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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A community inhabiting an old Ghost Town, where the Courier wakes up at the start of the game. It is inhabitable thanks to three nearby wells, containing one of the few fresh water supplies in the area. Unfortunately, the town has run into some trouble with the recently formed Powder Gangers and it is up to the player to either help them, or betray the people that saved their life.
Provides examples of:
- Ambiguously Gay: Sunny Smiles and Trudy share the same house, despite there being several abandoned houses still available, but nothing is made of this fact.
- Badass Normal: Sunny Smiles is just an everyday hunter with a dog and the weakest rifle in the game. But, she also jumps in to help a desperate man she barely knows, battles escaped convicts, and routinely takes care of any mutated critters that may wander into town.
- Beware the Nice Ones: Goodsprings is arguably, the most friendly settlement in the game. But if they are threatened, they will turn the attackers into Swiss Cheese.
- Bittersweet Ending: Three out of their five endings are this. If NCR takes over, they experienced increased trade but struggle under higher taxes. Mr. House has Victor permanently stationed at the town to protect and watch them. The Legion, they abandon the town.
- Cool Old Guy: Pete is a very friendly former scavenger, who happens to be armed to teeth with dynamite.
- Curb-Stomp Battle: If you get all the people to help, the town will completely annihilate the Powder Gang, without the player having to fire a single shot.
- Dirty Coward: How Sunny seems to regard Chet, the local shopkeeper, this. He doesn't try to prove otherwise and refuses to do more than provide some armor. If the Powder Gangers take over, he immediately surrenders just to save his own skin.
- Frontier Doctor: Doc Mitchell is a former vault resident/traveler, who eventually settled down here with his wife.
- Jerk Ass Has A Point: Chet may be looked down upon, for wanting to hand Ringo over and stay out of the fight, but he brings up a good point about one man not being worth the whole town.
- Laser-Guided Karma: A good version, if the player helps them fight the Powder Gangers. First Doc Mitchell saved the Courier's live without asking for anything in return and after that Sunny smiles shows him/her how to survive and fight. In return the Courier saves them from the Gang which wants to attack their village.
- Mr. Exposition: Sunny Smiles functions as the in-game tutorial while Trudy gives you a basic rundown of the major factions as well as tell you how the Alliance Meter works.
- Not Evil, Just Misunderstood: How most of the town see Victor, seeing him as simply a friendly and harmless robot.
- Only in It for the Money: Chet refuses to help out in the upcoming battle, unless the player passes a speech check, reminding him that a raiding party isn't good for business.
- Properly Paranoid: Trudy is the only person in Goodsprings to be actively suspicious of Victor, believing that there is more to him than just the goofy smile. As it turns out, Victor is House' eyes and ears. In a House ending, Victor returns to Goodsprings as House's "reward", acting more openly as his enforcer.
- Team Mom: Trudy, the local bartender, is regarded as this by the town's people, who will join in, if the player convinces her to help out.
- The Farmer and the Viper: Become this with a Powder Ganger-aligned Courier, where their kindness in taking them in and nursing them back to health is repaid with betrayal and a slaughter of the townsfolk.
You want to hear the story of the Great Khans? It's a long one, full of honor, glory and betrayal. We have suffered, but we will regain our glory.A tribe of Mongolian-themed raiders that originated from the same vault as the NCR, their long-time enemy. As the NCR expanded through the Core Regions the Khans were pushed into the Mojave, only for Mr. House to evict them once he took control of New Vegas. The Great Khans resettled at Bitter Springs and raided from it for a few years, until the NCR retaliated with an attack that turned into a massacre. The remaining Great Khans have holed up in Red Rock Canyon, where they eke out a meager existence by manufacturing and selling chems, but an alliance with Caesar's Legion might give the Khans a chance to strike back against their old foes and regain their past glory...
— Papa Khan
Provides examples of:
- A Father to His Men: As much as Papa Khan lets his hatred of the NCR blind him, he truly does care for his people and will actually listen to his advisers if they speak out against him, after which with some extra convincing from the Courier he'll break his alliance with the Legion.
- A Lighter Shade of Grey: Between the Powder Gangers, Fiends, Vipers, and of course the Legion, the Great Khans are practically the Token Good Teammates. At the least, they're considerably less evil than the Legion's other allies.
- Asshole Victim: While most members of the NCR agree that what happened at Bitter Springs was messed up, former Khan-turned-NCR soldier Bitter-Root maintains that they had it coming. Objectively speaking, the Khans did provoke the NCR with attacks on civilians and soldiers alike, ignoring warnings of reprisal as empty threats. Even after Bitter Springs, when the Followers of the Apocalypse tried to teach them how to make medicine, the Khans instead used that knowledge to become drug dealers, causing the Followers to withdraw their support in disgust.
- The Atoner: If you convince them to claim their own legacy, one ending has them reconnect with the Followers. Unlike last time, however, where they abused their kindness, and became chem dealers, they use the knowledge given by them to "carve a mighty empire out of the ruins of the Northwest".
- Berserk Button: Insulting the Khans in front of Papa Khan. If you get Karl to do just this, he'll be gunned down by all the Khans in the building.
- Defector from Decadence: From the original Khans. In their case, both Manny Vargas and Bitter Root are this for them. You can also help Jerry the Punk become a member of the Followers of the Apocalypse.
- Subverted with Manny as he's still on good terms with the other Khans and states that he left the NCR after Bitter Springs.
- Downer Ending: The only way for them to get a Happy Ending is to convince them to leave the Mojave in search of their legacy. Otherwise, they get wiped out, are forcibly assimilated into Caesar's Legion, or are relocated to a barren reservation.
- Drugs Are Bad: They're pretty much the prime chem providers in the Mojave, and it's outright stated that their sales and manufacture is what keeps the Fiends going. Subverted in that the manufacturers can be convinced that there's money to be had in medical supplies, too, after which they'll begin making and selling Stimpacks on the cheap alongside their usual chems. However, their drug cook Jack is one of the nicer Khans.
- Death Seeker: If you convince the Khans to break the alliance with the Legion, it's possible to get them to launch a suicide attack against them in the battle for Hoover Dam.
- Friendly Enemy: Even if you're opposed to the Legion they'll still welcome you if you help them out.
- Gang Initiation Fight: Becoming an official member of the Khans involves the person taking a beating from all the Khans without giving in. At the least, you can try as many times as you want. Jerry the Punk laments the fact that he's just not tough enough to handle initiation.
- Genius Bruiser: Regis, who sleeps next to a stack of books.
- Genius Ditz: Jack might talk like a stoned-out hippie, but he's also a talented chemist who took to the Followers' lessons.
- Glass Cannon: They wield powerful weaponry such as Grenade Rifles and Hunting Revolvers, but they're clad in practically leather armor, which provides little protection against most other weaponry and go down easily in a few shots.
- Glory Seeker: One of the main reasons they are siding with the Legion is to both get revenge against the NCR and to gain glory to their people. Giving them information about their namesake from the Followers of the Apocalypse and showing them the real intentions of the Legion convinces them to switch sides, however.
- A Handful for an Eye: By completing her sidequest, Diane can teach you the Khan Trick, an unarmed move in which you toss sand at you opponent's eyes.
- Heel–Face Turn: In the endgame slides, if you convince Papa Khan to decline the Legion offer and then inspire him with the history of the Mongols, the Khans reunite with the Followers of The Apocalypse and pick up some more useful knowledge than making chems: governance, commerce, and the like. They then go off and try their own hand at nation-building. Even better it works, the ending slideshow says they formed a "mighty empire" in Wyoming. The fact that the Followers helped them, hints towards a more civilized empire instead of another Legion.
- Honor Before Reason: Even after you provide proof to Papa Khan that the Legion's intentions are not pure, he's still hesitant to break off ties with them due to his Glory Seeker tendencies; he still leans on allying with them if only to have his tribe go out in a blaze of glory. It takes even more legwork to convince him that there are better ways to go about that.
- Horrible Judge of Character: Thanks to Karl, they really believe that Caesar's Legion is going to change the M.O. they've used on 86 prior tribes just for them.
- Klingon Promotion: If you impress Papa Khan enough, he will make you his heir. Then you can stealth-kill him if you want.
- Monster Sob Story: They've done a lot of shady things in the past, they're still doing them in the present, and they by and large brought most of their problems down upon themselves. But they lost a lot of innocent lives to the NCR at Bitter Springs and they just haven't been able to find a good home for themselves.
- Noble Savage: Zigzagged; while they have a personal code of honor, are much more civilized than the other raider tribes, and will engage in reasonable diplomacy, they're also mass-murdering anarchists who provide much of the region with street drugs.
- Pragmatic Villainy:
- Unlike other Raider groups, the Khans don't kill for shit and giggles, they only do so if you have something they actually want. Otherwise, they leave you alone and may even be open to trade (as long as it's drugs you want, because that's all they have). It might not seem like much, but in the Crapsack World of Fallout it's enough for non-Khan Mojave residents to credit the group with at least a small amount of respect. It helps that their primary targets are NCR communities, whom Mojave communities generally resent.
- You can use an argument along these lines to convince the Khan's drug cooks to produce medicines: a more diverse product line will increase their profits, and there's less chance of their customers dying.
