Nameless One can deal with his numerous incarnations. Hell, Dog even has quite a few physical similarities to the Nameless One, mostly his dark skin, heavy scarring and relative muscle.
- Split Personality: They're essentially the Id and Superego of a functioning personality. Dog is a hulking, violent brute with all the powers you'd expect of a Nightkin, but is as smart as a vegetable and has a desperate need to have an authority figure to please. God, his alter ego, is rational, independent and intelligent, but also extremely cold and utilitarian, and notes Dog is a better fighter since God can't control their body as well. Eventually, they can either be combined or one can destroy the other.
- Superpowered Evil Side: In a way, Dog. God comments that Dog, while he is very dangerous and unstable, has better control over their body and is therefore better in combat.
- Took a Level in Kindness:
- The merged individual is much more even-tempered and calm.
- If God wins the Split-Personality Takeover, he will apparently become much nicer and speak very highly of the Courier in his travels searching for other Nightkin.
- Tragic Keepsake: God does care for Dog, and if he is the only remaining personality at the end, he patches up all of the wounds and scars that Dog inflicted on himself in his attempts to keep God quiet, except for the name "DOG" that he had carved onto their chest.
- Tragic Monster: If your Speech skill isn't up to snuff, then you'll have no choice than to fight and kill both Dog and God. If you were kind to the former, he'll wonder why you're hurting him.
- Tranquil Fury: God's dialogue oozes hatred even when he doesn't raise his voice.
- Trigger Phrase: Not any specific phrase, but Dog comes out when he hears Elijah's voice while God comes out when he hears his own voice. You play holotapes off your Pip-Boy to bring out the personality you want.
- Undying Loyalty: Elijah comments he doesn't even really need an explosive collar to keep Dog in line (though he still prefers him to have one anyway). Just the sound of his voice is enough to cause the Dog personality to become dominant.
- Video Game Cruelty Potential: At some point you must kill or subdue Dog. You can take the evil way and have him break his own neck.
- Yank the Dog's Chain: Both played straight and then inverted. At first Dog seems like a kind but stupid mutant while God is a cold and murderous bastard. Talking to them at length and finding out their backstory reveals Dog is mindlessly violent and brutal with no thoughts beyond his own hunger, while God tries to keep Dog under control and help him learn to be independent without relying on a master for orders. It says something that of the three potential endings where they live, the one where Dog becomes the only remaining personality is the worst of the three; should God be the only personality, the ending is more hopeful.
Voiced by: Veronica Belmont and Laura Bailey
"Love makes people do strange things. Won't argue that. It can drive you crazy sometimes if you can't... connect."Christine is a Circle of Steel (a splinter faction of the Brotherhood of Steel with an interest in taking a more active role in politics) Knight who was sent to find Father Elijah and the Sierra Madre after he went missing and was captured and mutilated by him. Later her vocal chords were torn out by a berserk Auto-Doc, which is where the player finds her. Also appears in Old World Blues in holotapes, speaking with her original voice.
Provides examples of:
- A Taste of Their Own Medicine: If you threaten to shove her back into the Auto-Doc she came from, she'll threaten to do the same thing to you before you confront her.
- Action Girl: She been trained in energy weapons, explosives, melee weapons, firearms, and hand-to-hand combat.
- Anti-Hero: She will do anything to get Elijah, even if the player's life or her own is the cost. The player can talk her down to a more moderate level though.
- Badass in Distress: She gets captured a lot.
- Bald Women: Apparently by choice, and not because the surgery machine did it to her. It's apparently an Important Haircut she got when she joined the Circle of Steel and vowed to take down Elijah.
- Berserk Button: Don't ever state you can reason with Elijah or talk him down without killing him.
- Body Horror: First, she was taken to the Y-17 Medical Facility after Elijah set her up as a distraction so he could escape. Once there, she was subjected to lobotomy via electrodes. The brain damage made it close to impossible for her to read or write, though she can still do mathematics just fine. Luckily, Ulysses broke her out before anything worse could happen. Later, Dean Domino locked her in the Auto-Doc you find her in to have her vocal chords removed to later be replaced with a simulacrum of Vera Keyes'.
- Broken Bird: Because of the torture she has endured.
- Butch Lesbian: To Veronica's Lipstick Lesbian.
- Butt Monkey: Despite being an Action Girl, a lot of bad things happen to her. She gets captured in Big MT and partially lobotomized. Then she goes to the Sierra Madre, where she's quickly captured by Dog/God, then gets captured again by Dean Domino and put in the Auto Doc.
- Chekhov's Gunman: It's not directly stated, but it's heavily implied she's the girlfriend Veronica mentions in the base game.
- Claustrophobia: Came down with this due to being locked in the Auto-Doc.
- Determinator: It doesn't matter if she was lobotomized in the Big MT, or had her vocal cords cut by a malfunctioning Auto-Doc; she still has her sights set on ending Elijah. Deconstructed because it can lead her to turn on you.
