That's you - a poor schmuck from Vault 13, chosen by the Vault Overseer to be sent out in the radioactive wasteland. Your mission: to find a new water chip for Vault 13 or else everyone you know and love will die. Simple enough job - there's another Vault nearby, and they'll surely be able to spare you one. But as you'll travel across the irradiated desert, you'll learn that nothing is that simple and everything comes with a price.
In the original Fallout the protagonist is a Featureless Protagonist fully customizable in age, name, gender, skillset, and through dialogue, personality. Three pre-made Vault Dwellers — Albert Cole, Max Stone, or Natalia Dubrovhsky — were available for selection, or you could make your own character. In all subsequent games the actions of the first game are attributed to a male character known only as "the Vault Dweller", who is not explicitly based on any of the pre-made characters.
- Action Survivor: Through a combination of guile and badassery, they survive impossible odds and change the world.
- Badass Normal: Just some feller from a Vault sent out into the world with little more than a handgun, a jumpsuit and some water flasks. Ended up becoming one of the most influential figures in post-apocalyptic history.
- Badass Grandpa: In the backstory of Fallout 2. One day the people of Arroyo awoke to discover the elderly Vault Dweller mysteriously gone, leaving his Vault suit neatly folded on his bed. It was presumed that he returned to wander the Wastes, but where he went after that - or if he died there - no one really knows.
- BFG: If his memoirs in the Fallout 2 manual are to be believed, he stormed the Mariposa Base wielding one.
- Canon Name: There are a few default versions of the Vault Dweller you can choose, assuming you don't feel like crafting your own character.
- Cannon Fodder: Immediately after leaving the Vault, you stumble upon the remains of Ed, a skeleton wearing a Vault jumpsuit. This heavily implies that you weren't the first person sent out by the Overseer in search of a replacement water chip.
- Childhood Brain Damage: Max Stone's backstory involves him being dropped on his head by the labor bot.
- Chronic Backstabbing Disorder: You are fully allowed to accept a job for someone (usually a crime boss of some sort) and then go tell a rival or rat them out to the authorities. The Junktown main quest is a good example — stop Gizmo's assassin from killing Killian, then agree to gather evidence against Gizmo. After that, tell Gizmo while wearing a bug that you'll take the job in place of the dead guy, turn the evidence of Gizmo's crime to Killian, then when you go to confront Gizmo with Killian you can kill them both.
- Combat Pragmatist: Not above aiming for eyes and groins. Also, in the game's climax it's possible to skip boss fights with both the Master and Lieutenant by making their bases explode under their feet.
- Cutting Off the Branches: Zig-Zagged. Many actions and characteristics of the player character are set in stone in the sequel like rescuing Tandi, wiping out the Khan raiders, helping the Followers of the Apocalypse in the Boneyard, and fixing the water pump in Necropolis, though the ghoul inhabitants are wiped out by the Super Mutants. Many characters also refer to the Vault Dweller as a man and a fairly heroic character. However, many other things are left vague or skipped over entirely: the fate of almost all other communities you encountered are left ambiguous (other than that they weren't wiped out by the mutants and eventually joined the NCR), and most customizable aspects (like name, age, appearance, and personality) are left out or barely touched upon. A few characters even say no one is quite certain if it was a man or a woman.
- Determinator: Quote the Vault Dweller themselves from their memoirs;
- The Dreaded: Becomes this posthumously in the sequel to the raiders and all those who would dare prey on the weak, due in no small part to massacring the Khans.
- Dude, Where's My Reward?: Thanks to your efforts, the West Coast is spared from the Master's plan. Yet by order of the Overseer, you are forever banished from Vault 13 for becoming "too different."
- Everyone Calls Him "Barkeep": Retroactively in the sequels, in the original game few people knew you were from a Vault, and most people you could tell this to didn't believe you anyway. But in Fallout 2 especially, you're known in wasteland history as "The Vault Dweller".
- The Exile: After saving his Vault, he's cast out due to the wasteland making him "too different."
- Fighter, Mage, Thief: The three pre-made characters fill this archetype: Max Stone (fighter), Natalia Dubrovhsky (thief) and Albert Cole (mage). The "mage" being a non-magical variant in the form of a diplomat: a physically weak character that, with some leveling and patience, can eventually defeat the most powerful enemies effortlessly (with words rather than magic here).