- Proud Warrior Race Guy: The mindset of most of the tribe, especially Papa Khan. His motivation for siding with the Legion is that he feels his once-mighty tribe has been disgraced with their defeat by NCR, and Caesar will help them return to their glory days.
- The Quisling: Papa is so keen for vengeance against the NCR that he's easily swayed by Karl's rhetoric, and sides with the Legion despite their practice of backstabbing and pressganging every tribe who allied with them in the past. His second-in-command, Regis, is the reverse; less motivated by hatred of the NCR than his brethren, and mistrustful of the Legion, he'd happily call a truce between the Khans and NCR in the name of long-term stability in the Mojave. note
- Reasonable Authority Figure:
- For all his faults, Papa Khan will listen to his people and takes any evidence presented against the Legion seriously.
- Regis even more so. He has doubts to the Legion, but won’t go against the alliance without sufficient proof.
- The Remnant: The tribe was founded by survivors from The New Khans, who in turn was founded by the sole surviving member of the original Khans. Both of these groups were hunted to near extinction by the NCR, with help from respectively the Chosen One and the Vault Dweller.
- Screw This, I'm Outta Here!: After convincing Papa Khan to break the alliance with the Legion, you can tell them to leave the Mojave to seek their fates elsewhere. Nonetheless, it's possible that they'll come to the Courier's aid in the final battle.
- The Stoner: Jack the drug cook.
- Suicidal Overconfidence: They attacked the NCR even after the NCR proved to be way more powerful than them. This resulted in the Great Khans being forced out of Bitter Springs, with most of them dying. By the time the game starts, they are just a small, isolated village in the canyons, yet they still insist on allying against the NCR, which rules over all of California and most of Nevada at this point. It's heavily implied it was to keep the NCR away. Didn't work.
- The Spartan Way: The way that they train their children to become warriors is not nice at all. Some don't survive, though if you fail and survive, you're allowed to try again.
- Sympathetic P.O.V.: The All Roads comic really makes you feel sorry for them.
- Token Good Teammate: They're a rough and ruthless bunch but are by far the least evil of the Legion and its allies. They're also the only one that can be dealt with completely peacefully.
- Too Dumb to Live: Papa Khan really wants to get revenge against the NCR, and is swayed by the Legion's promise that Caesar will keep his promise of letting him rule all the land west of the Colorado just because he allied with him. He will, however, listen to his advisers and reconsider if you convince enough of them to speak out against him. It probably doesn't help that a Frumentarius is there specifically to sweet-talk him and the Khans into thinking how awesome the Legion are, even telling a female Khan about being a Legionnaire.
- Took a Level in Kindness: They’re by no means saints, but they’re far from the antagonizing Khans in the previous games.
- True Companions: Each one of them is this to the other Khans.
- Undying Loyalty: Loyalty is big for the Khans, but not in a threatening way like the Omertas. They're just a very close-knit group that looks out for their own. If the Courier befriends them, they're one of the most accepting and friendly factions there is towards him/her.
- Vapor Wear: Some female Khans wear open vests with no shirt or bra underneath. Of course, the vest stays in place so as to always be covering the right spots.
- What the Hell, Hero?: Karl's reaction to you will vary based on your reputation with The Legion. If you have tampered their efforts and have negative reputation, he will warn you that you're dangerously close to be marked to death. And if you've killed Caesar, he'll be pissed!
One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the NCR reduced them to small band of opportunistic bandits.
- Bit Part Badguy: They fair somewhat better than the Powder Gang, but arguably still fall into this.
- Dirty Coward: They are considered this by other factions, do to their dishonorable tactics.
- Fantastic Racism: They apparently hate mutants, because they taste bad...
- How the Mighty Have Fallen: Like The Vipers, they used to be a force to reckoned with, until warfare with NCR reduced them to scattered "families" of bandits.
- I'm a Humanitarian: They became cannibals, after a harsh winter that hit the original vault dwellers, forced them into eating their dead to survive.
One of the three tribes, made out of the four groups to leave Vault 15, they used to be a feared tribe in the west, until battles with the with The Brotherhood of Steel reduced them to small band of opportunistic bandits. Unlike other raider bands, they have a defined culture and religion.
- Bit Part Badguy: Like the Jackals above.
- Took a Level in Badass: At higher levels, they will start carrying grenade launchers.
- Bullying The Dragon: They really shouldn't have picked a fight with The Brotherhood.
- Elite Mook: The Gunslinger.
- Heavily Armored Mook: They'll occasionally wear metal Armour.
- How the Mighty Have Fallen: Like The Jackals, they used to be a force to reckoned with, until warfare with Brotherhood reduced them to scattered "families" of bandits.
- Religion of Evil: They are revealed through supplementary material, to be the decedents of a viper worshiping cult. The details are here
Followers Of The Apocalypse
Humanity lost many things after the war. Methods of agriculture, techniques for survival. We took it upon ourselves to piece together this knowledge and bring it back to them. Other things weren't lost, but were blocked from our collective memory. Knowledge of what we're capable of, and how things spiral out of control. It's in our nature to want to forget truths that keep us awake at night. And for that reason it's all the more important that the Followers walk the wastes to remind people of them.A quasi-religious order and humanitarian organization that originated from the Los Angeles Boneyard, headquartered in the ruins of the former LA Public Library. The Followers are dedicated to help the less fortunate people in the wasteland by providing them with education and medical aid with the long term goal of ensuring that humanity does not repeat the mistakes that led to the Great War.
— Ignacio Rivas
Provides examples of:
- Being Good Sucks: Most of their endings see them kicked out of the Mojave, overwhelmed with patients, or simply hunted down and killed. Though if the NCR wins and you can convince the Followers to work with them they will continue to provide their services with full government support, while if Caesar is alive for a Legion victory he lets them go out of respect for his old life.
- Beware the Nice Ones: They're normally pacifists. However, if they believe it'll help the less fortunate, they can and will kill without hesitation.
- Bittersweet Ending: Pretty much any ending they get, unless you get them to support the NCR's annexation of the Mojave or leave Caesar in charge of the Legion and then help them win at Hoover Dam.
- Bomb-Throwing Anarchists: They're accused of this, but they're not. Usually.
- Disaster Scavengers: They entire goal is to seek out Pre-War tech and use it for humanitarian purposes. Arcade points out that simply scavenging can't go on forever and they do also try to gain the knowledge to produce things themselves.
- Freaky Fashion, Mild Mind: Despite sporting a prominent mohawk, Julie Farkas is one of the kindest individuals of the game.
- Hero with Bad Publicity: As one of the most moral organizations in the Fallout universe, they have some very serious publicity issues. At best, people view them as well intentioned Wide Eyed Idealists that are too naive to survive in this Crapsack World. At worst, they are seen as anarchistic cultists with dangerous ideas that need to be destroyed. The bad publicity comes out in a very specific ending to a quest, The White Wash, after it's been uncovered that a rogue Follower killed an NCR Trooper for finding out that the Followers were stealing water from the NCR for the town of Westside to grow crops. Turning in said Follower has Carrie Boyd mention that this isn't the first time something like this has happened and that she's unsure their actions are helping or hurting their cause because they piss off people with power by doing the occasionally right thing the wrong way.
- Not So Different: To the Brotherhood of Steel. Ultimately, the goal of both factions is to gather technology and knowledge, for the sake of what they deem as a noble cause.
- What Happened to the Mouse?: We don't get an ending for them with Mr. House. However, Yes Man states that House planned to enlist them to provide medical aid throughout the region as a "mitigating contingency", which is exactly what you do in the Independent ending.
So you know about the vaults? Yes, we lived in one of those. Ours was numbered 34. In our vault, everyone had guns - but the overseer wouldn't let you fire off any of the really fun ones. I guess all the little pops and bangs at the firing range just got boring after a while!A technologically advanced tribe originated from a group of emigrants from Vault 34, a vault in which the armory was overstocked and cannot be locked. They left after the Overseer attempted to implement gun control laws. They are currently living in Nellis Air Force Base to the northeast of Vegas and have developed a culture based around the use of weapons. The Boomer are very xenophobic and use artillery to blow up all outsiders that tries to approach their camp.
Provides examples of:
- Ace Pilot: Due to them having access to aerial combat computer simulations at the base, they are one of only two minor factions (the other being the Enclave Remnants) that have access to air power.
- Bad Ass Army: While they aren't as actively militant as the NCR or Legion, they certainly count as this. After the rebellion in the vault, they left into the wasteland and came under repeated attacks by raiders. Thanks to their heavy firepower, they had a kill ratio of over 40 to 1. And that's before they moved into Nellis air force base.
- Badass Bystander:
- All of their members are armed with explosive weapons. You'll occasionally see a Fat Man on a farmer. It is not a good idea to turn them hostile against you.
- Also describes the faction as a whole. They've remained separated from the NCR/Legion/Mr. House battle for the Mojave because they've blown up anybody that's tried to approach them, no matter what they had to offer. In many of the endings, should the Courier complete their faction quest, the Boomers will still be left alone out of respect or fear.
- Blood Knight: An entire faction of them. Their culture is dedicated towards the use of weapons and many of them cannot wait to go to fight in an actual battle.
- Crazy Survivalists: Justified by a belief that outside humans are nothing but savages, but they can be convinced to change their view.
