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The Chosen One

    The Chosen One

That's You. The protagonist of Fallout 2, and a descendant of the original Vault Dweller from Fallout 1 (Not you this time). You've lived a good life in your relatively isolated village, but a series of failed harvests and a shortage on food has forced you to leave the village to go out and look for the holy G.E.C.K., and leave your mark on the wasteland, in whatever way you want to.

The game comes with three pre-made Chosen Ones you can select instead of creating a character from scratch: Narg, Mingan, and Chitsa. Contrary to the Vault Dweller of the previous game, official canon in subsequent games has little to say on the Chosen One, so it's unknown if canonically any of these three took the role, or if it was another person.

  • Action Survivor: As with your grandfather, you start out a tribal from a village naive to the ways of the world, and end up gunning down armies.
  • Affably Evil: If being evil yet still choosing the polite dialogue.
  • And the Adventure Continues: You can keep playing after defeating the Enclave.
  • Anti-Hero: Can potentially be anywhere along this spectrum as well.
  • Badass Bookworm: Intelligence is the most important stat, as it determines the number of skill points you have, so it's highly recommended you play as one of these.
  • Badass Normal: Just a tribal with no real training, yet they can take on the Power Armor-wearing, minigun-wielding shock troops of the Enclave at higher levels.
  • Badass Family: The Chosen One's grandfather was the Vault Dweller. If male, you can sire an illegitimate son, Mr. Bishop, who later goes on to take over the New Reno families at the age of 13.
  • Barbarian Hero: Although just how much you choose to run with the idea is up to you, invariably you come from a primitive tribe and are sent into the world with a spear and whatever you can scavenge.
  • Been There, Shaped History: In a certain (likely non-canon) special encounter, they break the water chip.
  • The Chosen One: Subverted. You have the title of "the chosen one" mostly because you are the grand-child of the Vault Dweller, and partly because there aren't that many other viable candidates. If you try to present yourself as "the chosen one" to anyone outside of your village you are treated as a complete joke.
  • Contrasting Sequel Main Character: The Vault Dweller was generally a level-headed individual — while initially confused by some aspects of the wasteland, dialogue options throughout the game generally maintained a consistent level of straightforwardness, with the occasional opportunity for some snarking. The Chosen One is much more extreme — starting off totally ignorant to the ways of civilization, many dialogue options in the early game paint them as a Wide-Eyed Idealist. After a few towns, however, you slowly acclimate to this new world, and by the end of the game your dialogue options become a non-stop barrage of sarcasm.
  • Cutting Off the Branches: Fallout: New Vegas establishes a few things about the Chosen One. Mainly that he was a generally heroic figure (the Golden Ending paths are canonized for, among other settlements, New Reno and Broken Hills), recruited Marcus and stormed the oil rig with him, was friendly to the NCR (helping them integrate Vault 15 and Redding), and was most likely male (given the reference to a "Mr. Bishop" in New Reno).
  • Deadly Doctor: If you get to a certain rank of the Doctor skill, you can take the Living Anatomy perk which raises damage against organic enemies. It is also possible to assassinate people by making them overdose on Super Stimpaks.
  • Deadpan Snarker: There is almost always a snarky dialogue option available.
  • Determinator: The Chosen One does not give up. Even when their village is destroyed, they track down the murderers and made them pay.
  • Disappeared Dad: The Chosen One himself can potentially be this. Sleep with either Angela or Leslie Anne Bishop without a condom, and the ending slide will state they have a son who never learns who his father was, but grows up to do some very badass things.
  • Fighter, Mage, Thief: Like in the first game, the three pre-made characters fill this archetype: Narg (fighter), Mingan (thief) and Chitsa (mage). Given that the Fallout setting lacks magic, the "mage" is rather a diplomat. The basic function is the same though: a physically weak character that, with some leveling and patience, can eventually defeat the most powerful enemies effortlessly (with words rather than magic here).