- Gadgeteer Genius: Comes with being a member of the Brotherhood. Her passive skill mitigates the radio disruption from broken loudspeakers and radios that can set off your bomb collar.
- It's Personal: If she was Veronica's girlfriend, that means that it was Elijah who broke them up.
- Jack-of-All-Trades: As a companion, she's pretty competent with all manners of weaponry, being a Brotherhood Knight/Circle of Steel assassin.
- Keeper of Forbidden Knowledge: If you convince Christine to let go of her revenge, she'll spend the rest of her life in the Villa, protecting the casino from people like Elijah... and protecting the outside world from the casino.
- Not So Different: Ulysses states that Christine is similar to Elijah in their inability to let go of the past.
- Only Sane Man: Relatively. Christine is downright obsessed with taking down Elijah, but her sanity hasn't gone down the drain like Dog/God, and her obsession is not as bad as Dean's.
- Pay Evil unto Evil: If the Courier acted like an ass around her, she'd arm the hallway with traps before your final confrontation with her.
- Ship Tease:
- It's possible for Christine and The Courier to build up an affectionate chemistry, and they can share a rather tender moment when she's left to her post before the Gala Opening (regardless of the Courier's gender). Nothing ever comes of it, however, and these interactions don't necessarily have to be interpreted as romantic.
- Furthermore there's the broadcast at the end of Dead Money. It's quite clear she's grown attached to you. Again, it doesn't have to be interpreted as romantic.
- Silent Snarker: Were it any other person, Christine would verbally destroy anyone talking to her. However, you're you, and you can give as good as you can get, if you so choose. She's not quite as snarky when she starts to speak again, since her throat's still pretty torn up from the surgery.
- The Speechless: For obvious reasons.
- Suddenly Voiced: When encountered in the hotel, her surgically-altered vocal cords heal, giving her the voice of Sierra Madre's previous female caretaker, Vera Keyes.
- Token Good Teammate: Compared to the other two, but even she has dark depths.
Voiced by: Barry Dennen
"Get up without my permission, I'll blast your ass so far through your head, it'll turn the moon cherry pie red."A pre-war lounge singer of some renown turned ghoul, he has apparently been around the Sierra Madre for longer than even Elijah. When Dog finds and collars him, he reluctantly lends the Courier his experience.
Provides examples of:
- Acquired Poison Immunity: Centuries of living in the Sierra Madre has granted him resistance to the Cloud. Through the Unclean Living perk, he hands some to you.
- Action Survivor: A lounge singer who ended up becoming a 200 year old Crazy Survivalist (see below). Can have 100 Guns skill depending on how good you are.
- Affably Evil: He's a friendly and polite guy, but it conceals the arrogance of a patient and greedy schemer.
- Alliterative Name: Portmanteau of Dean Martin and Fats Domino.
- And the Adventure Continues: If he survives, after exploring as much of the Sierra Madre as he can and learning about what happened to Sinclair and Vera Keyes, he decides to seek his fortune in the Mojave.
- Anti-Hero: He's a Nominal Hero, only aiding you because of the collars. If not for them he'd have you doing all the work as his sniveling minion, if he even felt like helping you at all. He's notably the hardest of the three to talk down once you confront him inside the casino, as any shows of disrespect in the past sour his perceptions of you and he will eventually go hostile.
- Awesomeness by Analysis: Before the Great War he was just a lounge singer who occasionally headed out to a rifle range to shoot a pistol. 200 years in the Villa has forced him to learn how to scrounge up food and supplies from the rubble, and how to arm traps and explosives.
- Badass Grandpa: He's lived ever since the Pre-War days, making him over 200 years old.
- Badass in a Nice Suit: He retains his old lounge clothes, rotted though they may be.
- Badass Normal: Between the schizophrenic Nightkin, the Brotherhood of Steel member and, well, YOU, is a lounge singer tempered into a survivalist by the Villa.
- Bald of Evil: He lost his hair thanks to his ghoulification, but doesn't go feral or lose his past traits (such as his voice), unlike most ghouls. Even before his ghoulification, he was narcissistic and manipulative, and was determined to ruin another man's life for living a happier life than him.
- Berserk Button: He cannot stand anyone who acts like they're better than him and absolutely despises anyone who get the upper hand on him.
- Best Served Cold: He can be incredibly patient when it comes to taking revenge against those who he believes have wronged him. Including the Courier, unless they treat him very nicely.
- Celebrity Survivor: Before the war he was one of the biggest stars of the stage. He often talks about how he used to pack stages.
- Cool Shades: Wears a click pair of sunglasses, a holdover from his human life.
- Crazy-Prepared: Has stashes of weapons, ammo and food across the Sierra Madre (marked by glowing hand prints) so wherever he is in the villa he will have supplies ready in case of an emergency. Stumbling across one of his caches when you arrive is a godsend.