- Death from Above: If you managed to help them recover the B-29 bomber and convince them to help in the battle, they will use the bomber to carpet bomb either Caesar's Legion or the NCR positions as you advance during the final battle at Hoover Dam
- Defector from Decadence: In their opinion, at least. The truth is more complicated. They left the vault because the Overseer attempted to restrict the use of the huge stockpile of firearms in the Vault. Specifically, while they were allowed to shoot as much as they wanted in the gunnery range (the restrictions on access to guns came much later, after the Boomers had been gone for a long, long time), the Overseer stopped them from "exploding" even small bombs.
- Establishing Character Moment: According to Pete, the first thing they did after leaving Vault 34 was to use grenades and flamethrowers against savages wielding knives.
- Fantastic Racism: Towards all non-Boomers, who they refer to as "Savages". The Courier can eventually earn enough favor to be referred to as "Outsider", but even then, it's usually a Last-Second Word Swap.
"A bunch of shut-ins who scorn outsiders and hold technology over them. Gee, where have I heard that one before?"
- To the Brotherhood of Steel. Like the Brotherhood, the Boomers are isolationist tech fanatics who don't trust outsiders. However, their prejudice is justified: they were set upon by violent tribals after they emerged from the Vault, and their subsequent lack of contact (other than through a ten-gun salute) hasn't helped change this mindset. Even then, a lot of them have come to realize that their isolation cannot last forever, especially given the supply and maintenance problems that they're starting to have. By contrast, the Brotherhood has never been preoccupied with threats to its existence, and has completely failed to realize that the world has changed. Rather than try a different approach to stave off their decline, they instead cling to the teachings of their codex ever more tightly, in hopes that their adherence to dogma will eventually turn things around. That being said, the connection is very much apparent, as lampshaded by Veronica:
- At the end of Lonesome Road, which ending you choose leads to a better reputation from different factions in the Mojave. The Brotherhood and the Boomers have exactly the opposite prerequisites: Not launching the nukes gains you Brotherhood respect while nuking both the Long 15 and Dry Wells gains you Boomer respect.
- They're also one to Arroyo from Fallout 2. Like the Vault 13 dissidents who went with the Vault Dweller, the Vault 34 ones desired to be free of their Overseer's oppressive rule. But unlike the former, whose settlement became a Tribal village, the latter opt to use an intact Air Force base as their community and retain a lot of their know-how and love for ordinance. As a result making themselves unique among most Tribals in being technologically advanced, if very xenophobic.
- Throw Down the Bomblet: What did you expect from a group whose members are all armed with grenade launchers and bazookas?
- Hidden Elf Village: In a manner of speaking. While the village isn't 'hidden', the Boomers are isolationist and disinterested in whatever happens beyond the airbase, bomb all potential visitors with artillery, and refer to all non-Boomers, the Courier included, as 'savages'.
- I Know Mortal Kombat: They learned to fly planes after they found VR airflight simulators in their base.
- I Was Quite a Looker: Pearl◊, if the art on the side of their B-29 is anything to go by.
- Mad Bomber: They fire artillery at anyone that dare to get too close to their base. Nuking things gains you approval with them.
- Meaningful Name: With a touch of irony. Obviously, the Boomers are known for making things explode, but they also came from a vault that was experiencing a significant population surge.
- Reasonable Authority Figure: Pearl, in spades. She lets you in after you manage to survive the artillery assault and asks you to help her fellow Boomers out so they can get used to the idea not all outsiders are assholes. Her reasons for this include a realization that (A) they can't be xenophobes forever and (B) she wants to show her followers that they should trust other people, because one day it'll be inevitable.
- This Means War!: According to the backstory, after repeated attempts to make contact failed, the NCR tried to cut off the Boomers' water supply from Lake Mead. The Boomers responded in just the way you'd expect. The NCR promptly turned the water back on.
- Undying Loyalty: To the Courier, if the B-29 is raised. They promise to support you specifically rather than any of the factions.
- Worthy Opponent: While the Boomers typically shoot approaching "savages" on sight, after the Courier braves the veritable Death Course that lies in front of their gates, dodging constant mortar fire the entire way, the Boomers are so taken aback by your display of insane tenacity, they decide it's worth hearing what you have to say.
- You Are a Credit to Your Race: They are very impressed with a Sav—Outsider like the Courier. Dodging the bombardment to their base, helping many of their members, learning about their history (with several different checks to really impress Pete), and at last making their long-held dream come true.
Never gets old when something blows up!A group of escaped convicts originated from NCR territory. The NCR originally brought them from the west to use as cheap labor to work on a railway line. But the convicts managed to take control of their prison and formed into a loosely organized group of thugs and raiders.
—Random Powder Ganger
Provides examples of:
- A House Divided: There are at least four factions of Powder Gangers, though only one still goes by that title (the others are known simply as 'Escaped Convicts'.)
- The main group are based in the NCRCF, and are led by a thug called Eddie.
- The original leader of the prison break - anti-NCR rebel Samuel Cooke - since led a splinter group to set up in Vault 19 and plan further anti-government actions.
- Some of the Vault 19 group, led by small-time thief Philip Lem, are tired of being on the run and want to surrender to the NCR.
- Finally, another group tried to take over the town of Primm and hole up in the Bison Steve Casino. They will always attack you.
- Anti-Villain: There's a variety of crooks in the gang, and of course some are considerably worse than others. Some of the lighter grey members were sentenced to the camp for skimming medical supplies to sell, being framed for stealing from a casino, or being a Cowboy Cop-type sheriff. Additionally, some of them stay only with the gang because they have nowhere else to go and know that, even if they didn't take part in the breakout, they'll be shot on sight because they're all guilty in NCR's eyes.
- Bit Part Badguys: To an extent; they're a mild challenge at first, when dynamite is still considered threatening. They never upgrade beyond that. You do. Towards the end of the game they're not even a speedbump, but you'll still run across them from time to time on the west side.
- Bomb-Throwing Anarchists: Samuel Cooke. It's what got him tossed into prison in the first place. The others however are just petty thugs.
- The Brute: Scrambler, Eddie's right hand man and bodyguard, has a 10/10 strength stat and unlike the other gang members, he prefers hand to hand combat over guns and explosives.
- Curb-Stomp Battle: They end up on the wrong end of this trope if you side with the NCR in "I Fought the Law", falling easily before the NCR forces sent to retake the facility.
- Even if you side with the Powder Gangers they'll end up on the wrong side of this. You'll really have to get creative and effectively carry them through the battle if you want them to make it through without casualties.
- Even Evil Has Standards: Samuel Cooke is a Bomb Throwing Anarchist in every sense of the words, but even he thinks the Fiends are a pack of strung-out freaks best avoided.
- Genre Blind: They barely tried to fortify the NCRCF building after their breakout weakened the defenses, their guard force was dense enough to let some nameless schmuck run around their bases unmolested after paying a hundred cap toll, and it never occurred to Eddie that hiring said nameless schmuck could potentially (no pun intended) blow up in his face.
- Goldfish Poop Gang: They aren't very comedic, but they are more an annoyance than a true threat.
- The Goomba: The Powder Gangers are weak to an almost pathetic extent, and basically exist to give something for the player to kill in the first few hours of the game.
- Throw Down the Bomblet: Share this gimmick with the Boomers, though to a lesser degree; the Boomers prefer firing explosives via mortars and howitzers, while the Powder Ganger's signature weapon is dynamite, thrown by hand.
- Hypocritical Humor: Boxcars can't seem to grasp what your problem with the Powder Gangers is and act like he's a innocent victim. Nevermind that his gang tried to attack the town that saved your life for sheltering a man that killed some Powder Gangers in self-defense.
- No Woman's Land: One can only imagine, based on some comments the gangers make and the fact that they're all escaped convicts, what happens to women caught in their territory all alone. There are no female Powder Gangers, though this is probably justified given that the NCRCF was probably a men's correctional facility.
- Oh Crap!: If you've killed enough Powder Gangers to have a bad faction reputation with them, Boxcars in Nipton is not happy to see you, referring to you as the Powder Ganger's own personal "Grim fuckin' Reaper".
- The Rustler: They steal cattle too.
- The Scrounger: Carter, the Powder Gangers' trader. As he puts it, he was always the guy who could "get things" when they were all locked up. Naturally, though, he doesn't have a very impressive selection of wares or a lot of caps to spare.
- Starter Villain: The Powder Gangers are the first faction to antagonize the player, and the first you see antagonizing innocent people. The final tutorial quest even points you in the direction of defending Goodsprings from a pack of them.
- The Starscream: Philip Lem, who thinks Cooke will drag the Vault 19 gang to their death and wants to surrender to the NCR before that happens.
- Tempting Fate: Build a prison in a remote and isolated location, fill it with violent criminals, give them access to a large cache of explosives, and then leave the prison undermanned and poorly-equipped to handle a mass break-out. Nope, don't see anything wrong there.
- On top of that, bring a known anarchist who has used explosives befrore and then, ignore the warden's pleas that said Bomb Throwing Anarchist, has amassed a large following among the prisoners and are acting suspicions.
- Villain Decay: Early in the game they're pretty dangerous, but they start to lose menace after you see them crucified by Caesar's Legion in Nipton. By the middle of an average playthrough, they cease being a real threat.
- Wake-Up Call Boss: Eddie's plasma pistol packs a punch, and he has an entire roomful of bodyguards with armor and SMGs. If you head to the NCRCF facility straight away, he's almost bound to catch you by surprise.
