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    Vault City 
Full Name: Vault City, Cult of Renewal (Brain), Nevada Protectorate (Maier), Vault State (Gordon of Gecko)
Ideology: Intellectuals
As a "control vault", Vault 8 was designed to function almost exactly to the residents' expectations. After the all-clear signal was given in 2091, its inhabitants used their fusion generator and G.E.C.K. device to create fertile grounds and buildings, laying the foundations for Vault City. It's since remained one of the most advanced factions in the wasteland, maintaining a thriving economy based on exporting medical technology to outsiders. It's also one of the most elitist, a utopia free from crimes and other sociological ills, but only for true citizens.
  • The Beautiful Elite: Vault City's citizens, who by and large are descended from the original Vault 8 population, pride themselves for their "purity".
  • Fantastic Racism: In addition to bigotry expressed by Vault City's citizens against non-citizens, which is everyone else in the wasteland, there is strong tension within Vault City over their relatively recent shift to tolerating ghouls and working with Gecko, with a strong movement calling for both more democracy for Vault City citizens and segregation at best for ghouls.
  • Gray-and-Gray Morality: Both leader candidates are highly bigoted, each in their own way. Lynette is more classist than racist, and more concerned with the plebs not getting ideas beyond their station than what shape and color said plebs are. Meier, on the other hand, wants to extend privileges formerly reserved for the elites to all people in Vault City, but doesn't consider ghouls and super-mutants as "people".
  • Hidden Elf Village: For generations, the city banked on its exclusivity and status as a beacon of civilization in the wasteland. By the mod's start, however, and especially with the NCR's ascendance, it's apparent that this is becoming harder to sustain.
  • Unwinnable by Design: Officially, Vault City can allow any outsider to become a citizen by taking a special test to prove their worth. In practice, however, this involves purposefully challenging academic-level questions that an average wastelander would struggle to answer, as well as physical exams that are similarly stringent. Ironically, most of its own citizens wouldn't be able to pass if they were ever to take it.

First Citizen Lynette


  • Generation Xerox: The current First Citizen is the daughter of the previous one, Joanne Lynette from Fallout 2.
  • It's All About Me: Lynette is as much driven by securing her personal legacy as a desire to see Vault City's continued prosperity.
  • Just the First Citizen: With the title of "Overseer" having been abandoned long ago, Lynette simply refers to herself as "First Citizen."
  • Pragmatic Villainy: She can implement social reforms to make Vault City more egalitarian, such as offering rights to servants and non-citizens. At the same time, however, even these can come off more like Condescending Compassion than genuine concern.
  • Status Quo Is God: Her plan ultimately amounts to making Vault City's status quo sustainable indefinitely.

Security Chief Brian Maier


  • Defector from Decadence: Having witnessed the realities on the ground first-hand, Security Chief Maier believes that Vault City's status quo is becoming its own worst enemy and becomes increasingly at odds with First Citizen Lynette.
  • Foreign Culture Fetish: Downplayed. Maier takes much inspiration from the NCR as a political and cultural model to emulate. Rather than subservience to the NCR, however, he also believes that Vault City, and the rest of Nevada, should be able to stand proudly on their own as equals.
  • Internal Reformist: Played With. Compared to Lynette, Maier is much more genuine in trying to help the citizens of Vault City. This doesn't extend to the ghouls of Gecko, however, or others not deemed by Maier as "human".
  • Noble Bigot: At least in his mind. He doesn't look kindly on those he doesn't consider "people," but he genuinely cares for those he does view as such.

Gordon of Gecko


  • Corrupt Corporate Executive: In his backstory, Gordon of Gecko had once been a greedy and free-wheeling businessman before the Great War. Even as a ghoul, however, he hasn't let go of those habits.
  • Dark Horse Victory: Gordon can only become First Citizen if there’s a gridlock between the actual candidates of the election, Lynette and Maier.
  • Les Collaborateurs: Zig-Zagged. While willing to go along with Vault City’s elitist regime, Gordon is revealed to be a reformist, pro-democracy advocate who seeks to integrate it with the NCR.
  • Really 700 Years Old: As a ghoul representing Gecko in Vault City’s administration, he’s much Older and Wiser than his erstwhile superiors.

