Characters: Fallout New Vegas Other Factions
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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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.
— Papa Khan
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 earn 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...
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.
- Does This Remind You of Anything?: The Khans are basically a biker gang in a society that no longer uses motor vehicles.
- Drugs Are Bad: They're pretty much the prime chem providers in the Mojave, and it's strongly implied 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.
- Genius Bruiser: Regis, who sleeps next to a stack of books.
- 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.
- 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.
- 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 (what they felt were) innocent lives to the NCR at Bitter Springs and they just haven't been able to find a good home for themselves.
- New-Age Retro Hippie: Jack the drug cook.
- 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 this argument to convince the Khan's drug cooks to start producing medicines in addition to their drugs; a more diverse product line will increase their profits, and there's less chance of their customers dying.
- Properly Paranoid: Regis. He thinks joining the Legion would be bad for the Khans and Papa is letting his hatred of the NCR blind him. He's absolutely right.
- 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 will not ignore evidence putting the Legion in a bad light.
- 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.
- Papa Khan also was the one of lead the Khans to leave California.
- 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 completly 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.
- True Companions
- The Usual Adversaries: For the NCR and arguably for the series as a whole.
Followers Of The Apocalypse
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.
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.
- 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.
- 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 needs to be destroyed.
- 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.
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:
— Random Powder Ganger
A group of escaped convicts originated from NCR territory. The NCR originally 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.
Provides examples of:
- A House Divided: There are actually two main groups of Powder Gangers: The "main" group led by Eddie and based in the NCRCF, and a splinter group based in Vault 19 led by Samuel Cooke.
- Though those groups aren't struggling against each other - Cooke left because "he had a plan", and went away to implement it. The Vault 19 Powder Gangers, on the other hand, have an internal struggle - Cooke wants to make bombs and be a pain in the ass to the NCR, Lem has come to think of it all as a bad idea and wants to surrender to the NCR.
- According to Lt. Hayes, the convicts who holed up in Bison Steve hotel in Primm also split off from the NCRCF Powder Gangers.
- Also of some note: The game doesn't consider the ones in Vault 19 "Powder Gangers", rather "Escaped Convicts" — nothing you do to them has any bearing on your faction relation with the NCRCF Powder Gangers
- 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.
- 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.
- Five-Bad Band:
- Genre Savvy: To a limited extent, most of the Powder Gangers are in some ways. Instead of running away after they killed their jailers, most realized they had control of a great fortress they could stage raids and mugging from, so they stuck around and used the existing facilities as their base of operations, even redeploying the explosives around the perimeter to deter trespassers. Eddie even worries (with good reason) about why the NCR didn't immediately try to retake the facility and tasks the Courier with finding out as opposed to throwing one of his own men into the meat grinder.
- Genre Blind: Unfortunately, in other areas the Powder Gangers are idiots. 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
- 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
- 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.
- The Grunt/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.
- Starter Villain: Joe Cobb especially.
- 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.
- Stuff Blowing Up: 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.
- 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.
- Wake Up Call Boss: Eddie's plasma pistol packs a punch if you assault the NCRCF at lower levels. Some people may not call this bad, since helping the NCR troopers retake the facility can get you access to a lot of loot, early on.
- 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.
— The Brotherhood Codex
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, have 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 the 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.
Provides examples of:
"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 worshipped.
- 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.
- 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.
- Heel-Face Turn: Cut materiel shows that it would have been possible to talk down Pacer from his mutiny with a high enough speech skill. Certain mods restore this.
- 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: See above. And below.
- Greaser Delinquents: They're a hybrid of this trope and Elvis impersonators
- 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.
- Neighbourhood 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.
- 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.
- 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.
- 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.
- The Dragon/The Lancer: Pacer.
- The Starscream: Though he's the second in-command he does a lot of things The King would not approve of, and if the player proceeds down the NCR questline eventually Pacer will rebel when The King agrees to peace with NCR.
- 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.
Pack of drugged-out killers. They're addicted to every stim, every pill, every psychoactive enema on this fucked-up earth.
— Major Dhatri
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.
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 sightly organized band of raiders that kill, burn, steal and rape everything they see.
- The Beast Master: Violet has a whole pack of dogs at her beck and call.
- Benevolent Boss: Motor-Runner
- 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.
- Big Bad: Motor Runner
- 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.
- 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: In one quest where you track down two slave traders, their business log mentions that they won't be doing any more business with Cook-Cook after they sold him a young boy, whom he promptly burned to death in front of two young girls before the slavers even left earshot.
- In the aforementioned Dummied Out dialogue, Cook-Cook's colleague Driver Nephi will warn a female Courier about him: "Listen... you don't want to mess with Cook-Cook. And you really don't want to let him get you alone. Trust me."
- The other Dummied Out dialogue makes it rather clear that the others really don't like Cook-Cook and only keep him around because he's a great cook.
- 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.
- 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.
- 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 until you shoot first.
- I'm a Humanitarian: Violet and possibly Cook-Cook, though his special stew doesn't use human flesh.
- Laughably Evil: The cut dialog for the Fiend bosses is actually kind of funny, albeit incredibly screwed up.
Cook-Cook: Hey there, sweet thing, want a ride on the Cook-Cook Express?
- Morality Pet: Cook-Cook has a pet brahmin named "Queenie". If you kill her he'll go berserk and attack the other Fiends.
- Orcus on His Throne: Motor-Runner, literally.
- 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.
- Supreme Chef: Cook-Cook
- 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.
- The Usual Adversaries: Textbook examples, both from the prospective 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.
- Weapon of Choice: Each Fiend boss has one:
- 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.
- Zerg Rush: Their tactics against Camp McCarran.
- 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!"
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:
"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."
— Jason Bright
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.
Provides examples of:
- Big Damn Heroes: For Novac, if their trip is successful.
- 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.
- Crazy Survivalist: Harland, who manages to survive by himself against Nightkins by finding a good defensible position to snipe them 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'.
- 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.
- Hollywood Science: Just look the the designs of the rockets that they are planning to use.
- 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.
- "Ride of the Valkyries": Plays when they launch their rockets.
- 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, which he took 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, this might be precisely the reason why the Vault 34 reactor suffered a radiation leak that ghoulified everyone else inside the Vault, since Chris was no longer around to keep an eye on it.
- 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 ending for Novac they somehow manage to return in order to help defend the town from the Legion.