  • The Fool: A low-Intelligence Chosen One can come across as this. For instance, in the Bridgekeeper special encounter, the Bridgekeeper asks the question "Which non-player character from Fallout 1 survived to appear in the sequel, although the said person may be now very old?" The Chosen One can answer "Huh old?", which the Bridgekeeper accepts because by coincidence, Harold is a viable answer.
  • Good Old Fisticuffs: At low levels if you tagged Unarmed, using your bare fists can be more useful than the spear you're given at the beginning of the game, and a decently leveled fisticuffs type character can get their first pistol in the rat caves of Klamath's trapper town. However, later in the game, even the high end power fist is almost completely useless when you have Enclave soldiers dropping plasma rifles everywhere. Eventually, it becomes advisable to do away with fist weapons all together, and use the unarmed special strikes, which are Armor Piercing Attacks that do decent amounts of damage, particularly when wearing Powered Armor.
  • Guile Hero: A viable possibility, though you may still want to keep a combat skill high and a good gun in your holster for those random encounters.
  • The Hero: Many options are possible, even more so than Fallout 1, Fallout 3, or New Vegas.
  • Heroic Seductress: A viable option for female player characters with high charisma scores.
  • Identical Grandson: You are the grandchild of the original game's protagonist and, since the game uses the same character models as the first, you look exactly alike. As a female, well, you'd look like your hypothetical grandmother.
  • Idiot Hero: Playing with a low intelligence score will make every single conversation into a walking Funny Moment. This is actually deconstructed a bit: because of the fact a Chosen One with low Intelligence is hopelessly idiotic, he's treated like an idiot, and a lot of quests and options become locked off with 3 Intelligence or lower.
  • I Have Many Names: The Chosen One moniker and whatever name the player chooses for them aside, becoming a boxer and a porn star allows the player to choose from a number of ring/stage names that various characters around New Reno will refer to them as.
  • Manipulative Bastard: Many of the nonviolent solutions boil down to getting your enemies to kill each other or even kill themselves, usually while paying you for the privilege. The four mob bosses of New Reno for example, can all be killed without you ever firing a weapon.
  • Magnetic Hero: A Chosen One with a max Charisma and the Magnetic Personality perk can recruit a mammoth six companions at once, effectively laundering the player a small army to work with. Now who said Charisma was a Dump Stat now?
  • Oh, Crap!: After discovering the corpses of several humans in the caves below Broken Hills, and a letter implicating Francis, a mutant, the Chosen One immediately realizes that if this comes to light, a race war will break out.
  • One-Man Army: Even in the beginning of the game, you can kill geckos and radscorpions that outnumber you 10 to 1. Later on you'll do the same to humans.
  • Parental Abandonment: A male Chosen One can sire a child with either Angela or Leslie Anne Bishop, who dies at the grand old age of 73 without ever knowing his real father. This is canon, as Mr. Bishop is mentioned in New Vegas.
  • Player Character: The player-controlled Chosen One of Arroyo, sent out in search of the fabled GECK to save their tribe from starvation.
  • Ranger: Can potentially join the NCR Rangers in one sidequest.
  • "The Reason You Suck" Speech: Can give small ones to a few characters, such as Myron.
  • The Sheriff: Can stand in for Redding's injured sheriff and perform various law enforcement tasks around the town. The player is even given a sheriff's star.
  • Took a Level in Badass: The entirety of the game is the Chosen One growing from a tribal with a spear to a badass with a BFG.
  • With This Herring: At the beginning of the game, you are given three items: a spear, a knife, and some healing powder. Everything else in the game has to be scavenged, and you likely won't even get a basic peashooter until the 3rd town. Justified in that your village is primitive, and scrounging around the huts will show that the spear and knife are the best they can provide.
  • You Nuke 'Em: What ultimately happens to the Enclave Oil Rig. Hilariously subverted if you try to arm a nuke with a low Science score, as you can see here.