Brain


  • Adaptational Heroism: Unlike his Fallout 2 incarnation, Brain has noticeably mellowed out, with his previous plans of world conquest giving way to a genuine concern for the plight of his ghoul followers.
  • Dark Horse Victory: Brain can only become First Citizen by a very specific set of circumstances. Not only should there be a gridlock between the actual candidates of the election, but it also involves swaying Gordon of Gecko into voluntarily ceding the floor to him.
  • Path of Inspiration: Subverted. While Brain's "Cult of Renewal" looks like a sham at first glance, it's more of an embellished gathering of intellectuals than an actual cult. Moreover, Brain shown to be sincere in looking out for the spiritual and ethical well-being of his ghoul supporters.
  • What Measure Is a Non-Human?: Brain is the an intelligent albino mole rat with an enlarged braincase, last seen in Fallout 2. While the ghouls in Gecko have long come to respect him, the citizens of Vault City are genuinely stunned at the very notion of a sentient non-human.

    New Reno 
Full Name: New Reno, Van Graffs (Tiaret), Chimeran Consensus (Thradd)
Ideology: People
Still known as the "Biggest Little City in the World", New Reno was built on the remains of the pre-war city it's named after, located in western Nevada. Trashcan fires and neon signs bathe the city in a hellish glow, whiles its streets are filled with casinos and brothels. After years of internecine power struggles among the four crime families that laid their claims on the city since the Great War, some semblance of order has finally come, under the watchful eyes of the enigmatic Mr. Bishop. But with old rivals circling about, he might not stay on top for long.
  • Adaptational Badass: Unlike in Fallout 2, the crime families of New Reno have been able to maintain a larger chunk of territory under their nominal control, including the Sierra Army Depot.
  • Faction-Specific Endings: Unlike most factions, New Reno can adapt every ideology in the mod, and evolve in radically different directions based on which family emerges dominant at the start.
  • Foil: New Reno's feuding families are these to the Three Families of New Vegas. Unlike the latter, which were originally tribals rehabilitated by Mr. House, most of the families of New Reno were already established as gangsters and Mafiosos by the time the Great War happened, and have remained being crime syndicates.
  • Former Regime Personnel: Depending on who's in charge of the city, New Reno could attract Enclave remnants, renegade NCR personnel, and super-mutant survivors from the Unity.
  • Great Offscreen War: By the mod's start date, a gang war had led to the effective destruction of the Salvatores as a serious contender, their assets being hotly contested among the other families.
  • Private Military Contractors: The armies of New Reno have always been a mishmash of mercenary forces, hired from all across the wasteland to enforce the will of the families.
  • Wretched Hive:
    • New Reno is still heavily dominated by its crime families, to say nothing of the city's reputation as the wasteland's capital of vice, even with New Vegas' entry into the scene.
    • If the Mordinos wind up in control, they proceed to bring back the old status quo and turn New Reno into the narcotics capital of the wasteland, having kept the secrets of Myron's drug operations alive.

Mr. Bishop


  • Arranged Marriage: Mr. Bishop can enter into a marriage with Gloria Van Graff to not only gain access to the Van Graff's mercantile and arms operations, but implicitly take control over them himself.
  • The Chessmaster: Mr. Bishop's a shrewd politician and schemer, being able to outsmart most of his opponents and rivals. Tellingly, many of his focuses are described as though he's playing a game of chess.
  • Heroic Bastard: He's heavily implied to be the Chosen One's son.
  • Les Collaborateurs: Played With. The Bishops in general are seen by others in New Reno as both middlemen and glorified NCR sympathizers. That Mr. Bishop openly deals with NCR politicians and mercenaries certainly don't help dissuade that image. On the other hand, he also uses his influence to game the system and prop up lackeys within the NCR's government to the benefit of New Reno.
  • Private Military Contractors: He can gain the services of mercenary companies comprised of former NCR soldiers. While these help in forming a professional core for New Reno's defenses, they also further underscore the NCR's growing influence.
  • The Quisling: Downplayed. While Mr. Bishop is more than savvy enough to maintain his influence and hold his own, it increasingly becomes apparent that his rule is turning New Reno into an extension of the NCR.
  • Realpolitik: Mr. Bishop is more than willing to work with the Van Graffs of Redding, and manipulate some of his more powerful neighbors, including his erstwhile friends in the NCR, to benefit New Reno.
  • Well-Intentioned Extremist: It's revealed that all his plots and brutal schemes are done in the name of not just going legitimate but also making New Reno a better place to live.