- Weapon of Choice: As one can probably tell by their name, they happen to like explosives, specifically dynamite. They also tend to protect their camps with mines.
- Working on the Chain Gang: The origin of the faction; they used the dynamite provided for their work to escape, because duh. "Chain gangs, basically" is the first thing Trudy has to say when you ask her about them, and likely the first thing you'll hear about them at all.
Brotherhood Of Steel
We do not help them or let them in. We keep knowledge that they must never have.An exclusive and isolationist order of technology collectors, originally founded by a group of deserters from the US military, which have their headquarters in the Lost Hill bunker of Southern California. Their great mastery of pre-war technology meant that the organization at one point had a tight grip on the entire Core Region. But their dismissive and overbearing attitude towards outsiders and closed structure, from which they once drew their strength, have since dwindled their numbers and influence considerably, and they are now far past their prime. Their ongoing war against the NCR, due to a major disagreement about ownership of pre-war tech, has not helped matters, having resulted in many defeats and only a few victories for the Brotherhood, which has cost them many of their strongholds and forced quite a few of their local detachments either on the run or deep underground. One of these is the Mojave chapter, which has taken refuge in an old government bunker, Hidden Valley, from which they desperately keep trying to carry out the duties described in their Codex and reestablish contact with the HQ.
— The Brotherhood Codex
Provides examples of:
- Anti-Hero: McNamara recognizes the group's flaws but works within the confines of the Codex to do the best he can to lead them, and he's open to peace negotiations with NCR.
- Anti-Villain: Hardin is more on the "villain" side, being entirely devoted to the Codex and unwilling to negotiate.
- Attack! Attack! Attack!: The Brotherhood decided that the NCR didn't deserve anything that used electricity, so they attacked them and got bogged down in a losing war. Then the chapter under Father Elijah was deployed to the Mojave, took Helios, and... ended up being slaughtered. They still haven't stopped hostilities by the time the game begins. Ramos and Hardin are at least tactically savvy enough to know that Elijah made an absolutely terrible call.
- Can't Catch Up: In the era of the earlier Fallout games, the BoS' access to Pre-War tech made them the undisputed most powerful faction in the Wasteland, second only to the Enclave, given that they had power armor, energy weapons, and military-grade heavy weaponry while everyone else was still living in huts and fighting with jury-rigged guns and armor. By the time of New Vegas, Pre-War tech (including energy weapons, robotics, and computers) have spread significantly and is now available to a wide variety of factions, most notably the NCR, and while the Brotherhood still has a very slight tech edge (maintaining a near-monopoly on Power Armor and having access to a very wide variety of energy weapons) they haven't managed to advance at all since the old days and overall have since been eclipsed by NCR as the Wasteland's dominant faction. It doesn't help that New Vegas survived the Great War relatively intact due to House's preparations, meaning that there was an abundance of Pre-War tech to scavenge, compared to the Core regions and the East Coast. As a result of this Low Culture, High Tech environment, their over-reliance on technological superiority simply doesn't cut it in the Mojave.
- Creative Sterility: One of the major problems they're running into is they've basically run out of ideas, which is going to happen when you live in a hole in the ground for decades. Veronica and the former Elder (who went nuts trying to activate the Helios station and got half his men killed in the process) are about the only ones trying to get the Brotherhood out of this slump.
- Death by Irony: Other than just shooting up Hidden Valley, there are two ways other ways that you can wipe out the Brotherhood. The first is by reseting the targeting data of the lasers security turrets at the first floor, killing everyone caught outside. The second is by making the bunker's reactor overload in a self-destruct sequence. This is extra ironic when you think about the Brotherhood's views on technology and how you just turned it against them.
- Earn Your Happy Ending: The only ending they get that isn't a downer (either for them or because of them) is if the Courier makes a treaty between them and the NCR and then sides with the NCR at Hoover Dam. Otherwise, they either become high-tech raiders or get wiped out for good.
- Elaborate Underground Base: Hidden Valley is a combination of barracks, armory, and fallout shelter, and has a convenient sandstorm generator to mask their comings and goings.
- Even Evil Has Standards: Elijah's absolutely insane obsession with technology and disregard for the lives of his men shocked even them. They've since dispatched assassins after him.
- Enemy Mine: If you have McNamara as the Elder, he'll accept an alliance with the NCR before the battle of Hoover Dam, leading to the faction's and Veronica's best ending with an NCR victory and with Veronica being a Causeless Rebel.
- Failure Is the Only Option: To say the least, McNamara does not have very many good choices on his plate. If he continues to let things stay as they are, then the chapter will either die out, dissolve from infighting, or be discovered by outsiders who are unlikely to have an interest in the continued existence of the Brotherhood of Steel.
- Fantastic Racism: If you bring Lily to their bunker they'll threaten to 'Put it down'. Though not touched on much in the game Marcus's dialogue in Fallout 2 and the citizens of Underworld reveal they swear on oath to destroy all Super Mutants regardless of intelligence and shoot Ghouls on sight. Though McNamara does mention that he was willing to leave the super mutant community on Black Mountain alone while it was still under Marcus' leadership.
- Foil: To the Boomers and the Followers of the Apocalypse. And the Courier in the Good Karma Ending to Old World Blues, who becomes the benevolent new caretaker of the Big MT and chooses to release beneficial technology to the people of the Mojave on an as-needed basis.
- The Fundamentalist: Many of its members obsessively follow their codex to the letter. Unfortunately, it's also a Deconstructed Trope, see Honor Before Reason below.
- Gas Mask Mooks: It's part of the Power Armor.
- Heavily Armored Mook: They have pretty good technology, and that includes weapons.
- Hidden Elf Village: It's even called the Hidden Valley Bunker. Justified in that they're hiding because the majority of them died in the war with the NCR, less justified because, well, it was kind of their fault that happened...
- Honor Before Reason: The Brotherhood follow their codex to the letter, even when it means that they will eventually die out as a result. More along the lines of "dogma before reason", as they're certainly not above cold-blooded murder if their codex dictates. This paints them as a staunchly conservative group to extremist levels willing to justify their ideals.
- Internal Affairs: The Circle of Steel group, under whom Christine is an operative.
- Jerkass: Most of them, anyway. Aside from their obsessive worship of technology, the faction's main defining characteristic is their extreme xenophobia - they're not nice to outsiders. This is pretty much exactly the way the faction has always behaved in the franchise - if anything, the Mojave branch is more lenient than usual. Well, except for the guys in the Capital Wasteland.Veronica: Sorry about that. Just because I love them, that doesn't mean some of them aren't assholes.
- Keeper of Forbidden Knowledge: What they do. Unlike most other examples, they've taken it too far, becoming obsessed with the technology they "safeguard" and will probably never consider the Wasteland ready for the tech they've stockpiled.
- Kick the Dog:
- If you complete Veronica's side quest and convince her to leave the Brotherhood, she will try to join the Followers Of The Apocalypse in one of their hospitals. The Followers will be happy to accept her but tell the two of you to return tomorrow. If you return 24 hours later, you will discovered that the BOS has massacred the entire hospital of unarmed doctors and even the patients to prevent Veronica from sharing her knowledge with them.
- And if Veronica stays? Once you leave their headquarters you get accosted by a group of Paladins who demand a fight because Veronica dared to question the mandates of the Codex and they think she's trying to "poison" the mind of the Elder. Jeez.
- Veronica's dialogue also indicates that, as a consequence of the Brotherhood being too xenophobic to recruit outsiders and reliant on reproduction to keep their numbers up, the Brotherhood has turned rather homophobic. In the case of Veronica's former lover, this intolerance ended up causing her to leave the Brotherhood altogether, further reducing their numbers.
- If you decided to spare the Brotherhood in the Yes Man ending and had the rather bad idea of blowing up the Securitron army, the epilogue reveals that without the NCR or Mr. House to oppose them, the Brotherhood begin a campaign of open aggression on the New Vegas highways, attacking travelers that have in their possession technologies that the Brotherhood finds to be inappropriate. This happens even if you get them to sign a truce with the NCR first.
- Jumping Off the Slippery Slope: If Hardin replaced McNamara as Elder, than he quickly transforms the Mojave Chapter from a bunch of heavily armed isolationists into little more than a Raider tribe in power armor that the Courier will likely be force to massacre. Inverted if McNamara stays in power, where they actually start a slow process of shaping up, but only if the NCR is around as a constant check on them.
- Knight Templar: Until either the Courier or Veronica show them their mistakes. Sadly, it still doesn't work. This only ends in the NCR ending (if you don't blow them up like Colonel Moore told you to) where they signed a truce with the NCR, who stay around to make it matter.
- Last Stand: The Mojave Wasteland Brotherhood of Steel was almost destroyed by the New California Republic's army at Helios One. Turns out all the combat training, Powered Armor, and high-tech weaponry in the world isn't enough when you're virtually surrounded and outnumbered fifteen to one. If the Legion win the Battle of Hoover Dam and drive out the NCR, they take over the plant and make another last stand which sees them wiped out to a man.
- Machine Worship: They don't worship technology per se, but the degree to which they revere and pursue it really does border on religious mania at times.
- My Country, Right or Wrong: McNamara is all too aware that the Brotherhood is likely going to crash and burn the way things are going but will not dare go against the Codex, unlike Lyons in Fallout 3 who decided to disregard it.