- Crazy Survivalist: He pretty much became one of these by necessity, since the Sierra Madre and surrounding environs are even deadlier than the Wasteland in general. He can handle the toxic air in small quantities, has hidden item stashes all over the region, and can even scrape some poison off a wall and make it into an extremely foul (but potent) cocktail.
- Deadpan Snarker: Oh very much so.
- Death by Irony: If Dean dies, the ending notes that he failed by once again underestimating the strength of his partner in relation to his own ability.
- Demolitions Expert: The only follower in the entire game who's proficient with explosives. Unfortunately, since access to explosive weapons is limited during the DLC, the only time he'll display this proficiency is when he tricks the courier with a pressure sensitive mine, in order to gain the upper hand over them.
- Determinator: He's still trying to get into the vault, after over 200 years. In dialogue, Dean implies that the reason he survived ghoulification with his faculties intact, not to mention the hazards of the Villa, is that he's just that focused on getting into the casino one day.
- Dirty Coward: Much of Dean's dialogue is to warn you that the Ghost People aren't quite dead, to keep him away from speakers and radios, and generally talk about how he finds the current area dangerous and he wants to leave. Although, considering the state of the Sierra Madre and that he knows more about it than you do, this is less cowardice and more Properly Paranoid.
- Early-Bird Cameo: He's the same Dean Domino on the poster on the loading screens in the original game.
- Evil Brit: He speaks with a smarmy British accent that just oozes contempt for you and everyone around him.
- Evil Cannot Comprehend Good: He believes that Sinclair's optimism was self-righteousness. Similarly, if he survives, he seems to not understand the idea of guilt.
- Face–Heel Turn: A possibility when you encounter him at the theater, if you tried to one-up him or threatened/insulted him in dialogue. However, if he decides not to betray you, he'll try to do what he can to help you, even shutting down a few speakers when you face Elijah.
- Gameplay and Story Segregation: He mentions in-story that he's The Load; Dog/God has physical strength and Christine has intelligence, he's just the odd-man out left to hold some wires together. However, in gameplay terms he's the most useful of the three, as his companion perk allows for easier survival in pockets of cloud, and he's the only one with his own gun.
- Green-Eyed Monster: Why did Dean sabotage the construction of Sinclair's casino, blackmail a woman into pretending to love him, and plan to rob him of everything he owns? Because Sinclair was happier than him!
- Greater-Scope Villain: Of a sort. He's where all the troubles of the Sierra Madre began. Big MT provided the experimental technology that went awry, but Dean Domino manipulated Vera into seducing Frederick Sinclair to build the casino and store all his money in its vault, with Vera's voice as the key, so on the day of its grand opening, they could just walk into the vault and grab it all. The bombs fell first. Even afterwards, Dean's actions have influenced your mission: he was the one who put Christine in the auto-doc to change her voice, and the dozens of booby-traps you've found around town are almost all likely his. If not for that bomb collar, he'd probably have been the Big Bad and not Elijah.
- Guttural Growler: Subverted. Rather than the regular gravelly voice of most ghouls Dean's voice is quite smooth. His career as a singer possibly helped with this.
- Heel Realization: He goes through a momentary one in the ending where he survives, when he finds out what happened to Sinclair and Keyes. A very momentary one, but seemingly enough for him to let go of the Sierra Madre.
- Hidden Supplies: He's the one responsible for the various hidden caches of food and resources around the villa. If you find one with him around, he'll be a bit miffed but otherwise doesn't really hold it against you since it's something of an emergency.
- Informed Ability: He claims that he's learned how to handle a knife. However, his only tagged skills are guns and explosives.
- Irrational Hatred: He has no real reason to hate Sinclair other than simply believing he was "too happy".
- Jerkass: He rants about how he planned everything just because Sinclair seemed happier than him. Oh, and he's the one who rigged Christine's autodoc to tear out her vocal chords. Even if you save him, his ending strongly suggests he has no remorse for what he's done. Or rather, he has remorse, but doesn't understand what it is and why he feels bad, so he just brushes it off and goes on his merry way to be a dick somewhere else.
- Karma Houdini: If you don't kill him, he essentially gets away with destroying the lives of at least two people who didn't deserve it.
- Karmic Death:
- Sinclair planned to do this to him. When Dean showed up at the Sierra Madre to rob everything Sinclair owns and leave him a broke wreck, the vault would trigger a trap and lock him there forever, without any food or water. Dean never made it down there though, so it never happened.
- If YOU kill him though, he'll die because he underestimated his partner's strength... like so many years ago.
- The Load: Compared to the other characters, who have specific skillsets (Christine being technologically adept, God/Dog's strength and the Courier being something of a wildcard), Dean has no real skills that Elijah considers useful aside from experience with the Sierra Madre. He even acknowledges himself as a "third wheel" of sorts, which is why his job is to simply stay in one spot and hold some wires. That being said, gameplay-wise he's actually extraordinarily useful, due to him being the only follower to carry a gun as his default weapon, and having infinite ammo for it.