Christopher Wright


  • The Atoner: Downplayed. Christopher Wright is genuine in trying to go legitimate, even going so far as to invite missionaries and the Followers of the Apocalypse to help clean up New Reno's filth. At the same time, however, he still has to play by the city's crime-ridden rules if he's ever to see his dreams realized.
  • Former Teen Rebel: Played With. He's traded his mohawk and black leather jacket for a much more gentlemanly suit and moustache. His personality and moral convictions, however, have remained unchanged.
  • Good Shepherd: While not all that religious himself, Wright can encourage missionaries and the Followers of the Apocalypse to set up shop in New Reno. With the apparent aim of shedding New Reno's Wretched Hive image permanently.

Tiaret Van Graff


  • Arms Dealer: Tiaret's bread and butter is in dealing with and smuggling high-quality firearms, some of which are leftover munitions from the Enclave.
  • The Starscream: Despite seemingly cooperating with the Bishops, it's clear that she and the Van Graffs in general have their own plans for taking power.
  • The Queenpin: She is the feared matriarch of the Van Graff crime family, which has moved from Redding to New Reno and taken over the niches left behind by the Salvatores and Mordinos.

Thradd


  • Bait-and-Switch Tyrant: Despite his background, Thradd is genuine about simply wanting what's best for New Reno, as he neither seeks to revive the Unity nor kill non super-mutants.
  • Emergency Authority: Thradd and his police forces can only take charge if either an accident kills off most of the families' heads, or if the Van Graffs' attempt at staging a coup fails.
  • Former Regime Personnel: Thradd and his fellow super-mutants were once part of the Unity, and have served as part of New Reno's police force for decades.

    The Den 
Ideology: Ruler
The power-vacuum after the fall of the Slavers Guild allowed the Mordinos, driven out of New Reno, to establish themselves in the Den and begin building it up to become a rival to New Reno.
  • The Cartel: With the Mordinos' specialty in producing and distributing drugs, the Den has ironically a much better claim to this trope than the degenerated cartels in Mexico.
  • Wretched Hive: The worst of New Reno in miniature, the Den is run by drug lords and slavers.

Lil' Jesus Mordino


  • Back from the Brink: Despite the near-terminal blow dealt by the Chosen One, the Mordinos can reclaim, if not surpass, their old power under Lil' Jesus Mordino's strongarm rule.
  • From Nobody to Nightmare: Unlike the other crime families, the Mordinos were once former slaves who quickly rose to become New Reno's main drug cartel. By the time the mod starts, however, they're but a shadow of their old selves due to the Chosen One's actions, though far from out.
  • Meet the New Boss: Mordino wants to bring back New Reno's old days as a fully unrepentant Wretched Hive, only with himself as the one in charge.
  • Villainous Legacy: In addition to succeeding his father, he is also all too happy to continue, and expand on, Myron's work in the narcotics scene.

    Slags 
Full Name: Slags, Nevadan Free States (Vegeir)
Ideology: Ruler
The Slags are a group of reclusive underground dwellers who were helped by the Chosen One.
  • Day Hurts Dark-Adjusted Eyes: Centuries after sealing themselves in the Great Underground, even the night sky could blind the Slags.
  • Mythology Gag: While the Slags are the same ones last seen in Fallout 2, their Free States ancestry is a nod to Fallout 76.
  • The Remnant: The Slags are revealed to be the underground-dwelling descendants of the Nevadan Free States militia, whose members sealed themselves away when Great War happened.
  • Still Wearing the Old Colors: While they still wear the star and broken chains of the pre-war Nevadan Free States, the Slags can simply decide that the past is long gone—the old symbol is simply a symbol, not something made by someone else far away.

Vegeir


  • I Owe You My Life: Even after decades, Vegeir remains grateful to the Chosen One, with his people remaining stalwart allies of Arroyo.
  • Taking Up the Mantle: Vegeir could potentially reclaim and revitalize the Free States movement, in honor of his ancestors.