- Not So Different:
- Veronica notes that they're quite like the Boomers, being xenophobic isolationists who hoard military tech.
- Parallels may also be drawn between them and the Followers of the Apocalypse; both gather technology and knowledge for the safety of mankind. The Followers, however, freely share what they have gathered for the benefit of the everyman, while the Brotherhood restricts it believing that it's knowledge that mankind must never have.
- Oddly Small Organization: Justified in that most of them are, well, dead.
- Power Armor: Standard issue among their members. While it does make them powerful, it can lead to Suicidal Overconfidence, since it doesn't make them invincible against the superior numbers of other factions.
- Reasonable Authority Figure
- Elder McNamara genuinely cares about his fellow Brothers, and will even agree to a truce with the NCR since he thinks it's the best course of action for the Brotherhood and Mojave in general. Unfortunately, while he is on some level painfully aware the Codex is the reason why the Brotherhood is slowly burning out, he does not dare to outright go against it.
- Paladin Ramos, the head of security. If you tell him about two young members of the Brotherhood sneaking out to go hunting, he reveals that he was watching them the whole time, but nothing bad happenned so he let it be.
- The Remnant: The Brotherhood was already a Remnant to begin with, being descended from a group of US Army soldiers who mutinied around the time of the Great War, but the group you encounter in the Mojave takes it a step further, being a remnant of this remnant - they're the survivors of the last battle of the NCR/Brotherhood war. As they've had no contact from any other Brotherhood bases, they may as well be the only members of the faction left west of the Mississippi as far as they are concerned.
- Serious Business: To them, their codex is serious business. Progressive members are prone to getting flat out murdered by the regressive members for even thinking about something that doesn't follow the codex to the letter.
- Skilled, but Naïve: An unusual case, given the fact that the Brotherhood of Steel is one of the oldest factions still in existence. Although their military training and technological expertise is almost unmatched, their closed-mindedness is making them increasingly out-of-touch with reality. This in turn has led to increasingly poor judgment which, among other astoundingly bad decisions, is directly responsible for the disastrous operation at HELIOS One and the decline of the Brotherhood's power in the West.
- Smug Snake: They won't hesitate to let you know how much better they are than you. They'll talk down to you and act like you and everybody else are idiots who shouldn't even be allowed to touch a laser pistol. Which then ties into...
- Suicidal Overconfidence: They think Power Armor and energy weapons will let them take on anything. It gets over half of the Mojave chapter killed when they try to hold HELIOS One (a tactically indefensible position) with just over a hundred paladins against a few thousand NCR troopers, and would have likely kept on trying to hold it if Elijah didn't ditch them, leading his replacement to make the sensible decision to withdraw. Later on, you find a couple of dead paladins scattered across the wasteland: it's likely that at least two of the patrols perished because they were trying to get their hands on advanced weapons technology, only to get cut down by a dozen heavily armed robots or pulverized by a direct hit from an artillery shell.
- Tragic Villain: Elder McNamara. He's fully aware that the road he's on will lead to the end of the Brotherhood, but he won't dare to go against the Codex.
- Ungrateful Bastard: Even if you help them get back on their feet in the Wild Card ending, they will, without the watchful eye of the NCR to keep them in check, start to harass and even straight up rob caravans on the Long 15 who carries technology they deem inappropriate. Moreso if you replace McNamara with Hardin.
- You Are in Command Now: McNamara became the Elder after Elijah left during the debacle at HELIOS One and as Head Paladin, was one of the few remaining senior members of the Chapter.
"Nipton was a wicked place, debased and corrupt. It served all comers, as long as they paid."A town near the southern edges of the Mojave close to the NCR outpost back to their territory. It was sacked by the Legion, its residents all dead or enslaved save for one.
- Asshole Victim: It was a Wretched Hive full of thieves, prostitutes, and gamblers, with no loyalty to anyone. While what the Legion did to the townsfolk was awful, no one is really going to mourn them.
- Backstab Backfire: After months of putting up NCR troops and Powder Gangers behind the others' back, they made a deal with Vulpes and the Legion to capture members of both sides and sell them out to the Legion. Instead Vulpes captured them as well.
- Defiant to the End: Despite Vulpes' claims that the town went without a fight, poking around town finds you three dad Legionaries and several corpses that imply Nipton's citizens did try to fight back.
- Eviler Than Thou: They tried to pull it on the Powder Gangers, then got it pulled on them by the Legion.
- Posthumous Character: The whole town has been wiped out by the Legion prior to the start of the game.
- Rewarded as a Traitor Deserves: Joseph Steyn, the mayor and implied pimp, sold out the off-duty NCR troops being serviced in his town to The Powder Gangers, then sold out The Powder Gangers to The Legion. Unfortunately for the town, he didn't seem to suspect that just maybe the self righteous Vulpes would betray him as well, and ended up receiving an almost karmic end, involving a burning pile of tires.
- Wretched Hive: Before the Legion hit the town, it was populated by gamblers, thieves, and prostitutes under the leadership of Mayor Joseph B. Steyn; the town would service NCR soldiers in the night and Powder Gangers in the day.
"The Kings are about an idea. Where every man is free to follow his own path, do his own thing. Where every man is a king in his own right."The only bigger gang to refuse House's ultimatum of a casino on the Strip in exchange for their subjugation. As a punishment, they were pushed back to the slum of Freeside, which they now uphold a loose control over.
Provides examples of:
- All Hail The Great God Elvis: When the Kings found the King's School of Impersonation, they took the massive amounts of recordings, posters, imagery and imitation instructions to indicate that Elvis (not that they know his actual name) was actually a god figure from before the war that people worshiped.
- Anarchy Is Chaos: The King and Pacer both agree that their image of Freeside is a town where everyone can be free to do what they want, but they disagree on what this means. The King imagines a society where every citizen is free to pursue their own path, so long as they respect the rights of others - well within the spectrum of anarchist politics. Pacer is happy to live in a society where the strong take from the weak and the weak can like it or go live somewhere else - assuming that, as second-in-command of the biggest gang, he'll be in the 'strong' category. Unsurprisingly, his attack on the NCR relief effort ended terribly and if rest The Kings go down his path and attack the trained and heavily armed troops, they will get massacred and Freeside will end up under Marshall Law., while The King's willingness to compromise will allow them to end the situation peacefully.
- Elvis Impersonator: An entire gang of them, all convinced it's a pre-war religion. Only The King and Pacer put on the voice, but this might be justified since King says the tapes broke a few years ago. They're the oldest members and might be the only ones still alive to have heard them.
- Entitled Bastard: Zig-zagged, they aren't fond of the NCR squatters putting a drain on their resources, and The King is not pleased when he finds out the NCR is giving handouts to its citizens but not to the proper citizens of the area. However, it turns out NCR wanted to supply everyone, but the messenger they sent to negotiate with The King was beaten and turned away by Pacer, so they were only given enough support to take care of their own. The player has the option to eventually smooth things out and get the two to agree to a truce, which leads into NCR providing relief support to Freeside if you complete the game for NCR.
- Establishing Character Moment: If you pay Pacer's toll to get in to talk to him and mention it to him, The King apologizes for Pacer acting up and refunds you personally, and if you paid the max of 500 caps to get in, he makes a crack that you must have really wanted to meet him.
- Face–Heel Turn: If you convince them to make peace with the NCR, Pacer becomes enraged over the King "selling" out and attacks him. In front of several loyal Kings, NCR Troopers, and your party. The only way to avoid this and still end the quest peacefully is to complete "King's Gambit" and use your favor to have the King agree to make peace.
- Future Imperfect: The Kings actually have absolutely no idea who Elvis really is. When they first discovered the school of impersonation filed with holotapes, jackets, and a seemingly unlimited supply of hair gel, they concluded that Elvis was worshiped and the building was his temple.
- Gang of Hats: More like a gang of perfectly coiffed 'dos. They decided to all become Elvis impersonators because why not?
- Greaser Delinquents: They're a hybrid of this trope and Elvis impersonators.
- Heel–Face Turn: Cut material shows that it would have been possible to talk down Pacer from his mutiny with a high enough speech skill. Certain mods restore this.
- Horrible Judge of Character: The King continues to display Undying Loyalty to Pacer long after it becomes obvious that the man is a two-faced weasel who's been manipulating him into a fight with the NCR. The King actually lets on that he knows that Pacer is xenophobic but overlooks this because a) he can understand Pacer's reasons b) a lot of Freeside feels the same and c) Pacer is still his best friend and in any other matter has the King's best interests at heart. He just doesn't know how much Pacer hates the NCR.
- The Lancer: Pacer is The King's second-in-command.
- Neighborhood Friendly Gangsters: The Kings take this a step further by acting as Freeside's de facto police force, and the closest thing they have to a government.
- Nice Guy: The King is a rather personable and likable person, who despite being noted as something of a hothead remains a Reasonable Authority Figure for the most part. The Kings as a whole are very generous, giving freebies to a Courier who's proved helpful to the people of Freeside. If they have a flaw, it's a mild excess of hometown pride.
- Reasonable Authority Figure: The King is one of the few politically powerful figures out there motivated by a genuine desire to help the people. He dislikes the NCR squatters around, but it's due to pride and miscommunication, and it's possible to smooth things out and make peace between them.