- The Man Behind the Man: He's indirectly responsible for the construction of the Sierra Madre and all the associated horrors it now contains.
- Manipulative Bastard: Through and through. The first time you meet him, he dupes you into sitting on a pressure mine. Later, he reveals that his introducing Vera to Sinclair led to the Sierra Madre's construction, which means that a lot of the unpleasantness in the region can be traced back to him.
- Motive Rant: If the Courier was nice to him, he will explain his motive for ruining Sinclair's life after explaining his Evil Plan.Courier: What was you problem with Sinclair?
Dean: Problem? All high-and-mighty. Lording it over everyone. Acting so... self-righteous, like nothing could touch him. He was the one with the problem. Never got mad at anything. Nothing seemed to shake him. Even after... his life kept getting dragged through the dirt. Always kept looking for the bright, shining future in everything. So... I decided to take everything from him.
Courier: But what did he do to you?
Dean: Do to me? What, weren't you listening? He thought he was better than me. Don't believe me? Look around. This big casino, this big colossal monument - think it was for some woman? No, all ego, all self-righteous-in-lights, Fit. Him. Perfect. Had to take him down a few pegs, bring him down to my level. "Begin again?" Some things you don't get up from... I was going to prove it.
- Narcissist: He is incredibly self-centered as well as having a very fragile ego. He literally cannot stand the idea of someone better than him, even if it's just in his mind.
- The Nicknamer: He tends to refer to others by nicknames, such as "The old man" for Elijah, "Doggy boy" for Dog/God and if he likes you, "partner".
- No Celebrities Were Harmed: According to a portrait, he looked much like a white Sammy Davis Jr. before becoming a ghoul.
- Pet the Dog: If you tread eggshells to make sure you don't accidentally offend him somehow, he's actually pretty friendly towards you. He doesn't trust Christine or Dog, and he really doesn't trust Elijah. But you? You're just fine.
- Really 700 Years Old: He's a pre-war ghoul and has been living in the Sierra Madre and trying to get into the vault since the war.
- Schmuck Bait: When you first talk to him, there's a fairly easy Barter skill check that convinces him to cooperate on your terms because the both of you have bomb collars. Taking that speech check will ensure that Dean will betray you later on since he sees it as you pulling a fast one on him.
- Shout-Out: His name is a portmanteau of Dean Martin and Fats Domino, and even works for a company with the same name Fats worked with.
- Smoking Is Cool: He's often smoking a cigarette whenever he is idle. Additionally, as soon as you arrive at his apartment, you can see a lit cigar in his ashtray.
- Smug Snake: He's almost always incredibly arrogant and condescending towards others and while he's not stupid, he's also incredibly insecure (to the point that he's obsessed with ruining a man on the basis of being happier than him) and doesn't quite have the control that he thinks he has.
- Suicidal Overconfidence: When pushed over the edge, Dean will attack the Courier, even if the latter is equipped with an Assassin suit and sporting the Holorifle with all the mods.
- Tall Poppy Syndrome: The reason Dean swindled the resort's construction, set Vera up for a blackmail, and tore out Christine's vocal chords to replace with a simulacrum of Vera's: He was jealous of Sinclair's success and happiness. It's possible for him to develop this with the Courier, who is advised from bruising his ego (i. e. threatening/insulting/expressing resentment towards him).
- Taught by Experience: 200 years has taught Dean how to avoid danger, the habits of the Ghost People, and to leave emergency supplies around the Villa in case he's stuck in a tight spot and needs them.
- Token Evil Teammate: While none of the Dead Money companions are saints, he’s clearly the least moral of the three.
- Trap Master: The rigged shotguns, grenade bouquets and land mines around the Villa are his work, and they're particularly abundant in his home region.
- What Is This Feeling?: In the ending where he survives, he has trouble understanding that he feels sorry for what he's done to Vera and Sinclair.
- You Just Told Me: With a high enough Speech skill, the Courier can dupe him into revealing the way out of the theatre when he tries to sic the holograms on him.
Voiced by: Richard Herd
"Play stupid, play clever, make the mistake of saying 'no'? That collar on your neck'll go off and take your head with it."The villain of the Dead Money arc. He is the Brotherhood of Steel elder who was once Veronica's mentor and got most of the chapter killed at the Battle of Helios One. It is revealed that after that when he went missing he found the legendary long-lost Sierra Madre casino and has gone insane(er) trying to access its vault ever since.
Provides examples of:
- Arc Words: "Wipe the slate clean".
- Ambition Is Evil: Unlike most of the Brotherhood members who wanted to just store technology, Elijah wanted to actively improve it and even construct new things, though Veronica notes that many of his inventions had "ethics questions attached".
- And I Must Scream: A possible ending for him, where he is locked inside the Sierra Madre Vault.