Voiced by: Greg Eagles (English)note 

"Spirits be everywhere. Travel with we and I. Grampy Bone do most the talking."

A tribal who carries the supposedly enchanted bone of his grandfather around in his nose. He went out into the Wasteland looking for his sister, who was kidnapped by slavers when trading in another village. During his search he smashed up the Buckner House in Klamath in a fit of drunken rage, and is therefore forced to stay put and work for the Buckners to pay back the damages he caused. The Chosen One can recruit him by helping him getting out of his debt.

  • Aborted Arc: Sulik joins the Chosen One under the promise that he will search for his sister. The sister of Sulik is never mentioned again in the story and is nowhere to be found in the game, since the questline about saving her from slavers didn't meet the deadlines and all associated content was cut from the released version.
  • Bald Head of Toughness: Is completely bald and functions as the team's The Big Guy with a preference for sledgehammers and submachine guns.
  • Barbarian Hero: A tribal like you, he walks around barechested and prefers fighting with melee weapons.
  • The Big Guy: Has a lot of HP and Action Points, and had some of the highest damage output of any companion.
  • Blown Across the Room: It isn't uncommon to see his opponents get knocked down and perhaps even a tile or two away from the force of his melee blows. Especially once he gets his hands on a super sledge, you'll reliably watch his unfortunate targets slide halfway across the screen or more when he connects.
  • Brutish Character, Brutish Weapon: He's an unsophisticated tribal and his initial weapon is a sledgehammer, and he's best used when armed with a Super Sledge late-game.
  • Can't Catch Up: Suffers a little from this in the middle of the game due to the way melee weapons are distributed. He'll probably be stuck wielding the same Sledgehammer or Sharpened Spear he started the game with while Vic and Cassidy are steadily moving their way up the rifle and/or shotgun roster, leaving Sulik looking weaker and weaker. Once you manage to get to New Reno though, you can get your hands on a Super Sledge or the Louisville Slugger and he bounces right back to a powerhouse.
  • Lightning Bruiser: At max level he has 12 AP, giving him the AP to sprint up to enemies in combat and probably have time to belt them over the head with his sledgehammer before he has to end his turn. Or you can grab him a gun with an AP cost bonus and let him shoot three times a round. As a humanoid companion Sulik is fully capable of wearing all armor, up to and including Powered Armor, and on top of that, he has the highest HP of all human companions (only Skynet and mutant-types get tougher). Altogether this makes Sulik hit like a truck, move like the wind, and take hits like a brick.
  • More Dakka: The only non-melee weapons he can use are SMGs.
  • Psychic Powers: His ability to "consult the spirits" is hinted to be this. While the answers are often very vague enough that they can be ascribed to Cold Reading, at other times they provide information that's quite specific and that Sulik couldn't have known beforehand.
  • Savage Piercings: Sulik sports both this and Tribal Face Paint, really letting you know that he's tribal.
  • Suicidal Overconfidence: Sulik is, to be blunt, an absolute lunatic in combat, charging in close to use melee weapons or spray bullets with a submachine gun. While this isn't a huge deal at first, once enemies start getting stronger, it's easy for him to get overwhelmed and killed.
  • Walking Shirtless Scene: Wears no shirt, as a tribal.
  • Warrior Monk: Constantly consults the "spirits".

"I really owe you one, Boss."

A trader who lives in Klamath, he has been known to deal old vault junk. The Chosen One is sent to search for him as he might know where Vault 13 is, which in turn may contain the GECK. However, when met, he's being held hostage by Metzger, the slaver boss in the Den, after trying to sell him faulty equipment. He can be obtained as a companion by either buying him from Metzger or slaughtering the slavers and freeing him. He's so grateful for the rescue that he offers to join your quest.

  • Beam Spam: At max level his best combat skill is with Energy Weapons. Unfortunately, he can only equip Energy Pistols, not rifles. Since by that time most enemies you'll encounter will be wearing high-end armour, a Gauss rifle is still a better choice for him.
  • Berserk Button: He's easily your most loyal companion and will stick by you no matter what you do or how evil you become... unless you attack his daughter!
  • Cowardly Lion: Mild-mannered and wants to stay out of fighting, but he will put up a damn good fight if he has to. He'll also stick up for his daughter if you attack her, no matter how powerful you are.
  • Disappeared Dad: He's this to his daughter, Valerie. When you meet her in Vault City, she's not exactly pleased to see him.
  • Don't Call Me "Sir": After he have been in your party for long enough, you can tell Vic to stop calling you "boss". He cheerfully responses with "Sure thing, chief!", then eventually simply "sport".
  • Honest John's Dealership: Runs one of these, selling mechanical junk.
  • Informed Flaw: His daughter chastises him for being a terrible mechanic, but when you recruit him he will start with a respectable repair skill of 75%, which by endgame will balloon to 130%, enough that a player can safely leave it as a Dump Stat and just rely on him to fix things. Of course, his daughter is a major Jerkass, so take what she says with a grain of salt.
  • The Lancer: Most likely your first companion, and the only one you have to meet as part of the main quest. He's extremely loyal towards you, will stick by you almost no matter what, and his cheerful eager to please personality often plays the foil to the Chosen One's typically snarky attitude.
  • Magikarp Power: When he joins you his combat skills are pretty lackluster, especially in comparison to Sulik and Cassidy. However his skills sharply increase with each level, and come max level he's not only almost as good as Cassidy with small arms, but he also gains even higher competency with energy weapons. Most importantly, his astronomical growth in the repair skill makes it a Dump Stat for any Chosen One who keeps him in the party.
  • Mr. Fixit: Pretty good with repairing things. If the player tries to Repair something and Vic's Repair skill is better than yours, he'll step in in your place and do it for you.
  • Papa Wolf: While he has a strained relationship with his daughter, Vic will not stand for violence against her. Should the Chosen One attack Valerie, Vic will immediately turn hostile against him.
  • Required Party Member: Though not actually required to be recruited into the party, he's the only companion you have to meet as part of the main quest.
  • Out of Focus: After you have visited Vault City, he stops being relevant to the story and has no new dialogue, but you can still keep him with you for the rest of the game.
  • Verbal Tic: Apparently he calls everyone who does him a favor "boss".