- Spell My Name with a "The": The King. The fact that this makes him "The King of Kings" is noted by Rotface.
- Suicidal Overconfidence:
- In a quest involving the NCR's and King's conflict, the NCR sends a platoon of fully armed soldiers to the King's HQ. The King tells you to explain what's going on before his gang kills the soldiers. You have the option of telling him to calm down since his gang stands no chance if they start a fight. He'll take this as a challenge, and order his gang to open fire, upon which they are all gunned down.
- This is basically what happens in all but a few of the King's endings. They decide to pick a fight with the victors of the Mojave and get themselves killed. The NCR is the only faction that's willing to even have a peaceful solution with them (aside from the Courier, of course), while Mr. House will only go so far as to leave them alone.
- Speaking of peace with the NCR, if the Courier gets the King to sign a truce with them, Pacer storms in, angry that the King had "sold out", and attacks him - along with the King's loyal guards... and several, heavily armed NCR soldiers... oh, and YOU too.
- Token Evil Teammate: Pacer is the only member of the Kings set to Evil Karma.
- You Owe Me: After completing a series of quests for The King, he gives you the permission to ask for a favor, ranging from membership to a fake passport to the Strip. Later on, you can use this favor to make The King agree to a truce with the NCR.
Westside and The Westide Militia
A fortified and tight nit community, supported by The Followers of The Apocalypse, who help the towns people grow crops. They have a militia to help fend off the raiders who plague the area.
A relativity small gang of raiders that attack travelers and frequently harass the nearby town of Westside, as well as getting into fairly one sided fights with the fiends.
- Bit Part Badguy: By the time your most likely see them, they probably won't even be threat, unless you decide to storm their base unprepared.
- Boisterous Weakling: They think they're a powerful gang, but as stated by an NPC, they get their head blown off when ever they go against the nearby Fiends.
- Dirty Coward: Some of them will hide, while the player kills their fellow gang members.
- Wacky Wayside Tribe: They have no baring on the plot what so ever. note
Pack of drugged-out killers. They're addicted to every stim, every pill, every psychoactive enema on this fucked-up earth.A band of Raiders prowling New Vegas' outskirts, notorious for their drug-fueled savagery. This and their stockpile of advanced weaponry makes them a constant menace to the inhabitants of Westside and the NCR headquarters at Camp McCarran.
— Major Dhatri
Provides examples of:
- Affably Evil: Motor-Runner. Rather hilarious when you realize that the leader of the most evil faction in the game is the only member who isn't automatically hostile to you, probably because he's the only one not on a massive amount of drugs. Conversation indicates that he genuinely cares for the well-being of his people, which was why he led the Fiends to Vault 3.
- Always Chaotic Evil: They are basically a slightly organized band of raiders that kill, burn, steal and rape everything they see.
- Axe Crazy:
- Some of them, Violet included, aren't either mentally well at all or worse than the others.
- If you kill Cook Cook's brahmin, he will utterly flip out and go after everyone.
- The Beast Master: Violet has a whole pack of dogs at her beck and call.
- Benevolent Boss: Motor-Runner genuinely cares for the Fiends and wants to protect them.
- Berserk Button: If anything so much as happens to Queenie, Cook-Cook's favorite Brahmin, he will completely lose his shit. And his mind's already on the edge as it is.
- In the Dummied Out dialog, Violet gets especially angry if the players does anything with her dogs.
- Bestiality Is Depraved: It's implied that Cook-Cook really loves his Brahmin. As if being a cannibalistic Pyromaniac with a penchant for rape isn't enough to tell you how depraved he is.
- Chainsaw Good: Motor-Runner's favorite weapon.
- Decapitated Army: By killing their leaders, the Courier can weaken the Fiends to the point that they're essentially wiped out in the epilogue.
- Depraved Bisexual: Cook-Cook. When he purchased a family from slavers, he didn't even wait until the slavers turned around before he began raping them, beginning with their son.
- The Dragon: To the Legion. While most of its other allies are in the background taking care of other business, the Fiends are giving NCR almost as much trouble as the Legion itself.
- The Dreaded: While Motor-Runner is the gang's leader, Cook-Cook is the one that everyone fears, to the point that even his own fellow Fiends don't want to get too involved with him.Little Buster: The rapist with the flamethrower? Yeah, that's a combination I stay the fuck away from.
- Drugs Are Bad: The main reason why they are so screwed up is because they are all drug addicts.
- Dummied Out: There are friendly dialogue scripts for the three Fiend bosses in the overworld.
- Even Evil Has Standards:
- The Fiends are a gang of drug addicts, rapists, slavers, and murderers. But even among their own ranks, they acknowledge that Cook-Cook is the worst of them all, and he even freaks them out a bit for it.
- Diane of the Great Khans implies that the reason a lot of the Fiends are encountered outside Vault 3 is because their minds are so fried on drugs and alcohol, they're unstable and violent even around their allies. Thus the more able-minded Fiends that live in the vault don't let them in because they're too dangerous.
- Face–Heel Turn: It's implied that Nephi was a former New Canaanite.
- Fat Bastard: Some of Betsy's dialogue indicates Cook-Cook was supposed to be one, if not for the engine's limited number of character models.
- Flunky Boss: All the Fiend leaders are accompanied by around four to six decently-armed fiends guarding them. Violetta has around eight dogs instead. Motor-Runner, however, is alone in his throne room with only two very weak dogs. Of course, you already had to fight through dozens of Fiends in the vault just to get to him... unless you Speech checked your way in or went on behalf of the Khans. Still have to fight your way out, of course, but he only has about six Fiends in his section, same as the others.
- Five-Bad Band:
- The Friend Nobody Likes: No one in the Fiends likes Cook-Cook, and they only keep him around because he's a good chef. In Dummied Out dialogue, Driver Nephi will warn the Courier "Listen... you don't want to mess with Cook-Cook. And you really don't want to let him get you alone. Trust me," and Violet says "Driver Nephi'll brain your skull in! Cook-Cook... don't even want to know what he'll do."
- Genius Ditz: Despite being completely off his gourd, Cook-Cook has an Intelligence score of 9. Might have something to do with the Mentats he takes.
- Golf Clubbing: Driver Nephi's signature weapon is a driver iron and he is very good with it.
- Hard-Coded Hostility: The Fiends will always be hostile to the Courier as they're not even a faction that you can gain reputation with. At best, you can talk your way into Vault 3 so that the Fiends there think you're there to deliver drugs and won't attack you unless you shoot first.
- Hidden Depths: Cut dialogue with the Followers Doctor Bert Gunnarsson reveals that Driver Nephi used to be part of the Mormon Church and they were close friends, before Nephi fell into a bad crowd. If the player kills Niphi before talking to Bert, he will comment that he hopes Nephi will somehow find peace in the afterlife, even with the other dialogue cut.
- I'm a Humanitarian: Cut dialogue for Cook-Cook reveals he's into cannibalism too, though his special stew doesn't use human flesh.
- Kill It with Fire: Cook-Cook's favorite method of killing. He will likely be armed with an incinerator, when the player finds him.
- Laughably Evil: The cut dialog for the Fiend bosses is actually kind of funny, albeit incredibly screwed up.Cook-Cook: Who am I? I'm the scariest motherfucker you're gonna meet! I'm Cook-Cook, bitch, better not forget it!Cook-Cook: NCR? Bunch of soft little bitches, they've got no stomach for life in the wasteland. Got some choice strange, though, I'll give 'em that. Heh heh... yeah. I'll give 'em *that* all right.Cook-Cook: Hey there, sweet thing, want a ride on the Cook-Cook Express?
- Lightning Bruiser: Driver Nephi has a reputation as very tough and fast melee fighter, who has kill at least a dozen NCR troopers, with just his golf club. True to his reputation, he has very high strength and endurance and moves 25% faster than the other Fiends.
- Made of Iron: Driver Nephi is said to be so tough, a .308 round put in him by a First Recon Sniper didn't even faze him.
- Meaningful Name: "Fiends," both as the most irredeemably evil faction in the game, and a shortening of the slang term "dope fiend" meaning someone in the final stages of addiction to a harmful drug.
- Morality Pet: Cook-Cook has a pet brahmin named "Queenie". If you kill her he'll go berserk and attack the other Fiends. His cut dialogue concerning her indicates that he might like her a bit too much...
- Motor Mouth: The cut dialogue made Cook Cook a fast-talking Large Ham.
- Orcus on His Throne: Motor-Runner, literally. While you run around New Vegas gunning Fiends down by the dozen, he just sits on that chair of his.
- The Pig Pen: None of the Fiends are all that clean as it is, but Cook-Cook is implied to really stink.
- Pragmatic Villainy: The Fiends make a point of staying away from Westside after deciding that Mean Sonofabitch is more trouble than it's worth to kill.
- Rape Is a Special Kind of Evil: Cook-Cook's penchant for rape and setting his victims on fire means that he's one of the few characters with "Very Evil" karma, making him just as evil as Vulpes Inculta.
- Supreme Chef: Cook-Cook is apparently such a good chef that the Fiends keep him around despite being disgusted by him otherwise.