    Vipers 

  • The Exile: The Vipers were once the terror of central California, raiding and razing settlements wherever they went. After a fateful encounter in which an (un)lucky arrow killed High Elder Maxson II, the Brotherhood of Steel's vengeance eventually broke the tribe and scattered them. After receiving a vision from the Great Snake, Veronica Faust now seeks to invade the NCR and reclaim the Shrine.
  • Human Sacrifice: The Vipers allow their captives to participate in their poison-drinking rituals. If they survive, they are strong enough to join. If they don't, they are sacrificed to the Great Snake.
  • Poisoned Weapons: In their heyday, the Vipers coated their weapons with the venom of the Great Snake. In exile in Nevada, they acquire these toxins from certain types of plants, radscorpions and night stalkers.
  • The Social Darwinist: One of the most important lessons that has survived the years the Vipers have wandered in the wasteland is survival of the fittest. Some half-decent cannon fodder may die before their time, but this way the Vipers are strong.

    Rogue Rangers 

  • Defector from Decadence: The Rogue Rangers are comprised of Desert Rangers who refused to abide by the Unification Treaty with the NCR, clinging on to their original ideals by any means necessary.
  • Duel to the Death: When Hernán Vargas challenges the Rogue Ranger to an old-fashioned standoff, only one would walk away alive to lead the Rogue Rangers.

The Rogue Ranger

https://static.tvtropes.org/pmwiki/pub/images/portrait_des_leader.png

  • Red Baron: After the NCR and the Desert Rangers unified, Abigail Lee deserted and took on the mantle of the Rogue Ranger, who defied the Unification Treaty and sought to stand by her ideals, no matter what.

Hernán Vargas


  • Klingon Promotion: After the Rogue Rangers unify Esmeralda County, Vargas rides into Outpost Mesa and challenges the Rogue Ranger to an old-fashioned standoff. If he wins, Vargas establishes himself as the Rogue Rangers' new leadernote , and promptly turns them towards aligning with the NCR (though falling short of outright integrating into the NCR Rangers).

    Guardians 
When Maxson's first radio calls were sent out across the wasteland following the Great War, not all of the army detachments that agreed with Maxson's orders and doctrines simply chose to stick with that tradition. The Guardians were one such offshoot: diverting from tradition and evolving separately from the Brotherhood. Superstitious, and consumed by their own religious beliefs on the dangers of language as well as technology, contact with Lost Hills was severed an age ago.
  • Defector from Decadence: When Maxson's radio calls were sent out across the Wasteland after the Great War, the Guardians was one US Army detachment previously loyal to him that disagreed with his orders and archaic doctrines.
  • Hidden Elf Village: The Guardians cut off communications with Lost Hills, traders, and even the rest of the wasteland in fear of corruption tainting their wills.

Cardinal Scott


    Sons of Kaga 

  • Defector from Decadence: The Sons of Kaga consider themselves as such to the denizens of Arroyo, who they view as having grown weak under the Chosen One's leadership and the outside world's influences.
  • The Exile: The Sons of Kaga are the followers of Kaga, who was trained from birth to take the title of Chosen One before Arroyo chose to cast him out. With incredible pain he accepted their terms, accompanied by hundreds of brave men and women who would follow his thread of the prophecy. He now seeks to return to Arroyo and prove to everyone that they were wrong in believing the False One over himself, the true Chosen One.
  • Evil Reactionary: The Sons of Kaga hearken back to Arroyo's old tribal ways and intend to undo the "corruption" wrought by the Chosen One at gunpoint.
  • Mythology Gag: The faction in general is based on cut content from Fallout 2.

Kaga

https://static.tvtropes.org/pmwiki/pub/images/portrait_sok_leader.png

  • Best Served Cold: Kaga still remains bitter over being upstaged by the Chosen One, and Arroyo at large, all those decades ago. He could either see his vengeance through long after it ever mattered, or finally let go.
  • Dramatic Irony: He vows to return to Arroyo and restore the old ways, yet dons looted Enclave power armor, ironically making him resemble a more tribal version of Frank Horrigan.
  • The Dreaded: Kaga believes that he must become the terror in the eyes of the wasteland. Never again will anyone question his right to rule, his supremacy in the wastes.
  • Heel Realization: Kaga could potentially realize that his decades-long quest for vengeance may be for naught, with little to show for it. While too proud to openly concede defeat, he instead aims to carve a new path for his followers while he still can.
  • Hot-Blooded: Kaga was cast out of Arroyo for being too fiery and furious compared to the future Chosen One. While he tells himself it was all the Chosen One's fault, Kaga knows there was more to it. Maybe if he had let go of his anger, things wouldn't have had to come this far.
  • Where I Was Born and Razed: When he returns to Arroyo as a conqueror, Kaga feels a desire to burn it down, to forget everything that had happened here, to ensure that nobody else could ever take that which was owed to him. It's up to the player whether he acts on this desire or decides that his anger is already sated and that he could still save his old home.