    John Cassidy
Modder-designed portrait, used in the Restoration Project
Voiced by: Adam Dravean (Restoration Project Mod)

"Dad named me after some comic book character from before the war. Said he was a mean sonuvabitch, too."

A bartender in Vault City eager for adventure, the Chosen One can recruit him, as long as they aren't a bad person, slaver, or Idiot Hero. Pretty good with all weaponry. Later on in life, he would go on to father one Rose of Sharon Cassidy.

  • Cool Old Guy: He's roughly about 50-60 and has a heart condition but can still kick ass.
  • Deadpan Snarker: "If you ever need to learn somebody some manners up close and personal, slip me some brass knuckles, and I can tapdance on their face with my fists."
  • Generation Xerox: His daughter will also follow someone who will change the wastelands.
  • Jack of All Stats: The only thing he can't do well is use Big Guns. Otherwise his stats are all-around good to great.
  • Improbable Aiming Skills: He's just as good as you in hitting targets across the map with accuracy.
  • May–December Romance: He's pushing 65 at the start of Fallout 2 and he has a daughter three years later, so it's fair to assume that she was the result of one.
  • Meta Guy: He has some fourth-wall breaking moments, like complaining that he needs more Action Points or wishing he had a Limit Break.
  • Noble Bigot: He'll constantly complain about how much Lenny smells and ask him to keep his distance if you have both in your party, and he makes some prejudiced comments about tribals, but will immediately apologize if you point out you're a tribal. It remains that he is a badass and reliable companion.
  • The Lancer: The player's equal in combat, and his age and demeanor towards tribals contrasts your youthful tribal's background.
  • Parental Abandonment: He left his daughter at a young age, although the circumstances of this are never revealed.
  • Some of My Best Friends Are X: While quite skilled with a spear, he is bit reluctant to use one as he fears that doing so makes him look like a tribal. Upon informing him that you are in fact a tribal, Cassidy will quickly backtrack and claim that some of his best friends are tribals who use spears. Despite it all, he ends up fathering Rose Cassidy with a tribal.
  • Weaksauce Weakness: He has a bad heart. While he can still go adventuring and even fight, if you give him any non-healing drugs (Jet, Psycho, Buffout, etc), it will instantly kill him by giving him a heart attack.
  • What Happened to the Mouse?: His daughter mentions that he traveled east and was never seen again after that.

Voiced by: Michael Dorn (English)note 

"Yeah, I’m a ugly mutant. I also run this place. You got a problem with that?"

The Super Mutant mayor and sheriff of Broken Hills, who will agree to join the Chosen One after some of the town's problems have been sorted out. Years later, he would found the Super Mutant-acceptant settlement of Jacobstown in the Mojave.