- Tragic Monster: Of a sort. As noted by Corporal Betsy, there's no way to tell of any individual Fiend is genuinely pure evil (like the leaders) or a broken shell of a man/woman so hopelessly drugged out that they're literally incapable of discerning right from wrong. Blagging your way into Vault 3 and mingling with the ordinary Fiends emphasizes this. They talk and act like scared teenagers sitting upon a massive pile of contraband in their clubhouse that they're all too strung out to clean up. The kicker is when you find some of them lying on beds in the dormitories; checking them reveals they aren't sleeping, they've OD'd and none of their compatriots have even bothered to check on them. These guys are so monumentally stoned they don't seem able to link your arrival with the subsequent violent death of their leader.
- The Usual Adversaries: Textbook examples, both from the perspective of the player and the NCR.
- Wacky Wayside Tribe: They don't really have much significance in the story other than acting as yet another obstacle for the NCR (and an NCR-allied Courier) to overcome. Their origin isn't specified either. If you don't side with the NCR you can easily never see these guys.
- With Friends Like These...: They have a loose alliance with the Legion who feed them intel about Camp McCarran. It doesn't stop them from firing at a Legion-aligned Courier, and their relationship is strained to the point that Caesar has them exterminated should they survive into the endgame.
- You Have Outlived Your Usefulness: If Caesar wins Hoover Dam he exterminates them due to their reliance on Chems.
- You No Take Candle: How Violet talks in the Dummied Out dialogue:"Dogs? Good dogs! My dogs! Fiend dogs. Tear you up, arf arf arf! HA HA!"
- Zerg Rush: Their tactics against Camp McCarran. However, once you kill their leaders, they become much less capable, to the point that they're wiped out in the epilogue.
Dear old friends, remember Navarro.With the loss of its bases at Navarro and Raven Rock, the Enclave is little more than a bad memory, its surviving members either in hiding or attempting to integrate into the new world. Six such men and women have settled in the Mojave Wasteland and have tried to put their past behind them... but they might be convinced to take up arms once more and decide the fate of their new home, for auld lang syne.
Provides examples of:
- Ace Pilot: Daisy Whitman.
- Badass Bookworm/Combat Medic: Doctor Henry and Arcade Gannon.
- Badass Grandpa: An entire Badass Crew of them. It has been decades since the Enclave's defeat and the survivors have all grown old. They can still be persuaded to go for one last hurrah at the Battle of Hoover Dam and kick the ass of your choosing.
- If Caesar's Legion wins the Battle of Hoover Dam and Legate Lanius is in charge, he issues an order to hunt down and kill the Enclave Remnants. It's heavily implied if not outright stated that the Remnants fight off hundreds of Legion troops with no losses.
- Big Damn Heroes: At the Battle of Hoover Dam, after you emerge from the Western Tower, you get Zerg Rushed by the Elite Mooks of whichever side you're fighting against. Unless you recruited the Remnants to fight for you, that is, in which case they literally drop out of the sky and curb-stomp the mooks almost before you realize they were there.
- Blood Knight: The only ones who care which side they fight for at Hoover Dam are Johnson and Moreno. The others are only interested in riding out for one last hurrah and will ride for whichever army the Courier suggests.
- Brutal Honesty: Doctor Henry is rather straightforward and upfront in admitting his past in the Enclave, at least compared to the others.
- Call to Agriculture: Kreger works as a farmer in Westside.
- Continuity Nod: To Fallout2.
- Johnson was stationed at Navarro when the Chosen One got chewed out by Arch Dornan, though he apparently never found out who that person was.
- Whitman flew the Vertibird that the Chosen One found crashed outside Klamath.
- Remember Dr. Henry that gave you a quest in NCR? That's him.
- Cool Plane: Their Vertibird, which is still in perfect working order despite lying fallow with no maintenance for decades.
- Crazy Survivalist: Johnson gives off this vibe, although he's actually a Nice Guy.
- Dare to Be Badass: How you get Moreno to fight for the NCR. With a high enough speech, the Courier goads him with the opportunity to show the pansy-ass NCR how a real soldier fights.
- Defector from Decadence:
- Putting human decency first, "Cannibal" Johnson regularly subverted Enclave orders, and he didn't shed any tears when the oil rig blew. He spends his remaining days in a cave killing raiders. Due to aforementioned human decency, he'll walk out when you tell the Remnants to support the Legion, though much unlike Moreno he doesn't threaten to attack.
- Doctor Henry outright quit the Enclave even before its downfall, which was lucky for him, seeing as how he probably would have died in the destruction of the oil rig.
- The Dreaded: By fighting in Hoover Dam, the Remnants remind the wasteland just how terrifying the Enclave are to the point that even Caesar decides to leave them alone. The only person who doesn't fear them is Lanius, who ends up losing hundreds of soldiers because of this.
- Face–Heel Turn: If you tell the Remnants to support the NCR, Orion Moreno will walk out. You will have to either pass a speech check to make him stay or he will try to kill you.
- Elaborate Underground Base/Emergency Stash: The Remnants Bunker.
- Elite Mooks: To the Enclave in the past, and potentially to either the NCR or Legion at Hoover Dam.
- Enemy Mine: If siding with the NCR against the Legion. If you have 80 speech, you can even convince Orion Moreno to stay. He'll even bitterly state:"I can't believe I'm helping the NCR!"
- Foil: To the Brotherhood of Steel. Like the Brotherhood, they fought a bloody war with the NCR that they lost due to the NCR's numerical superiority overwhelming their superior training and equipment. Unlike the Brotherhood, however, they have (mostly) gotten over their defeat and moved on with their lives, rather than hunkering down in their bunker and plotting revenge.
- For Science!: Doctor Henry, possibly. He tells the Courier that his work at Jacobstown is because he's The Atoner, but Arcade claims that Henry only cares about solving problems, not about whether his solutions help or hurt people. His project back in 2 provides evidence for both sides of the argument — on the one hand he clearly wasn't fond of the idea of just wiping out all the mainland humans seeing as he was working on trying to cure mutation instead even before defecting, on the other hand his reaction when finding out that the current version of his serum caused super-mutants injected with it to dissolve into goo was (paraphrased) 'It still has a few bugs, then'.
- Gatling Good: Johnson and Moreno favor the gatling laser and the minigun, respectively.
- Graceful Loser: All of the Remnants save for Moreno have gotten over being defeated by the NCR. Of course, it doesn't help that the NCR accuses Moreno of squatting in a house that he's lived in long before they came to the Mojave.
- I'm a Humanitarian: Subverted with Cannibal Johnson, who is only called that because of a one-time incident where he took a bite out of a raider's heart to scare away the rest of the raider group.
- The Last Dance: Particularly for Johnson, who prefers going out with a bang rather than dying quietly in his cave. From a gameplay perspective, this applies to Arcade as well, as he leaves your party once this quest is completed, and you won't meet him again until the final battle.
- Mugging the Monster: The NCR trying to force Moreno out of his house.
- Nazi Hunter: Not themselves. Rather, they and others associated with the Enclave are being tracked down by the post-apocalyptic version, with the NCR serving that role.
- One-Man Army: Each of them is individually a match for entire squads of Legionaries or NCR Troopers, being decked out in the game's best Powered Armor and carrying either tri-beam laser rifles or miniguns.
- Patriotic Fervor: Moreno was completely loyal to the Enclave and believed them to be the true successor of the government. According to Arcade, he remembered Moreno saying "Kiss America goodbye, boys" as they left Navarro.
- Punch Clock Villain: None of the Remnants are the evil bastards of the previous games, with only Moreno being a genuine believer in the Enclave cause. Captain Kreger admits that the leadership was pretty damn ruthless, but states that many of the basic rank-and-file troops were just interested in bringing order to the wastes, Not So Different from the NCR.
- The Remnant: Uh, duh? See their name.
- Retired Badass: Although they are all retired soldiers that most likely haven't seen combat for decades, they can still lay waste to entire squads of elite NCR or Legion troops with ease.
- Retired Badass Roundup: For the final battle.
- Retired Monster: Moreno really believed in the Enclave, but there is no Enclave anymore.
- Roaring Rampage of Revenge: Their primary motivation for them to fight alongside the Legion in the final battle.
- Sociopathic Soldier: Orion Moreno. His philosophy was that anyone, regardless of noncombatant status, who argued with a man wearing powered armor and carrying a minigun deserved whatever they got.
- Squishy Wizard: Doctor Henry, due to his lack of Power Armor. Keep in mind this is only in comparison to the rest of the Remnants; his science suit still provides decent defense, and his Tri-beam Laser Rifle packs a punch, so he can dispatch the Elite Mooks of the Legion just as easily as the rest.
- Team Dad: Judah Kreger is stated to be the one man who kept Johnson and Moreno in line and kept them all together.
- Teeth-Clenched Teamwork: Johnson and Moreno hate each other so much that their working together is cited as Kreger's single greatest credential as a leader.
- Token Evil Teammate: Orion Moreno. However, rather than being simply a murderous psychopath, he's portrayed as a tragic figure who honestly believed in what he was fighting for and could never get over the loss of his beloved nation.
- Undying Loyalty: Orion Moreno never questioned the legitimacy of the Enclave and truly believed that they were the true heirs of America. Seeing his beloved nation die at the hands of the NCR is something that he could never forgive.
- What the Hell, Hero?: Arcade Gannon and Cannibal Johnson will give a heaping of this to you if you ask the Remnants to support the Legion.
- Written by the Winners: Moreno laments that, had the Enclave won, he would have been feted as a hero, instead of hunted as a war criminal.