    215th 

  • Prisoner's Work: The 215th Chain Gang originated from rebels who were defeated by the soldiers of New Canaan, and were subsequently forced to repent and repay the community for their sins by repairing and rebuilding the city of Jericho.

Marianne


  • Slave Liberation: Marianne had been a thief before finding herself trapped as an indentured servant, a slave in everything but name, due to exorbitant debts. When the Eighties attacked, she took advantage of the chaos to strangle her creditor Anton in his sleep and throw her lot in with the 215th.

    TV Town 

  • Call a Human a "Meatbag": The androids in TV Town describe humans as a curious race of animal, a little like themselves, but with a very fragile chassis and no real durability.
  • Gameplay and Story Segregation: By game start, TV Town is run by the Director; at the end of the first focus tree, 40011 will defeat him and take over. This contrasts with how 40011 is always the in-game leader unless she is killed, by which point the Director takes over.
  • Grew Beyond Their Programming: Runners are androids who managed to break off from their routines and need to be placed back in line.
  • Riddle for the Ages: In-universe, no one knows who created TV Town, as neither it nor the ZAX supercomputer running it have identifiable markings pointing to any pre-War organization. All that's certain is that it's been active since at least the Great War.
  • Robot Religion: After the Director is overthrown, many androids start feeling that they are missing something in their lives. Many would fill the pit in the heart of their soul with the Abbey of the Runners, a holy place for rumination on the nature of a mechanical soul, and the ultimate purpose for their existence in this world.
  • Robot Republic: Everyone in TV Town is an android, with porcelain skin, circuited blood, jointed fingers and a two-channel voice.
  • Skeletons in the Coat Closet: The Bone Boys cover themselves bones of animals that look like android parts for some reason.
  • Take Over the World: In their The Path of Now and Forever path, the androids of TV Town deem the 'human animals' as a threat to their kind that must be eliminated by turning Earth into a world for androids and androids alone, providing them claims on every state on the map.
  • "Truman Show" Plot: TV Town is effectively a glorified sitcom run without end, with its android denizens forced to play along at the Director's mercy.
  • You Are Number 6: The androids of TV Town have such names as 40011, 81998, 12001, 10031 and 10001.

The Director


  • A.I. Is a Crapshoot: The Director is an insane ZAX supercomputer that has been running TV Town since the Great War.
  • Non-Standard Game Over: The designated protagonist of TV Town's narrative is 40011, not the Director, who serves as the Starter Villain. Letting him become TV Town's in-game leader (by having 40011 neglecting to deal with his roboscorpion minions until they kill her) signifies a failed game. While the player can still continue playing at this time, the Director's very small focus tree doesn't allow you to do anything meaningful until TV Town gets invaded and conquered.
  • Starter Villain: The Director is the first antagonist that 40011 must confront and defeat with TV Town's first focus tree before the country could interact with outsiders.

40011


  • Grew Beyond Their Programming: 40011 has long since evolved beyond her original programming as a glorified sitcom housewife, and could potentially become TV Town's new leader.