- Badass Grandpa: Singlehandedly took on the Big MT, breaking free of the Think Tank and wreaking havoc, while managing to steal some pieces of valuable Old World tech. You want to know how he got out? He hijacked one of the few remaining trains and used it as a battering ram. Doubly impressive since not only is he very old, he also an alcoholic, a smoker, a mentats addict, and has arthritis.
- Bad Boss: Slaps slave collars on his minions, blows them up if they refuse to follow his instructions, treats them as disposable pawns, and encourages them to kill one another after they outlive their usefulness. In the final conversation with him in the Vault, he says that in his new world order he'd even slap slave collars on everyone to "ensure compliance".
- Beard of Evil: Sports one.
- Berserk Button: According to Veronica, he did not appreciate people talking back to him. In his opinion, subordinates ought to be like machines; you give them a command, push the button, and off they go to perform without getting chatty. Or questioning his judgement.
- Broken Pedestal: He was Veronica's mentor and she once thought of him as her father figure until he went mad. If you tell her about Elijah, she'll be glad for a moment but acknowledge that the man she admired is long gone.
- Big Bad: Of the Dead Money expansion.
- Blatant Lies: "Do this and I'll let you go. I'll let all of you go." Of course, by letting go he means letting you leave the Sierra Madre by way of leaving your mortal body.
- Breaking Speech: He'll launch into one if you call him out on his crimes, accusing you of being a greedy soul who got tempted by the Sierra Madre's treasures...
- Kirk Summation: ... and you can respond with "You're nothing more than a killer that aspires to be a mass murderer."
- The Chessmaster: Everything that you and your companions do is in accordance with a plan he has prepared in advance. This trope goes hand-in-hand with his Control Freak status; he's planned the mission out so carefully because he does not want any of you ruining his plans because you can't follow directions.
- Chronic Backstabbing Disorder: For all his grousing about the irrational greed of his previous "volunteers" (who all turned on each other as they got close to cracking the vault), he's just as quick to turn on you and your team once you've finished your assigned tasks.
- Control Freak/The Evils of Free Will: Why he uses the explosive collars. He needs everything to go his way, and can very much only see other people as tools to achieve his ends, and gets very angry when they question him, disobey him, or merely do things he didn't expect them to do. His long string of past failures is why he's resorted to enslaving people with bomb collars, as it solves at least a part of the whole "problem" with free will.
- Cut Lex Luthor a Check: His master plan for the Sierra Madre is to turn all of its technologies into an unstoppable engine of conquest, and it's pretty easy to see how. The Cloud will kill most of his enemies and preserve technology by making tech-sites uninhabitable. The vendors act as replicators that can create whatever supplies he needs. The holograms are invincible warriors perfect for defense, and the bomb collars will allow him to control anyone he lets live. He doesn't even need to personally slap a collar on everyone himself, as "one with a collar may collar another."
- Damage-Sponge Boss: The turrets he turns on have pretty high health (420 health with a DT of 18), and there are 5 of them. As long as you haven't been too wasteful, though, you can burn through them with the assault rifle or the holorife fairly easily. When Elijah confronts you in person, he's the exact opposite.
- Darkhorse Victory: If you take the We Can Rule Together route, Elijah unleashes The Cloud and the holograms upon the Mojave, killing everyone there and driving the NCR and the Legion out of the region. The ending explains that no living being ever sit foot in the Mojave for years after, due to rumors of a horrible cloud of death and ghosts immune to gunfire. All that remained was Elijah and the Courier, waiting in the Sierra Madre for the world to begin again.
- Death by Irony: One of the two ways to beat him is to seal him up in the Sierra Madre's vault. This counts double in the irony department, firstly because he spent so many years of his life trying to break into the vault and secondly because it was his plan to kill off everyone in the Mojave so he could be (in his own words) "alone" in a "quiet world."
- Determinator: Despite a combination of arthritis, Mentat addiction-induced migraines, drinking, smoking, and plain old age, Elijah has wandered hundreds of miles across the wastes with a death warrant over his head in his quest to restore the Brotherhood, and he has attempted time and time again to open the Sierra Madre Vault, and he will be damned if some nosy, upstart courier is going to hinder him in that goal.
- Dying Curse: If you successfully trap him in the vault, you can listen in on his radio signal to get this message:"You. I know you can hear me. When you die, Courier... I'll be waiting. Your grave's going look just like this vault. (lowers voice to a hissing whisper) When you die... I'll be waiting here... at the Sierra Madre. Waiting..."
- Early-Bird Cameo/Foreshadowing: He was mentioned fairly often by Brotherhood members before the DLC was released.
- Evil Cannot Comprehend Good: If you have good karma, he'd rant at length of his own motivations and wonder about your greed, all the while completely oblivious to the fact that you're not there for the gold but to stop him.
- Evil Counterpart: To Owyn Lyons. Both are Brotherhood Elders known for having progressive beliefs that go against the Brotherhood's dogma. However, while Lyons believes that the Brotherhood should protect the people, Elijah simply knew that helping wastelanders would help fill the Brotherhood's numbers.