- Guile Hero: Fallout was one of the first computer RPGs where it was possible to play as one of these through the entire game. The player is rarely obligated to engage in combat, and usually it's just with wild animals for self-defense. Otherwise it's perfectly possible to talk your way past most enemies and/or complete quests through nonviolent means.
- Hello, [Insert Name Here]: You get to name the protagonist at the start of the game, and since most of the dialogue is in text only most other characters will call you by that name.
- Heroes Love Dogs: Out of all his companions he seems to miss Dogmeat the most.
- Humble Hero: His memoirs are barebones and hardly mention his One-Man Army moments. For example, he refers to his massacre of the Khans as simply "a small problem with some raiders"; meanwhile, the people of Shady Sands built statues in his honor for it.
- Idiot Hero: Playing a character whose INT score is lower than 4 provides rather hilarious results. The full effects could arguably count as a Deconstruction of the Idiot Hero: your character is functionally retarded and learning new skills becomes extremely difficult. Most of the Wasteland will treat you as a joke, and many quests can't be started because your speech is far too impaired to hold a normal conversation.
- Legendary in the Sequel: Everybody seems to know about the Vault Dweller's exploits — the NCR even has a statue of him in front of their capital. By 2281, both the Vault Dweller and the Chosen One are still well-known in the NCR, although according to Ezekiel, one of the Followers of the Apocalypse, some people erroneously believe they were actually the same person. In Fallout 3, one of the terminals in the Vault Dweller outright refers to the Vault Dweller as "a legendary figure."
- One-Man Army: If his memoirs are any indication then he had few allies with him in his journey, most of whom died at some point or another. He also indicates that the way he resolved problems, typically with super mutants, involved him going guns blazing.
- Precursor Heroes: His deeds guaranteed the survival of humanity for the following games, and he is still remembered (though Shrouded in Myth) nearly 200 years later.
- Protagonist Without a Past: Averted if you pick one of the three pre-made characters, who each have a short backstory. Otherwise played straight. Justified for the most part since you have never been outside Vault 13 before and were probably just like any other vault dweller.
- Screw Politeness, I'm a Senior!: If his reluctance towards writing his memoirs is believed, he began acting this way in his old age.
The leader of Vault 13. It is his job to see that Vault 13 continues to function peacefully, effectively and unopened. After the Vault's water chip broke down, he was forced to choose one young Vault Dweller to find a new one. He later tasks you to destroy the mutant army.
- According To My Calculations: Pretty much says this word for word and is somehow able to deduce that an army of super mutants is being formed just on the (possibly) scant numbers the Vault Dweller reports encountering. Being in direct contact with the Enclave probably had something to do with it.
- All There in the Manual: His real name only appears in concept art for the game.
- Bitch in Sheep's Clothing: He's kind to the Vault Dweller throughout the game, acts apologetic for sending them out, and seems concerned for their well-being. Then he exiles them once their mission is complete. And it turns out he was in on the vault experiment the whole time and wanted to ensure it went off without a hitch.
- Defiant to the End: In the cutscene that follows if you surrender to the Master, a good chunk of the vault shown on screen will either be running away or dead. The Overseer, on the other hand, is making a Last Stand on his minigun-mounted turrets.
- Karmic Death: He exiled the Vault Dweller to keep the Vault from tearing itself apart. In the end, he was overthrown by the residents of Vault 13 for exiling their savior and executed, while the Vault was divided between those who followed the Vault Dweller outside and those who stayed behind.
- In an alternate ending (if you have bad Karma or related Karma titles, the Bloody Mess trait or quickly initiate combat), the Vault Dweller shoots the Overseer in the back before leaving.
- Nice Job Fixing It, Villain!: By exiling the Vault Dweller, he ends up ensuring the Enclave's downfall, as his descendant the Chosen One was able to escape the same fate as the other Vault Dwellers in Vault 13, being either killed or captured by the Enclave.
- Reasonable Authority Figure: He's willing to hear you out and appreciates the efforts you make to save the vault, and acts for the greater good of its citizens. Subverted when the sequel reveals he knew about the Vault Experiment and exiled you to preserve its integrity, and his reasons for not letting others leave the vault were for the same.
- Retcon: In Fallout 2 his motives for exiling the Vault Dweller were changed from "not wanting to disrupt the Vault's order" to "not wanting to disrupt an Ancient Conspiracy started by his predecessors". Word of God says the former was what he told the Vault Dweller to avoid revealing the latter truth.