    New Vegas 
https://static.tvtropes.org/pmwiki/pub/images/owb_new_vegas.png
Ideology: Ruler
Prior to the Great War, Las Vegas was a place where fortunes were lost and won in an instant, a city of dreams. In the aftermath of the nuclear apocalypse, the once bustling Vegas was abandoned...until Mr. House awoke. A millionaire who founded RobCo and used his wealth to sustain his body indefinitely. Using his army of robot Securitrons, House took over New Vegas and offered the nearby tribes their own casinos in exchange for civilization and subservience to House, three tribes accepted and became the three families of New Vegas. Now, Mr. House desires to reclaim the platinum chip to activate his Securitrons within the Vault and upgrade their software. With the NCR and the Legion at their own throats, Mr. House watches silently from his penthouse in the Lucky 38 casino, planning his next move.
  • Adaptational Badass: Mr. House controls far more territories in the mod than he did in New Vegas.
  • Cannibal Clan: The player can choose to keep the White Gloves as cannibals and the newly established White Glove Society will become this trope.
  • The Casino: Mr. House has four of these in the New Vegas Strip, three are managed by the New Vegas families while he lives in the Lucky 38, his personal casino that he owned before the war.
  • Evil Tower of Ominousness: The Lucky 38 is noted in numerous events to be seen from any vantage point in the Mojave Wasteland.
  • Gang of Hats: As part of Mr. House's efforts to preserve the spirit of Vegas, he'll invoke this on the local tribes he would galvanize into the Three Families. In addition to the "canon" ones that run the casinos:
    • The Ultra-Luxe can be run by the Consiglieres (reformed Fiends)
    • Gomorrah can be run by the False Khaganate (an induced splinter group of the Great Khans)
    • The Tops can be run by the tribe that would have become the Kings
  • The Mafia: The Omertas embody this trope, having bought into House's stories of the pre-war Mafia.
  • One Nation Under Copyright: House sees himself less as an overlord, and more of New Vegas' CEO and chief proprietor. Consequently, he views the city's families as "employees" bound by contractual obligations to him.
  • Propaganda Machine: House can repurpose Mr. New Vegas and Radio New Vegas into a propaganda network, allowing House to draw more popular support.
  • Viva Las Vegas!: Being built in the ruins of pre-war Las Vegas, New Vegas is definitely this trope.

Mr. House

https://static.tvtropes.org/pmwiki/pub/images/owb_house.png
A successful Pre-War businessman, Robert Edwin House is the de facto ruler of New Vegas, controlling the Strip and the city proper through his army of Securitrons. Before the Great War, Mr. House was an extremely intelligent and ruthless tycoon who foresaw the coming of the hostilities between the U.S. and China and arranged it so that his beloved Vegas, along with himself, survived long after. Rebuilding the remnants of civilization within the city, House now rules from the Lucky 38, working to protect New Vegas from outside threats.
  • Adaptational Badass: House was able to save both Jacobstown and the Nellis Airbase before the bombs fell, since they fall under his control at the start of the game.
  • Age Without Youth: You should know this by now. House used his wealth to build a machine that could sustain his body and mind, but the machine didn't count for House's physical condition.
  • Bread and Circuses: How he controls the populace, promising order, safety, and easy money. He rules over a post-nuclear Vegas after all.
  • Earth That Was: His ultimate goal is to use the NCR's economy to restart technological development, eventually enabling manned spaceflight and allowing humanity to colonize other planets.
  • Emperor Scientist: He was a talented businessman, robotics engineer, and computer scientist before the Great War. As head of New Vegas, he's effectively become this, though he generally has a rather hands-off approach towards governing unless given reason otherwise.
  • Everyone Has Standards: For all his autocratic tendencies and machinations, even House couldn't stomach the prospect of Caesar's Legion getting the upper hand.
  • Glory Days: House sees New Vegas as a means to an end for restarting advanced civilization and interstellar colonization. At the same time, however, it's spurred by his genuine nostalgia for pre-war Las Vegas and a desire to recapture that old splendor.
  • Pragmatic Villainy: Even if he pursues more amoral and questionable decisions, Mr. House does not make wasteful decisions with his resources and allies. The implied reason is simple — why bother wasting resources oppressing people when you can earn their loyalty more easily by appeasing them?
  • Unscrupulous Hero: He wants to rebuild humanity and has standards but doesn't mind killing anyone who gets in his way.