  • All-Loving Hero: He's one of the most unapologetically good characters in the series. He strives to help his fellow super mutants find a home they can come to, without being antagonized with humans. Even then, he bears no ill will towards humanity, and is all for living together with them if he could. Case in point; in Fallout: New Vegas, his kindness and compassion humbles the Brotherhood of Steel; seeing as they leave a pre-War radio tower he and a couple of mutants were currently living in alone, out of respect.
  • And the Adventure Continues: If he lives through the game, he heads eastward to find more refugees of the Master’s army. He's encountered again in Fallout: New Vegas by the Courier, confirming he helped the Chosen One take down the Enclave and lived to tell about it.
  • Bald Head of Toughness: Played with. Although physically he's the biggest companion you come across and wields the biggest gun in the game, he's also a Gentle Giant and combat-wise, a Glass Cannon.
  • Bald Mystic: As all super mutants are bald, this is a species-wide trope.
  • The Big Guy: He's the largest companion as a super mutant and specializes in the Big Guns and energy rifles.
  • Can't Catch Up: Being a Super Mutant, he's incredibly powerful for most of the game. Unfortunately, his inability to wear armor makes him vulnerable once you start fighting the Enclave. Thankfully averted in the Restoration Project mod, which includes exclusive super mutant armor for Marcus to wear.
    • In a more literal sense, as with all Super Mutant paper dolls he has no running animation. If the player prefers running through areas it can lead to combat scenarios where he is entire screens away and spends most of his time just trying to get in range.
  • Cool Old Guy: The guy’s over a century old, and still kicks ass.
  • Defeat Means Friendship: Touched on. He encountered a Brotherhood of Steel Paladin named Jacob and the two fought to a draw for three days. Realizing the futility of it, the two reconciled, became best friends, and eventually founded a town together. He even names his second town after him.
  • Gameplay and Story Segregation: When met in New Vegas, asking about his past reveals that he canonically went with the Chosen One when they stormed and destroyed the Enclave Oil Rig. Players who actually tried a frontal assault on the Enclave with Marcus in tow know that he will almost certainly not survive the battle unless he hits critical health and runs to hide.note 
  • Gatling Good: Comes equipped with a minigun by default.
  • Genius Bruiser: It's evident that he's very intelligent and well-spoken for a Super Mutant. In New Vegas, he's the only non-Legion character in the base game who consistently uses the Latin pronunciation of Caesar.
  • Gentle Giant: Marcus is a big and scary mutant and also one of the nicest folks you can meet in the Wasteland.
  • Glass Cannon: He wields the biggest guns in the game and has good skill with them, but he can't wear armor so he's not very durable in combat by the late game.
  • The Goggles Do Nothing: Sports a pair of goggles on his forehead, but is never actually seen using them for anything.
  • Heel–Face Turn: Was formerly a soldier in the Master’s Unity and a firm believer of it. He has since adopted a far more moderate attitude and tolerance for humans.
  • Hero of Another Story: Definitely in New Vegas, where he'll tell the Courier a bit about his adventures with the Chosen One in Fallout 2.
  • Hot Skitty-on-Wailord Action: Invoked and spoofed. If you hire a prostitute in Cat's Paw to sleep with Marcus, he will later troll the Chosen One by claiming that male Super Mutants like him are actually able to impregnate human women and their FEV-induced sterility was only temporary.
  • Knight in Sour Armor: He believes the Master fundamentally had the right idea in trying to unify everyone into one race, but nevertheless tries to help humans and mutants live together in peace.
  • Non-Standard Character Design: For the sake of matching his character portrait in 2, he is the only supermutant in New Vegas with a unique face and model.
  • Reasonable Authority Figure: Behaves in a very By-the-Book Cop manner as both the sheriff of Broken Hills and mayor of Jacobstown.
  • Retired Monster: In 2, he no longer follows a path of violence against humans and is genuinely moral for the most part, but has no remorse for his time in the Unity and still thinks they were correct. This is despite the fact that the Unity butchered towns pointlessly (e.g. Necropolis) and attempted to forcibly convert all humans into mutants in a way that not only left the bulk of them mentally handicapped, but horribly killed a large number of them when the mutation process went wrong. As far as he is concerned, the Master's plan would still have made it all worthwhile... but now that it's not really feasible, there's no sense in carrying on old rivalries.
    Marcus: [Jacob] was the best friend I ever had.
    Chosen One: Yeah right, you would’ve dipped him just like everyone else.
    Marcus: Hell yes, I would've. What a great mutant he would’ve been.
  • Throw Down the Bomblet: Can chuck grenades, though letting him isn't advised.
  • Vitriolic Best Buds: He and Jacob were implied to be this. They were best friends, but Marcus admits they argued a lot, particularly on the opposing philosophies of the Unity and Brotherhood.
  • We Have to Get the Bullet Out!: Marcus carries enough bullets in him to rattle when he walks. The doctor in Vault City insists that Marcus get some of them out, or he is in danger of dying from lead poisoning.
  • Worthy Opponent: He admits to both hating and admiring the Vault Dweller. Hating him because "The Master just wanted everyone to see clearly. The Vault Dweller ended that dream." Admiring him because "If all humans fought for what they believed in like that, we wouldn’t have needed the Master’s plan in the first place."
  • You Are a Credit to Your Race: Though he's far from bigoted about it, he still has the old mutant pride in him. Talking about Jacob can have him mention "what a great mutant he would have been." He ruefully notes that Jacob wasn't fond of being told that.