- Ungrateful Bastard: After you risk your life repeatedly to save the Vault, he exiles you into the Wasteland.
- We Have Reserves: The skeleton of Ed outside the Vault door heavily implies that the Vault Dweller wasn't the first person the Overseer chose to send out to find a replacement water chip. This is confirmed much later in the game when you meet Talius, the very first Vault 13 dweller sent to find a water chip who has since been turned into a ghoul-like mutant thanks to him being dipped in the FEV vats.
- You Have Outlived Your Usefulness: He at least showed some remorse for using the Vault Dweller as a tool before exiling him.
A no-nonsense merchant guard and your first recruitable companion. Was canonically burned to death while fighting super mutants alongside Vault Dweller. Dummied Out content in Fallout 2 shows that he faked his death and asked the Vault Dweller to help with the cover-up. He is still alive and kicking, living just outside Vault City.
- Artificial Stupidity: He has a bad habit of trying to shoot enemies through friendly targets, especially with submachine guns.
- Can't Catch Up: He's a pretty good fighter in the early-to-mid game, but since you can't upgrade his armor, he's pretty much cannon fodder by the time you start facing Super Mutants and Deathclaws.
- The Lancer: The Vault Dweller's first and closest companion.
- Only in It for the Money: Unless you have good Speech skill, he will only join you if you pay him for his services.
- Really 700 Years Old: Downplayed with his cameo in Fallout 2, during which he is at least a hundred years old. While not physically impossible, it is rather uncommon, especially if one lived in a post-nuclear wasteland. His improbable age is Lampshaded during his Dummied Out conversation with the Chosen One.
- Weapon of Choice: Give Ian a SMG and get out of his way.
A gas mask-wearing Nevada Ranger with years of experience under his belt. If recruited, he helps the Vault Dweller mop the floor with the local crime boss and save the Core Region from super mutants.
- Ascended Extra: His off-hand mention of the Desert Rangers was picked up and expanded upon in New Vegas. The developers have even commented that the iconic attire of the NCR Rangers was lifted directly from Tycho's Gas Mask, Longcoat description.
- Bad Ass Longcoat: Implied to wear one, which might be required for his job as a Ranger.
- The Big Guy: Easily the most heavily armed and armoured of all companions.
- Crazy-Prepared: Years of traveling in the wasteland has made him quite a survivalist. He wears a gas mask at all times, just in case.
- Gas Mask, Longcoat: While you can't see his gas mask on his sprite, his description text mentions it.
- Genius Bruiser: Both the strongest, and most intellectual and well-spoken of your companions.
- Hidden Depths: Keeps to himself and rarely provides any location-specific commentary, unlike Ian. But use the "tell-me-about" text phraser to ask him about various key words and you will get some very informative, intelligent, and educated opinions from him on many subjects.
- Mythology Gag: Tycho's entire backstory is a shout out to Wasteland, the game which inspired the Fallout series.
- Ranger: A Nevada Desert Ranger, to be precise.
- Weapon of Choice: Double-barreled shotgun, but will settle for any rifle he is given. Giving him anything with burst fire function results in A-Team Firing.
A Scavenger who joins the Vault Dweller on their journey if asked. She hangs around with Followers of the Apocalypse, although she doesn't share their ideas.
- Action Girl: Underestimating her as a fighter will likely get you a knife to the face. Or groin.
- The Cynic
- Knife Nut: Likes her throwing knives and joins you equipped with some.
- Her stats actually suggest that she is more of an Extremity Extremist.
- Master of Unlocking
- Nun Too Holy: She is a member of the quasi-religious pacifistic Followers of the Apocalypse. Doesn't make her any less prone to sticking a knife in someone's eye.
- The Smart Girl: Not book-smart, but very street smart and quick on her feet. She's also good at picking locks.
- Weapon of Choice: Throwing knives.
- You Gotta Have Blue Hair: Green, possibly due to Rule of Cool. Or maybe she just found an old bottle of hair dye. Or maybe she's just barely a mutant.
The leader of Shady Sands, the village built by the survivors of Vault 15. He asks the player to aid them with their troubles, starting with the nearby radscorpion nest and eventually dealing with the local raider gang, the Khans.
- Ambiguously Brown: Like his daughter Tandi, he gives a multi-ethnic kind of impression. This is due to his origins in Vault 15, which purposely housed people of extremely diverse cultural backgrounds as part of the vault experiment.