- Evil Cripple: He apparently has osteoarthritis. It doesn't really have much effect on the game, though.
- Evil Old Folks: An old man who wants to kill everyone in the Mojave.
- Evil Mentor: To Veronica, before the battle of Helios.
- Faux Affably Evil: He's cruel, cold, and without remorse, but is also helpful and talkative, willing to engage you in lengthy conversation. When you talk to him in the depths of the Vault, he's very open with how he found the Sierra Madre and what he plans to do with its technology, even though he's talking about wiping out the Mojave and leaving you locked in the Vault forever.
- Final Boss: Played with, see:
- Flunky Boss: He lets the "The Vault security turrets" do all the work for him while he hides behind a force field. Once they're dead, he comes after you with a Gauss Rifle. With sufficient melee weapons/unarmed skill, the player can just smash the generator and render the turrets useless.
- Puzzle Boss: Rather than destroy his turrets outright, you can either get Christine to shut a few of them down, hack the systems and turn the turrets against him, or smash the turret generator, rendering all but two useless. Of course, it is possible to just destroy them before he ever arrives, since they shoot at you for opening the vault.
- Skippable Boss: Or you can just sneak past him and let him trigger the trap Sinclair left for Dean in the vault.
- Five Stages of Grief: You can overhear him going through them if he ends up being trapped in the vault.
- Denial:"Calm, been in worse situations... find a way out... somehow, then find that Courier..."
- Anger:"Don't you leave me here! You can't do this to me!"
- Bargaining:"Open the vault... I can make it worth your while, think about what you're throwing away. I have other weapons, other technology I can share with you. The collars... the collars were a mistake, I see that now. Why would I kill you? After all you've done... after all we've done together. Everything down here... I swear... so much you could use, you could rule the wastes with what's down here... make your own army, re-shape the world, and if others disagree... put collars on them, I can show you how."
- Depression:"No way out. Can't... can't end like this."
- Acceptance:(cold, firm, clearly addressed to the player as his final words) "You. I know you can hear me. When you die, Courier... I'll be waiting. Your grave's going look just like this vault." (lowers voice to a hissing whisper) "When you die... I'll be waiting here... at the Sierra Madre... Waiting."
- From Nobody to Nightmare: Before he became elder he was just a Scribe, the most mild and least aggressive caste in the Brotherhood.
- Gadgeteer Genius: As cruel as he is, he's a genius. You know that one of a kind Holorifle that can disintegrate Deathclaws with a single sneak critical? He built it. And he Jury-Rigged a semi automatic Tesla Cannon, which is one of the most powerful weapons in the game. Checking the G.E.C.K. also reveals that his Repair and Science skills are both 100.
- General Failure: When he was elder, because of his absolute obsession on technology more than anything else, Elijah often wouldn't understand the importance of battlefield losses. He also didn't understand that maybe letting the NCR have Helios was a better alternative than most of the Brotherhood getting slaughtered.
- Justified Trope; unlike other Elders of the Brotherhood of Steel, Elijah was a Scribe, which is classified as a civilian and has little military training beyond the basic self defense learned prior to choosing to pursue becoming a Knight or Scribe during training. Also, he obviously doesn't value the lives of his subordinates when it comes to pursuing technology, a trait that has only worsened since Operation: Sunspot.
- Glass Cannon: His armor has a DT of 2, but that Gauss Rifle packs a hefty punch.
- Gone Horribly Right: Ulysses let Elijah get away to the Sierra Madre because he thought he was going to a special kind of hell. Ulysses was right. Problem was, Elijah started spreading his hell to other people...
- Hoist by His Own Petard: He uses slave collars to force people into doing his bidding. Such people can be incapable of doing said bidding because they are too busy blowing up due to a flaw in the collars.
- Hypocrite: In sooo many ways:
- Goes on at length about how baffled he is over the hysterical greed that eventually consumes his "volunteers," leading them to slaughter each other over the treasure of the Sierra Madre. After all, it means he has to enslave a new crowd of people so he can claim the treasure of the Sierra Madre. He's probably drawing a distinction between monetary greed and his own, more ambitious ends, but still.
- He talks down to the player for using a Pip-Boy, despite the fact that you can clearly see him using one to activate the vault's security systems.Elijah: That thing on your wrist - it's a convenience. It tells you where to go, what to do, dulls the brain.
- He dismisses the Holorifle he gave you as an obsolete version, only to complain that he didn't bring it with him over the radio. Then again, it's not like he had the upgrades you got.
- It's All About Me: At the end of it all, Elijah is an intensely selfish man who wants to kill everyone in the Mojave but himself, create a nation loyal only to him and his ideals, and erase any memories of his failure at HELIOS One from living memory.
- Karmic Death: You can kill him in normal combat, or trick him into locking himself inside the vault. The latter outright qualifies as Laser-Guided Karma.
