Characters: Fallout New Vegas Dead Money
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. However, Dog can teach you how to kill them for good.
- 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 Trope. 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
- Hoist by His Own Petard: The Cosmic Knife Spears you get from them? The first ways to kill them, since dismemberment is the only way to kill them.
- 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, fire extinguishers with C4 attached, and bear trap gauntlets.
- Made of Iron: Even not taking into account their regenerating ability, they have abnormally high health. It also helps that you can't crit headshot them like most things in the wastes; their limbs don't take extra damage.
- Mighty Glacier: The Trappers. They're the biggest, slowest variation and have no ranged attack, but they are also the toughest to kill.
- 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.
- 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
- Weaksauce Weakness: They are very vulnerable to grenades and land mines. This is because crippling a limb of theirs, even if it doesn't reduce their HP to 0, kills them instantly, and grenades and land mines very often cripple a limb. In tandem with the many grenade bouquets and land minds you can find around the area, and whenever you encounter them in groups you can take them out simply.
- 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 none of these weapons appear in the DLC, Dog/God is forced to whale on enemies with his fists.
- 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 1, 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.
- 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.
- 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.
- 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.
- Jerk with a Heart of Gold: Despite being a massive jerk, you can still sense that God cares for Dog, and you can even get him to admit that with a high speech check. He'll even care for you if you're nice enough for 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 tells you in desperation of a way to trick Dog into killing himself (and God with him) with less collateral damage 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. During the possible Split Personality Merge, the merged being is shocked at how wounded he is and he says he needs to lie down for a bit.
- Meaningful Name: The loyal Dog and God the Control Freak.
- Morality Pet: Fittingly, Dog is this to God.
- You can function as this to both personalities. By not exploiting Dogís loyalty and be overall nice to God.
- No Fourth Wall: Upon meeting God, he indirectly refers your pip-boy as a quest guide.
You canít have been an idiot to figure out how to release from my cageÖ or perhaps you are, with that leash on your armÖ
- 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".
- 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 if you intend to release him.
You! DONíT PLAY IT! Iíll MURDER YOU! Iíll twist your legs and arms untilÖ
No! NO! Iíll 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 for Dog, 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 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 a better grasp on their body and is therefore better in combat.
- 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).
- Video Game Cruelty Potential: At some point you can kill or subdue Dog. You can take the evil way and have him break his own neck.
- Took a Level in Kindness:
- The merged individual.
- Godís ending greatly implies this. If you gain his favor beforehand, he shows this when you intervene in his pleading with Dog not to blow up the casino.
- 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.
"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:
- 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.
- 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
- Butch Lesbian: To Veronica's Lipstick Lesbian.
- 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, has her throat 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 IT.
- 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.
- 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.
- Futhermore 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. 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 her bad sides.
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
- 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 happend 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 are 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
- 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.
- Berserk Button: He cannot stand anyone who act 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.
- Bigger Bad: Essentially this for Dead Money. He's not the main villain, but he is indirectly the cause of the region's current state and all the horrors that came with it.
- 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
- 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 he's spent 200 years in the Sierra Madre, 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.
- Genre Savvy: 200 years has taught Dean precisely what genre Dead Money is. He knows how to avoid danger, he knows the habits of the Ghost People, and he leaves emergency supplies around the Villa in case he's stuck in a tight spot and needs them.
- 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!
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 Sammy Davis Jr. before becoming a ghoul.
- 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.
- 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 (IE threatening/insulting/expressing resentment towards him).
- Token Evil Teammate: While none of the Dead Money companions are saints, heís 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 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 lost Sierra Madre casino and has gone insane 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.
- Applied Phlebotinum: 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."
- 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
- 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."
- 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, though arguably he still holds some ambitions of leading them along a better path, a goal he shares with Veronica.
- 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.
- Not to mention the way he insisted the Brotherhood keep fighting the NCR, despite the fact that it was pretty obvious they didn't have reserves, whereas the NCR did. This resulted in the NCR slaughtering about half of the Mojave wasteland Brotherhood of Steel at Helios.
- 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 goes 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) uses 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.
"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.
- Lady in Red: Her signature outfit. The courier can even take and wear her dress.
- 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.
- Spicy Latina: She was Latina when alive. She wears a very revealing red dress, acts/sings sultry and Dean Domino even notes her acting wasn`t great, but she had "other talents". She also seduced Sinclair to steal the Madre`s treasure.
- Meaningful Name: Vera Keyes' voice is the key to unlocking the Sierra Madre's 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.
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.
- It leads to some Fridge Brilliance when you realise that despite being a very good engineer, Sinclair seemed to ignore that the Villa's construction was a sham.
- 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.