- As the Good Book Says...: Frequently quotes a religious figure called Dharma.
- Founder of the Kingdom: A non-fantasy, non-monarchy example - his political prowess was what allowed for the formation of the New California Republic, and he wound up as an unintentional President for Life due to his people continuously voting him into office until his death from old age.
- Hereditary Republic: As pointed out in later games, the NCR was essentially this for him and his daughter, as both were continuously elected by their adoring populace until they died of old age.
- The Hunter Becomes the Hunted: In a legacy fashion. In the first game, his small peaceful town is under periodic harassement by three large raider clans. The nation that he ended up founding, The New California Republic, eventually persecuted said raider clans to near-extinction.
- Irony: Aradesh was a deeply spiritual man who believed in a small, closely-knit, self-sufficient, largely isolationist agricultural society. The nation that he eventually founded, the New California Republic, ended up becoming a huge, expansionist, largely-secular market-based industrialized nation state.
- Legendary in the Sequel: By the time of Fallout: New Vegas, he is known as the legendary founding father of the New California Republic and his face is immortalized on their five-dollar bill.
- Reasonable Authority Figure
Aradesh's daughter who is kidnapped by the raiders. She accompanies the Vault Dweller for a short time after rescuing her, or permanently if she isn't returned to Shady Sands. In Fallout 2, she is the President of the New California Republic.
- 100% Adoration Rating: Kept getting voted into office because her people loved her that much. By the time of New Vegas, she is still regarded as the best NCR president.
- Accent Relapse: Sort of. She apparently gained a vaguely Southern accent in the time between the first and second games.
- Action Girl: After being rescued from the Khans, if you fight your way out she'll pull out a knife and help you fight. She's not as effective as any of your other companions, but she can cause some damage with it.
- Ambiguously Brown: Which makes sense, given that Vault 15 was deliberately made as multi-ethnic as possible as part of the Vault Experiment.
- Big Good: In Fallout 2, being largely responsible for building up the NCR into the Wasteland's only known functional post-war democracy.
- Cool Old Lady: By the time of Fallout 2.
- Damsel in Distress: Kidnapped by the raiders and in need of rescue.
- Guest-Star Party Member: You can actually keep her around until the end of the game, but although she does act as an extra handy gun, she really doesn't offer anything special and has somewhat lower stats than your "real" party members, and she's clearly not meant to be used as such.
- Hereditary Republic: As pointed out in later games, the NCR was essentially this for her and her father, as both were continuously elected by their adoring populace until they died of old age.
- Incompatible Orientation: A female Vault Dweller can ask her out, Tandi will get freaked out and mention she doesn't swing that way.
- Iron Lady: Female? Check. President of the only known functional post-nuclear federation in the USA? Check. Stayed in office for over 50 years? Check.
- I Was Quite a Looker: The 80 years between games did not do her well.
- Legendary in the Sequel: By the time of Fallout: New Vegas, she still remains the most popular and beloved NCR president. Her face is also immortalized on the NCR hundred-dollar bill.
- Also a dark example, as her President for Life status ended up inspiring Caesar, who regards her as essentially more of a monarch/dictator than a democratic president, and believes that to be why she was such an effective leader.
- Long-Lived: Passes away at the age of 103, which is fairly impressive in an irradiated post-apocalyptic world. Remarkably, she does so completely naturally, whereas others in the Fallout universe who live longer are either mutated ghouls or used cryogenics or life-support systems.
- Near-Rape Experience: It's implied she was a victim of this when she was captured by the Khans. Luckily, the Player Character saves her before anything can happen.
- President for Life: A heroic example - the NCR lacks a limit on the number of terms a single person can serve, and her people adored her, so...
- She passes away at the age of 103 while in office, meaning she held office for 52 years.
- Reasonable Authority Figure: In Fallout 2.
- Statuesque Stunner: Described as being around 6-feet tall.
- Tough Act to Follow: In-universe, her presidency is this. She was such a legend that when she died no NCR president could quite live to her example, indirectly leading to the rise of Caesar's Legion and the events of Fallout: New Vegas.
- Took a Level in Badass: Between games, her already high Intelligence, Charisma and Luck go up, making this a minor version.
- Wasteland Elder: Played With, by the time of Fallout 2 she's extremely old, but then again she lives in the civilized New California Republic and not in the harshest part of the Wastelands.