- Kick the Dog: Almost literally: if you bring up Dog to him, he'll laugh about how easy it was to enslave the mentally handicapped Nightkin since he swallowed his own collar.
- He was the one responsible for Doctor 8 becoming The Unintelligible.
- Light 'em Up: Thematically, via his association with Helios One, the Holorifle, and the Holograms. God compares Elijah's behavior at Helios One to Icarus, calling him arrogant for trying to control the sun, and Elijah describes the Holograms as "holding light in your hands".
- Load-Bearing Boss: When he is defeated either way, all his turrets explode, and the player's collar begins to beep, leading to an escape sequence.
- Loners Are Freaks: The reason you don't see him until the climatic battle is because he managed to get into the casino, but could not crack open the Vault. He was stuck there until the Courier came along.
- Manipulative Bastard: Manipulates people into getting him what he desires.
- Misanthrope Supreme: He really, really hates people, with their free will and their opinions and beliefs that differ from his own. That's why he needs to wipe the slate clean, you see...
- Mission Control: Acts as mission control up until the very end.
- Mission Control Is Off Its Meds: And likely a literal example since Old World Blues indicates that he's a Mentats addict.
- Morality Pet: Is genuinely relieved and proud to hear that Veronica survived the battle at HELIOS.
- Motive Rant: Bring up the subject of Helios, and he'll launch into his desire to "wipe the slate clean," so that there will be no one remaining to steal "his" technology, and to erase his defeat at Helios from memory.
- My Greatest Failure: Helios.
- Omnicidal Maniac: His ultimate plan is to conquer the Mojave by killing everyone there. If you side with him at the end of Dead Money, he takes it a step beyond: the Cloud continues to drift west over NCR land, killing thousands of innocent people and forever destroying any chance the world has of salvation.Elijah: I'll kill them until it's only me, me alone in a quiet world.
- One-Man Army: As horrible as he is, one has to be impressed at how he managed to solo Big MT.
- Parental Substitute: He was this to Veronica before he went insane.
- The Peter Principle: As an Elder, he was a poor military commander because he was a Scribe promoted for his technological genius and thus lacked the military training and experience that the typical Brotherhood Knight or Paladin would have.
- Pragmatic Villainy:
- Given that he needs you to carry out his plan, he's not just going to drop you in the Villa and let you wander blind — he carefully explains the objectives, if asked will offer advice on moving about the area, and will routinely pop up to warn you of dangers his scanners have picked up specific to the Villa's sub-areas.
- This was also the reason why he believed in gathering beneficial technologies and going against the Brotherhood's isolationist stance. He knew that currying favor with wastelanders would gain them allies, and thus more pawns for him.
- Pet the Dog: For all his faults, he does seem to genuinely care about Veronica, who sees him as a father figure. He also had her separated from Christine due to his own homophobia. You can even find a message on his terminal intended as a goodbye note to her and as a gift (teaching her a new fighting technique).
- The Sociopath: Even in his time as an (actual) elder in the Brotherhood of Steel, he cared little for the lives of others. By the time the Courier encounters him in the Sierra Madre, it'd long since gotten worse.
- Still Wearing the Old Colors: For all his descent into villainy and growing madness, he still looks like a Brotherhood of Steel elder in his robes and equipment. Despite for all intents and purposes having long since been shunned in absentia by his brethren in the Mojave.
- Stupid Evil: After the Gala Event, he orders the Courier to murder his/her former companions, explicitly saying that it's because they have outlived their usefulness. It doesn't seem to occur to him that this might tip the Courier off that the same fate is in store for him/her once he gets into the vault.
- Taking You with Me: "You can't escape! I'll bring the whole Sierra Madre down on your head, bury you here with all the others!"
- The Unfettered: He has no qualms. Whatsoever.
- Utopia Justifies the Means: Not really. You can see his futile attempts to justify the tremendous sacrifices he made is actually a desperate gambit to restore his own status in the Brotherhood.
- We Have Reserves:
- Deconstructed. In the beginning Elijah had this mindset with regards to cracking into the Vault, but as he used more and more "reserves", the more insane and desperate he became.
- The way he insisted the Brotherhood keep fighting the NCR, despite the fact that it was pretty obvious they didn't have
- Villainous Breakdown: Has a very impressive one if you opt to seal him inside the Vault forever.Elijah: What... alarms? What's goin- you. Think you can run? Think you can trick me!? This entire structure is mine to command! Security, weapons, all this technology, mine! Now, you will die. You think you've outsmarted me? You're the one on a leash, you always were! (sprays Gauss rifle fire everywhere then activates your collar) Escape? No. That cold hand on your throat is mine. It always was. [...] You can't outrun me! You were always under my control! Do you hear me? Do you hear me?"
- He also has a similar breakdown if you just destroy all his turrets, he'll completely lose it and come charging out of his forcefield with a gauss rifle.