"We wish to escape the barbarity of the wasteland, especially the violence and bigotry of its human inhabitants. The creator has promised my flock a new land: a place of safety and healing... a paradise in the far beyond."A cult of ghouls (and one human convinced he's a ghoul) living in the REPCONN test facility who believe their destiny from God is to live on the Moon using the rocket ships in the facility.
— Jason Bright
Provides examples of:
- Ax-Crazy: Josh Sawyer's mod puts a large number of hostile members of the cult on the road from Nipton to Novac. Presumably, they were right on the edge of feral ghouldom and the Nightkin's attack gave them a chance to escape.
- Big Damn Heroes: For Novac, if their trip is successful.
- Boomerang Bigot: Chris is incredibly bigoted towards humans despite the fact that he's a human himself, though unlike other examples it's simply cluelessness on his part rather than self-hatred.
- Chekhov's Gunman: Deceased Bright Followers are found in a few hidden corners throughout the southwest of the map. They usually have valuable early-game energy weapons. Without context, though, the player will have no idea who these dead ghouls in robes are. If you have Sawyer's mod installed, you can also meet a large group of crazed brotherhood members on the road to Novac; Unfortunately, they're equipped with the same weapons their dead brethren have.
- Crazy Survivalist: Harland, who manages to survive by himself against Nightkins by finding a good defensible position to snipe them, booby-trapping the surrounding area and living off on radroaches and condensation from pipes.
- Cult: A benevolent version. They just want to find a place where ghouls can be free from persecution from the humans.
- Cult Colony: They plan to use the REPCONN rockets to travel to their 'promised land'.
- I Did What I Had to Do: In order to make use of Chris' skills and unable to convince him that he's not a ghoul, Jason Bright went along with pretending that he's one of them. Jason's also shown to be regretful for what he had to do in order to get the rockets operational, though he tries to make amends by immortalizing Chris (and the Courier) as saints.
- Fantastic Racism: Subverted in that the group itself for the most part bears no ill will towards humans, with only Chris being rude to the player. In fact, Jason believes that the Courier and Chris are the Chosen Ones of their faith and in his final speech grants both you and Chris sainthood.
- Frickin' Laser Beams: They're all armed with laser guns. There's quite a lot of ash piles that used to be nightkin around their home base, and the dead Bright Followers you find in various hidden areas are usually a good source of energy weapons.
- Good Shepherd: Jason really does care about all ghouls, even the Feral ones, and his only motive really is to give them a land where they can all be happy.
- Guttural Growler: Being ghouls, this is par for the course. Strangely averted by their leader, Jason Bright, who sounds as if he has a heavenly echo in the background. Chris Haversam also has this despite being the only non-ghoul of their group. Since he thinks he is a ghoul, though, he might be deliberately putting on the voice. Although he still keeps it up even if you convince him he's human.
- Hollywood Science: Just look at the designs of the rockets that they are planning to use.
- I Have Boobs, You Must Obey!: You need a fairly high Speech skill to convince Chris that he's not really a ghoul... or you could just have the Black Widow perk.
- Insult Backfire: If you make fun of Jason Bright's name, he will be glad that you appreciate the significance.
- Irony: From a gameplay standpoint, Jason is a walking example of this by mere virtue of being a Glowing One, which is Always Chaotic Evil by gameplay terms. He's also ironic in another way, since his cult revolves around the concept of a ghoul only society finding true peace, but to do so his cult requires absolute trust in two humans and using human technology (which in and of itself was partially responsible for making people ghouls due to its radioactive nature) to achieve their ends.
- Meaningful Name: Jason Bright, which can be lampshaded by both you and Jason, since it was his name even before he became a Glowing One ghoul. He takes it as a sign that he has a higher calling that has been planned out for him.
- Minor Injury Overreaction: Chris believed that his natural male-pattern baldness was a 100% indisputable sign that he was turning into a ghoul. Even a group of actual ghouls couldn't convince him otherwise.
- Properly Paranoid: A rather strange example found with Chris. Formerly the engineer of Vault 34 who worked on the reactor, he left after his hair fell out due to natural reasons. He took it as evidence of his ghoulification. He becomes one of only a handful of non-Boomers to escape ghoulification, the other being a few survivors who are still trapped inside Vault 34.
- Then again, Chris leaving the vault might be precisely the reason why the reactor suffered a radiation leak that ghoulified everyone else inside the Vault, since the reactor technician was no longer around to keep an eye on it.
- Ride of the Valkyries: Plays when they launch their rockets.
- Too Dumb to Live: Subverted, as their fate upon launching their rockets is left ambiguous despite the prospect of them succeeding going against all known logic. In fact, in the best endings for Novac they somehow manage to return in order to either help defend the town from the Legion, or evacuate the residents before the Legion can kill them.
The Van Graffs
Voiced by: Courtenay Taylor (Gloria Van Graff) and Emerson Brooks (Jean-Baptiste Cutting)
"While I respect their business acumen, I'm obligated to try to destroy them however I can. That's business, after all."The Van Graff crime family is a large and powerful crime family that grew out of New Reno, and specializes in the weapons trade, specifically energy weapons. For that reason, they are the biggest competition of the Gun Runners, who have so far outmaneuvered them due to superior manufacturing facilities and favor with NCR. They've begun expanding into the Mojave and have set up a business, the Silver Rush, in the ruins of an old casino in Freeside. The current heads of the family are siblings Gloria and Jean-Baptiste Van Graff.
Provides examples of:
- Affably Evil: They're a fairly friendly and polite group... who are using blackmail, murder, and theft to marginalize the competition and expand their reach and profits.
- All There in the Manual: A lot of their backstory isn't found in-game. The family was formed in New Reno by Tiaret Van Graff, who has ten children, all by different fathers, and uses them as her lieutenants to expand the family business. Gloria and Jean-Baptiste just happen to be the two sent to the Mojave.
- Arms Dealer: Their specialty is energy weapons.
- Big Screwed-Up Family: Gloria implies that the Van Graffs, in addition to their size, aren't exactly the most close-knit or cohesive of families. And that she's glad to be out in New Vegas instead of further west.
- Canon Immigrant: The Van Graffs were first mentioned in the J.E. Sawyer's Fallout Role-Playing Game, and were planned to be in Van Buren before it was canned. This is their first appearance in a canon Fallout game.
- Corrupt Corporate Executive: Their business practices are very immoral.
- The Dragon: Jean-Baptiste to Gloria. He loves personally doing her dirty work.
- Establishing Character Moment: The first time you enter their store, you interrupt them negotiating with a customer. They execute one of their own employees in order to demonstrate how ruthless they can be.
- Flunky Boss: If you try to kill Gloria and Jean-Baptiste, they'll be backed up by 5 Van Graff thugs (six if you count the doorman) wearing full combat armor and carrying hard hitting plasma rifles. Needless to say, this makes the fight very hard at lower levels.
- For the Evulz: Apparently, this is the motivation for Jean-Baptiste when he executes Cass.
- Frickin' Laser Beams: Their specialty is a variety of laser and plasma weaponry. Gloria personally prefers her men to be armed with plasma rifles for the greater stopping power, but sells both herself.
- Gun Porn: Their store is full of some very cool energy weapons on display. And the best part is you can kill them and take all of it with no repercussions from anyone outside their security team. Killing them and their security team, however...
- Informed Attribute: They're supposedly a much larger and more powerful organization than the player sees. Gloria claims the Van Graffs have the men and arms to field a small army if they needed it.
- King Mook: Jean-Baptiste is a normal Van Graff thug, except he has his health and skills inflated to boss-like levels.
- Legitimate Businessmen's Social Club: They're a crime family masquerading as a legitimate arms business.
- Made of Iron: Jean-Baptiste has good armor and twice as much health as a Companion.
- Oddly Small Organization: Justified, since they are only one chapter of their family organization, which has a much larger presence back west.
- Pragmatic Villainy:
- When you work for them as a door guard, your orders are to be polite but stern to customers, and keep out the riff-raff with non-violent means unless they start a fight. They're in the business of encouraging fights elsewhere, not on their doorstep.
- The reason that they have been secretly working with NCR to take down the Legion isn't because they oppose slavery, but because the NCR's economy is three times larger that the Legion's and therefore pays better. There's also the major fact that Caesar is infamous for pulling a You Have Outlived Your Usefulness on his allies once they're no longer needed, and (unlike Papa Khan or the Omertas) Gloria is smart enough not to imagine that she'd somehow be an exception.
- Shoplift and Die: Ordinary merchants have themselves and maybe a guard or two on hand. These guys have no less than five heavily armed and armored guards, who will open fire if you so much as take a microfusion cell.
- The Spymaster: After the 1.02 patch, If you solve Cass' quest the peaceful way by turning over evidence of their plot to collaborate with the Crimson Caravan to gain monopoly over all commercial actives in the Mojave to the NCR officials, they will be permanently hostile and shoot you on sight. Most likely because they have informants in the NCR government that informed them of what you did.
- Woman Scorned: Dummied Out dialogue establishes that Gloria was in a relationship with the guy that gets killed by Jean-Baptiste as an "example". Despite her warnings to him that she can be a very jealous woman, she caught him being serviced at Gomorrah. She was not pleased.
- Worthy Opponent: The Gun Runners. Which is why Gloria is obligated to obliterate them however she can.