The sheriff and mayor of Junktown, and proprietor of the local general store. He knows that Gizmo is up to no good, but his strict adherence to the laws set by his predecessors means he won't make a move without evidence.
- Authority Equals Asskicking: Sure you're expected to help, but he still whips out his shotgun when Gizmo's assassin comes calling, and participates in taking down Gizmo himself later.
- "Awesome McCool" Name: Both his first and last name are badass.
- By-the-Book Cop: Surprising, given the setting. He's perfectly aware that Gizmo and the Skulz gang are up to no good, but he won't move against them unless he gets solid evidence. (If you gun down Gizmo and his cronies without any evidence, his reaction amounts to, "I'm glad he's dead; but get out of here and don't come back, you murderer.")
- Death Glare: Got a particulary nasty one when he gets angry.
- Ink-Suit Actor: He certainly looks like his VA, Richard Dean Anderson.
- Ultimate Authority Mayor: He's mayor, sheriff, and shopkeeper all in one. Justified given the post-apocalyptic setting.
The owner of Junktown's casino, he aims to take out Killian and seize the town for himself. Should the player be so inclined, they can offer their services to the man... or set him up.
- Fat Bastard: Somehow managed to become mordibly obese to the point he can't move by himself in a scarce post-apocalyptic world.
- I Own This Town: With his successful casino business and control over the criminal element in Junktown, he certainly believes this.
- A Lighter Shade of Black: A scrapped ending for the Junktown questline involved this - Gizmo is a crime boss, but he doesn't do things For the Evulz, he does things because they make him money. Therefore, when he's given control of Junktown, though it becomes a lot more decadent, it also becomes fairly safe, given that he has no interest in his casino customers being scared for their lives.
- Orcus on His Throne: Literally, as he never gets up from his desk even if you attack him (he simply pulls out a pistol and fights from the desk). Justified to a degree, in that it seems he couldn't get up if he tried. The town's inhabitants note that the only time he got out of his office, his men had to drag him around on a tricycle.
The leader of the Necropolis mutants.
- Dark Is Not Evil: Despite his appearance, manners and way of talking, he isn't evil.
- Good Is Not Nice: He's extremely unpleasant and a massive jerk, but as a leader, he's actually quite just and reasonable. He makes sure his people have a steady supply of water, lets the underground ghouls live in peace despite rejecting his rule, properly rewards the Player Character for removing the Mutants and even tolerates outsiders in town during the day. Searching through his desk will reveal that he outright refused to turn in unmutated humans to the Master's Army despite their military presence in the town. Considering the contempt he shows towards "normies", that's saying something.
- Meaningful Name: "Set", as in the Egyptian god of chaos, deserts, and darkness. Head of a city of ghouls in the middle of the wasteland, yup.
- Pardon My Klingon: His dialogue infamously uses many strange euphemisms ("Dirtnap!" "Makes my shadow grow!"), done in an attempt to show that he's attempting to form a new "ghoul culture" distinct from that of humanity.
- Red Eyes, Take Warning: When he's pissed, it becomes Hidden Eyes.
The leader of the Followers of the Apocalypse, a quasi-religious pacifistic group dedicated to educating the wasteland on the past to avoid repeating it. They're also suspicious of the Children of the Cathedral.
- Dummied Out: She was supposed to play a bigger role in the game, but like much of the content in the Boneyard, it had to be cut down due to the developers running out of time.
- Saintly Church: She and the Followers are probably the most unambiguously good people you encounter in the game.
Brotherhood of Steel
The High Elder of the Brotherhood of Steel. He is one of the few people in the organization who wants to do something about the imminent Super Mutant threat.
- Hypocritical Humor: "I'll help you out as long as you don't start flappin' your gums too much. You know, outsiders are like that, always jawin... *heh* kinda like me, huh?"
- Only Sane Man: He's pretty much the only Elder (and possibly member) in the Brotherhood aware of the threat the Super Mutants pose.
- Reasonable Authority Figure: He's willing to speak openly to an outsider like the Vault Dweller, and will offer Brotherhood support if the Military Base is found.
Head Scribe of the Brotherhood of Steel.
The Head of the Paladins who would later become Elder after the death of John Maxson. He doesn't like talking to you.
- Ascended Extra: Zig-zagged. He played a major role in Fallout: Brotherhood of Steel, but that game was eventually declared non-canon.