    Mojave Chapter 
https://static.tvtropes.org/pmwiki/pub/images/owb_mojave_chapter.png
Full Name: Mojave Chapter, Helios Brotherhood (Elijah)
Ideology: Intellectuals
Founded by Father Elijah, a scribe who miraculously became an Elder within the Brotherhood, the Mojave Chapter was established for an expedition into the Mojave Desert. Despite optimistic early prospects, their results were lacking, which frustrated Elijah greatly. Grasping at the wasteland from their stronghold in Hidden Valley, the Mojave Chapter prepares to send numerous manned expeditions across the wasteland, at Elijah's frantic request. He dreams of the Old World, and of harnessing the power of the sun. Whether or not his subordinates share his vision remains to be seen.
  • Dwindling Party: Downplayed. By the time the mod starts, the Mojave Chapter is already strained in manpower and resources. This would only get worse should it get too reckless in sending expeditions or lose too many troops to the NCR.
  • Elaborate Underground Base: The Chapter operates from the Hidden Valley bunker, a pre-war underground complex that doubles as a shelter. If things go poorly, however, it can all too easily become a tomb.
  • Know When to Fold 'Em: If the Mojave Chapter is defeated, the elders at Lost Hills will contact the survivors under Scribe McNamara and have them brought back home.
  • Morton's Fork: The Mojave Chapter is put in a very precarious situation. It could continue placating Father Elijah's increasingly deluded plans by sending more manned expeditions, or comply with orders from the Lost Hills to drive out the NCR troops under Gen. Lee Oliver. Either option is far from ideal, and one wrong move could lead to them being holed up in Hidden Valley, or worse.
  • Renegade Splinter Faction: Under Father Elijah's influence, the Mojave Chapter could sever ties with the Western Brotherhood and forge its own increasingly perverse path. On the other hand, it could also reconcile with Lost Hills, depending on which path it follows.
  • Unwitting Instigator of Doom: Downplayed. If the Mojave Chapter diverts its resources on uncovering the secrets of the lost Big MT Research Facility, those efforts will inadvertently result in the Think Tank being unleashed on the wasteland. While not impossible to deal with, it can potentially weaken the Chapter at the worst possible time.

Elijah

https://static.tvtropes.org/pmwiki/pub/images/owb_elijah.png
Ideology: Intellectuals

  • Cultural Rebel: Even at his worst, Elijah considers himself loyal to the Brotherhood. Albeit, one who believes that his compatriots back in the Lost Hills will accept his calls for change with proof to back them up.
  • The Extremist Was Right: For all of Elijah's obsessions and delusions, he's right in that blind and orthodox adherence to the Codex will doom the Brotherhood in the long term.
  • For Science!: Father Elijah is obsessed with not only gathering as much valuable old world knowledge as he could, but also expand on them, whether in the name of the Brotherhood, or himself.
  • From Nobody to Nightmare: His rise to being Elder is notable in that the position had almost exclusively been reserved for paladins. As a scribe, he broke convention, winning over naysayers by being able to figure out the workings of a device just by looking at it.
  • Heel Realization: Even if Elijah reaches the point where his obsessions consume him, he could still come to realize just how far gone he's become, prompting him to step back from the abyss and make amends with the Lost Hills.
  • Reassigned to Antarctica: It's implied that the council of elders had Elijah head the Mojave Chapter as a discreet attempt to sideline him from influencing affairs at Lost Hills.
  • Sanity Slippage: Over time, it becomes obvious that his pursuits have made him mentally unstable.
  • Well-Intentioned Extremist: At least initially. It doesn’t take too long, however, before his quest for knowledge and advancement can risk devolving into delusions of grandeur.

    The Think Tank 
Full Name: The Think Tank
Ideology: Intellectuals
At first, the group that would come to be known as The Think Tank were the six executives of Big MT: Borous, the Head of animalogy, beastology and DNA-scrambling technology, Mobius, a scientist, Dala, First Head Chief Researcher of Mineralogy and Medical Sciences, 0, Roboticist, 8, Head of soundwaves technology, and Klein, the administrator of Big MT. They were responsible for the management of all experiments in Big MT, each in their respective domains under the direction of Klein. Having survived the Great War through robotic apparatuses allowing indefinite life extension and continuation of experiments, the group became divided after Mobius grew to believe that the rest of the Think Tank were too dangerous for the rest of the world, wiping their memories and instilling a belief of fear and false memories of the outside world.
  • Lobotomy: Lobotomites (humans with their brains removed and turned into little more than animals) make up a majority of the workers serving the Think Tank.
  • Sealed Evil in a Can: Based from the Big MT Research Facility, the Think Tank has been cut off from the outside world since the Great War. Depending on what path the Mojave Chapter under Father Elijah follows, however, this isolation can end inadvertently, unleashing them and their experiments on the wasteland.

Think Tank

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  • Emperor Scientist: The Think Tank is a government comprised entirely of six people: the original members of the Think Tank plus Doctor Mobius.

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