- If he is trapped inside the vault he goes through yet another one, starting with trying to bargain with the Courier over his radio signal, then trying desperately to find a way out somehow, before finally losing all hope as the vault generator stops and the lights go out. It is ultimately subverted as he uses his last words to calmly and defiantly curse the Courier.
- Visionary Villain: He plans to use the invincible hologram enemies, the matter replicator vendor machines and the Cloud to take over the Mojave so that he can bring about his tribe's restoration and ascendancy.
- Voice with an Internet Connection: He communicates with you throughout most of Dead Money with a hologram projector (that displays a static image) and your Pip-Boy. Your character can lampshade this near the end, upon which he'll explain why he's limited to such communication.
- Walking the Earth: After the Brotherhood's defeat at Helios, he journeyed all across the post-war world with nothing but his Gauss Rifle and the clothes on his back. He ended up travelling throughout the Mojave Wasteland, spending time among the Ciphers, pillaging Big MT, and even going to the Divide before finally finding his way to the Sierra Madre.
- We Can Rule Together: A possible ending, in which Elijah and the Courier (if he/she has a bad rep with the NCR) use the Cloud and the holograms to chase out the NCR, the Legion, and just about everyone else from the Mojave.
- You Have Outlived Your Usefulness: After breaking into the Sierra Madre, he encourages you to kill Dog, Dean, and Christine. And after you penetrate the Vault, he'll try to pull this on you. Unless you can prove otherwise.
Voiced by: Laura Bailey
"Love. Life. Family. Those to care for and those who will care for you. To those who know these joys, the Sierra Madre holds little they don't already have."One of the tragic figures related to the Sierra Madre. She was a pre-war starlet who was Frederick Sinclair's true love and main reason for building the Sierra Madre.
Provides examples of:
- An Offer You Can't Refuse: The only reason she worked with Dean is because he blackmailed her, threatening to expose (amongst other things) her crippling chem addiction
- Broken Pedestal: Sinclair built the entire Sierra Madre as a shrine to his love, and as a bomb shelter to protect her. He later finds out her true intentions and turns it into a deathtrap.
- Femme Fatale: She seduces Sinclair so her and Dean can take the Sierra Madre`s treasure although she is being blackmailed by Dean and does a Heel–Face Turn in the last minute.
- Driven to Suicide: You later find her corpse in her hotel room, surrounded by a large number of chems.
- Hidden Depths: Vera's conscience was a little stronger than Dean gave her credit for, as she eventually went to Sinclair and confessed the whole plot to him.
- Ill Girl: She was addicted to Med-X and Super Stims. She used them as a symptomatic treatment for a terminal illness, something that Dean is unaware of. He finds out if he survives.
- Meaningful Name: Vera Keyes' voice is the very key to unlock the Sierra Madre vault.
- Satellite Love Interest: She appears to be this way, with the entire Sierra Madre being built as a shrine to her. She is actually an unwilling pawn of Dean Domino, and pulls a last minute Heel–Face Turn when she confesses to Sinclair.
- Skeleton Crew: By the time you find her she's a skeleton wearing a very nice dress. You can keep the dress.
- She's Got Legs: According to Dean, she did. The holograms support his claim.
- Stage Names: According to Dean, Vera Keyes is just her stage name, noting that "Vera" was a common name used by entertainers during his time.
Know that on the night of the Gala Event I shall raise my glass and whisper, "Fortunato".The owner of Sierra Madre. He was introduced to Vera Keyes by Dean Domino and fell in love with her at first sight, building the Sierra Madre as a shrine to her. He used his immense wealth to commission new technologies, such as Holograms and Dispensers, to ensure that Sierra Madre would survive the apocalypse.
Provides examples of:
- Deal with the Devil: The costs for commissioning Big Mountain to develop Hologram and Dispenser technologies almost bankrupted him. To compensate, he permitted Big Mountain to conduct some experiments in the Sierra Madre Villa. And that is how the Cloud and the Ghost People were born.
- Empty Shell: Apparently, he became this after discovering Vera's duplicity. At least according to people around him.
- Fate Worse Than Death/Buried Alive: He plotted this for Domino and Vera, planning to lock them in the vault with the gold they cheated him for.
- Posthumous Character: Like Vera, he died the night the bombs fell.
- Redemption Equals Death: Sort of. On the night the bombs hit, he realised he couldn't kill Vera, who confessed to her role, and went down to the vault to disable the trap. He died trying.
- Schmuck Bait: In the terminal where he leaves his trap, he leaves a message for Vera warning her not to trigger said trap. The Courier can still do so.
- Unwitting Pawn: Twice. Once by Dean Domino and Vera Keyes. The second time by the scientists of Big Mountain, who hid from him the extent of the experiments they would conduct on the Villa and have been observing the area for the whole period.
- Who's Laughing Now?: His quote above. It was left in the vault for Domino to read. Of course, Dean never makes it down there, so only the Courier and Elijah could end up reading it.