- Hair-Trigger Temper: One wrong word said to him and he'll quickly snap. Since he's barely (if at all) relevant to the story, it's better not to even talk to him at all (lest he kicks you out of the Brotherhood bunker).
- Knight Templar
- Minor Major Character: He has little dialogue and contributes to no quests in the game, yet his status (i.e. whether he is dead or alive by the end of the game) is crucial for determining the direction of the Brotherhood's leadership.
- You Don't Look Like You: In Fallout: Brotherhood of Steel thanks to a Race Lift.
A supercomputer in charge of the West Tek research facility the Brotherhood sends the player to investigate.
- Missing Secret: It was intended for the player to beat him at chess with an Intelligence of 10, allowing for a critical success, but the game engine couldn't do this and thus it is impossible to beat ZAX. The player is also able to request access to the facility mainframe, but ZAX always shuts them down and there is no way to access the data.
- Mr. Exposition: He provides tons of backstory, including the sterility of FEV subjects, critical to talking the Master out of his plan.
The main antagonist of the game and the mind behind the super mutants. The Master is a horribly mutated thing made up of bits of dead flesh and machinery, hooked up to a vault computer. He was formerly a resident of Vault 8 named Richard Grey, but an incident at Mariposa Military Base ended in him being horribly mutated by the Forced Evolutionary Virus inside. After this, he found out a way to turn normal humans into super mutants via the same virus. His plan is to convert all of what remains of humanity into super mutants, because he believes that they will only tear themselves apart with infighting over petty differences and that super mutants are better adapted to survive in the world the nuclear war created.
- All for Nothing: His plans would ultimately fail, since the mutants he would have created with the FEV virus would be sterile. A player who has found this out and has high enough Intelligence and Charisma can let the Master know this as a way of Talking the Monster to Death.
- And I Must Scream: The accident at Mariposa caused him to spend over a month floating in the vats containing the Forced Evolutionary Virus, hence his substantial and unique mutation.
- Anti-Villain: He really does think he's doing the right thing, and considering the state of the wasteland his aggressive agenda makes sense.
- Apocalyptic Log: He left a diary detailing his transformation.
- Assimilation Plot: The Master's ultimate plan, even more literally than his followers think. They think he plans to bring all of humanity under the control of his faction, the Unity. They're right, but they don't realize that he also plans to consume and assimilate everyone. "Unity" indeed.
- Authority Equals Asskicking: As the final boss of the game, he's appropriately very tough, being integrated into a Vault Overseer chair and having access to its twin gatling lasers.
- Big Bad: His machinations and crusade are the driving force behind the plot of Fallout 1, and the chief and most dangerous threat to the recovering human civilization.
- Body Horror: Just look at him. Very little of his original body remains, with what' left of it being a mangled and chaotic jumble of flesh and appendage strewn around the Overseer's chair and office.
- Cargo Cult: A look at the game files reveals 2 CHA, unusual for a cult leader but unsurprising given his current state.
- Cyborg: He's merged with his vault's computers... and the Overseer's platform's miniguns.
- Driven to Suicide: By means of Heel Realization. You can reveal to him that his super mutants are sterile as an inescapable side effect of the process used to create them, meaning his plan to forge them into a new species to rule the wastelands can never work. Thus, everything he's done, his decades of devoted planning and every atrocity he ordered to further his cause, has been utterly pointless. The despair breaks him, and he destroys himself and his Vault by detonating a nuke.
- Eldritch Abomination: Okay, he's not alien, but he's nothing short of incredibly weird, with his Psychic Powers, lack of a real true form, and all the Body Horror involved in his creation.
- Enemy Summoner: He summons his followers in the battle against him.
- Famous Last Words: That last line, "Leave now, while you still have hope." That's pretty much the sad, always repeating story of mankind... and Fallout. Good intentions gone wrong.
- Final Boss: You can either fight your way through him or talk your way through him, but the Master is your ultimate opponent.
- Heel Realization: If you opt to talk him to death, you can reveal to him that his Super Mutants are sterile and that his plan will never work. He's so stricken with grief upon realizing that all his work has been for nothing that he kills himself and blows the vault he uses for a base up with a nuke.
- Like a God to Me: He doesn't refer to himself as such, but the Children of the Cathedral view him as a "dark god".
- The Master: In any case, he's the leader if the main group of antagonists, and the room where you encounter him is in a laboratory of sorts.
- Noble Bigot: He has genuinely good intentions and sympathetic motives, but he is also quite smug and condescending during your encounter. You can call him out on this.
- Prophetic Name: Originally Richard Moreau, he picked up the alias Grey after being exiled from Vault City, forcing him to head south.
- Psychic Powers: Is an incredibly powerful psychic, to the point that without a psychic nullifier or a special perk that protects against psychic assault, the Vault Dweller will be mentally crippled upon going down the corridor leading to his chamber.
- Skippable Boss: If you got the Lieutenant's key, it's quite possible to complete the game without ever even seeing him.
- Utopia Justifies the Means: He just wants to unite the world.
- Villainous Breakdown: If you manage to convince him his plans will fail, at which point he gives in to despair and kills himself with a nuke.
- Visionary Villain: The Master actually intended to save the future by creating a race of super mutants well-equipped to trek the barren wastelands. It was a cunning plan, but tunnel vision and desperation made him overlook an obvious flaw.
- Villainous BSoD: The non-violent ending is actually the saddest ending because the Master wasn't bad so much as misguided. Once he finds out his mutants are sterile he realizes that he failed to make a better future, instead spawning a race that will just die out in the next generation.
- Voice of the Legion: His speech is composed in real time with slightly digitilized samples of the voices of everyone he has absorbed. The voices switch intermittently, even within the same sentence.
- Was Once a Man: Remember the story Harold told you about his friend Richard Grey? That was him.
- Well-Intentioned Extremist: He honestly believes that converting everyone into Super Mutants is the only way to ensure humanity's survival in the post-apocalyptic world. He's even willing to allow people to opt-out of being mutated, provided they allow themselves to be sterilized and live the rest of their lives under Super Mutant control.
- Wetware CPU: Sometime after taking his dunk in the FEV tank, the remains of Richard bonded with the Vault Overseer's chair.
- Woobie, Destroyer of Worlds: Once you learn about everything he's gone through and witnessed, it's not hard to see why he became so insane.
The Master's second-in-command. One of the few Super Mutants gifted with both extraordinary intelligence and extraordinary strength, he represented the Master's vision of how the supermutants should be perfectly and was chosen as his right hand man. He is in charge of the Master's army and oversees the mutation process at the Mariposa Military Base.
- A God I Am Not: He mentions that the Children of the Cathedral view him and the Master as gods. If you ask him if he believes himself to be one, he simply replies "Of course not! We are simply the future."
- Authority Equals Asskicking: He's the second-toughest enemy in the game, next to the Master himself. His combat skills (Big Guns and Energy Weapons) are only moderately higher than the Elite Mooks, but he's got a Gatling Laser, heavy armor, and over three times as much health as his guards.
- Badass Baritone: He's voiced by Tony Jay. This is inevitable.
- Beam Spam: He wields a Gatling Laser.
- The Cameo: He briefly appears in the opening movie of Fallout 2.
- Cold-Blooded Torture: Takes a little too much delight in torturing the Vault Dweller.
- Cyborg: Has a red cybernetic eye and several other implants.
- Deadpan Snarker: Especially when the player character is Too Dumb to Live.Lou: The mind simply boggles at your intellect. Why the legions haven't bowed down at your feet by now, I'll never understand. Guards, take this idiot away!
- The Dragon: Second-in-command to Big Bad The Master.
- Dragon Their Feet: You can confront and kill the Master before him. In fact, the memoirs in the Fallout 2 manual state this is exactly what the Vault Dweller did.
- Evil Brit: Well, he is voiced by Tony Jay.
- Evil Sounds Deep: It wouldn't be Tony Jay otherwise.
- Faux Affably Evil: Keeps a polite, mocking tone through all of his conversations.
- Final Boss: He can become this if you kill the Master first. In the canon timeline, as revealed by Fallout 2, that's indeed what happened.
- Genius Bruiser: Has high intelligence stats and he keeps an intellectual tone throughout his conversation. There's a reason he's the second in command.
- Gorn: The game has plenty of violent deaths, but the Lieutenant's death animation is probably the goriest one in the game◊: His body effectively tears itself apart bit by bit, almost as if some manner of internal cybernetics were hit by a lucky shot and started undergoing catastrophic failure, taking their user with them. Notice also his guts spewing copiously out of his stomach in the process, even as he shakes himself to pieces. Lovely.
- The Heavy: Even though the Master is the leader of the Unity, the Lieutenant is the one doing most of the work, and directing the boots on the ground.
- Hyper-Competent Sidekick: While he lacks his charisma and vision, the Lieutenant seems far less deluded than the Master about their goal. If you bring up the Super Mutant sterility to him, he acknowledges it to be a problem, but assumes the problem will eventually be corrected.
- In-Game Nickname: Called "Lou Tenant", "Lou" or "Loo" by his minions. Called "The Right Hand of God" by the Children of the Cathedral.
- Knight Templar: He fully believes in the cause of the Unity.
- Mysterious Past: Unlike the Master, we don't know who the Lieutenant is, where he came from, how he became devoted to this cause, or even what his name is.
- No Name Given: Unless Lou is actually his name.
- Red Eyes, Take Warning: Has a bionic red eye.
- Sadist: He enjoys causing pain.Lou: "You can tell me what I want to know, or we can do things my way."
Vault Dweller: "Fuck you!"
Lou: "I hoped you'd say that." (beats the Vault Dweller)
- Skippable Boss: Even more so than the Master, since he's not actually adjacent to anywhere you need to go; the vat controls are on the other end of the map from where you find him. The only reason you'd actually fight him is if you wanted to.
- Surrounded by Idiots: Since many of his underlings are of less-than-optimal intelligence, this is inevitable.
The high priest of the Children of the Cathedral. A former gang member recruited by the Master to lead the fake religion constructed around his persona as a means to win over the hearts and minds of the people in the wasteland. He believes himself to be far more important to the Master than he actually is.
- Big Bad Wannabe: Believes himself to be a vital part of the Masters plan, but in reality he is just an expendable pawn.Lieutenant: It's quite amusing. He thinks he's so much more than just a slug the Master recruited to head his Children of the Cathedral nonsense. Ah, well. He, too, will be dipped in the Vats and he'll probably die a horrible death... I hope.
- Deadpan Snarker: If you play a low intelligence character.PC: "Mom?"Morpheus: "No, I'm Father Death."note
- Dirty Coward: If he escorts you down to see the Master, and you talk the Master into killing himself, he makes a run for it, not even bothering to let his "followers" know they're all about to be blown sky high.
- Evil Brit: This is David Warner voicing him.
- High Priest: Of the Children of the Cathedral.
- In the Hood: Wears one.
- Names to Run Away from Really Fast: Lampshaded."Father Morpheus. That's a real peaceful sounding name. Who's his assistant, Brother Murder? Brother Death? Sister Kill maybe?"
- Religion of Evil: Leads one.
- Smug Snake: Every single word coming out of his mouth just oozes of smugness.
- Sinister Minister: The Children of the Cathedral is a Scam Religion anyway, but Morpheus doesn't even pretend to be following its teachings.
- Villain with Good Publicity: Many people around the Boneyard see him as a kindly healer and pious cleric.
A shining example of super mutant intelligence. If the Lieutenant perfectly exemplifies how the super mutants should be, then Harry is the perfect example of how wrong the mutation process can go. Sadly for the Master, Harry represents the vast majority of his subjects.
- Anti-Villain: He's dumb and follows Lou's orders unflinchingly (including, potentially, the order to slaughter the ghouls), but is polite and not particularly malicious. If your character is female, or of low intelligence, you can easily convince him to let you go despite the Lieutenant ordering him to capture any normals he finds. If you talk to him after destroying the military base, he can also be convinced to leave peacefully. If you choose to kill him, he also is clearly upset by the deaths of his troops.
- The Brute: It's the only thing he can be.
- Distracted by the Sexy: If your character is a woman, Harry will comment on your beauty and won't attempt to escort you to Lou, even though you are a "normal".
- Dumb Muscle: Strong and dumb as they get.
- Fantastic Racism: If you ask him to to tell you about humans or normies, Harry's reponse won't be very respectful:Weak. Not know why the Lou want normals. They suck!
- Hulk Speak: Considering the other tropes he applies for this one is a given.
- Mauve Shirt: More than a Red Shirt.
- Mook Lieutenant: He's the leader of the Super Mutant squad in Necropolis. That should tell you something about the level the others are on.
- Small Role, Big Impact: He has little plot relevance, but he serves the important purpose of letting the player know what most Super Mutants are like up close- Lou being too much of an outlier to really fulfill this role.