Voiced by: Jason Marsden (English)note 

"Why, helll-ooooo there, beautiful. What can Myron do to, ah-uh, for you?"

The Mordino's "pharmacist" and drug wizard, Myron is an immoral, greedy teenager that invented Jet, the most deadly and addictive drug around, and has been the key factor in consolidating the Mordino's power in New Reno. He doesn't really care how many people suffer as long as he gets paid good in booze and whores.

  • All Men Are Perverts: He has two condoms in his inventory and talks to a female Chosen One with high Charisma in a seductive tone.
    Random Prostitute: Wish Myron was gay.
  • Asshole Victim: Myron inevitably dies (if he wasn't killed beforehand) in an unceremonious way, at the hands of a Jet addict in Den, completely forgotten. Obviously, you aren't intended to have any sympathy for him.
  • Attempted Rape: As a female Chosen One, if you have low Intelligence but relatively high Charisma when you meet him, he'll offer you a spiked drink...
  • Bullying a Dragon: He sometimes makes callous remarks toward Marcus and Cassidy in earshot. He'll quickly dial back on his comments, though.
  • Fake Ultimate Hero: Given that Mrs. Bishop seems to have been addicted to Jet for longer than Myron's been alive, and that a high Intelligence Chosen One can cast doubt on his chemistry skills, there's a distinct possibility that Myron lied about his one major contribution to the post-apocalyptic world - he just found the pre-War formula, reverse-engineered it to be made out of available ingredients, and claimed the credit for inventing it. In which case he's nothing more than a petty drug cook with delusions of grandeur.
  • The Friend Nobody Likes: Mutually so. None of the other sentient party members like Myron and often get into snarky arguments with him in idle conversations.
  • Hates Being Touched: Implied. If a female Chosen One tries to mend injuries inflicted to Myron, he will whine about being "mothered."
  • Hate Sink: He is intended in every way by the designers to be unbearable; he's annoying, depraved, amoral, has a grating voice, green-tinted skin, is useless in combat, has a huge ego, and if the Player Character is a good-looking female of low Intelligence, he will attempt to drug-rape her. He's also the only companion who will protest if you leave him behind and bribes you to keep him around by hinting he knows where a secret stash of Mordino goods are hidden. He's not liked by anyone in universe, either. Prostitutes will charge more to sleep with him and even when the Chosen One and their party gets freebies in New Reno in the post game, they'll still charge Myron.
  • Insufferable Genius: He really is very brilliant, especially considering his age. And he knows it and will make it clear to you.
  • Jerkass: To say the least. The teenage boy has manufactured one of the most powerful street drugs ever seen so his employers can enslave communities by getting their people hooked on it. His actions have ruined countless lives, and directly caused plenty of deaths in the form of slaves used as test subjects. And he's completely proud of his accomplishments and shows no remorse for any of it, and wants to continue developing new, better drugs to boot.
  • Karmic Death: If he's still alive at the end of the game, the endgame narration will reveal he was stabbed to death by a jet addict in the Den. And despite inventing the infamous drug, nobody will ever remember his name.
  • Laser-Guided Karma: In addition to the Karmic Death above, if you haven't killed Metzger in the Den, Myron can be sold into slavery. Alone of all your companions, this doesn't hurt your Karma Meter.
  • Laughably Evil: If there is something that can count as a "redeeming trait" in Myron, it's how comical he is.
  • Lethal Joke Character: Under normal circumstances, Myron is simply a Joke Character to have as a party member, but he can become moderately useful if given Power Armor and melee weapons. He also carries a needler pistol, one of the best pistols in the game.
  • Morally Ambiguous Doctorate: It's unknown where he studied (he claims to be completely self-taught), but they clearly didn't teach him morals.
  • Non-Action Guy: Next to useless in combat. The only reason to bring him along for a fight is so you can laugh at his pain when he gets hurt.
    Myron: You just made my chest concave!
  • Older Than They Look: Possibly. Myron appears to be of middle school or early high school age. The Fallout Bible, which has varying canonicity, puts Myron's age at 17-20.
  • Pragmatic Villainy: Doesn't actively go out of his way to kill the slaves he's experimenting on - they cost money to replace.
  • Reckless Gun Usage: He's got the worst skill with firearms of any companion member. If he's actually allowed to carry a gun, he's far more of a threat to you and the rest of the party than to whatever he's aiming at.
  • Small Name, Big Ego: As addictive and infamous as Jet is in the wasteland, few ever mention Myron or seem aware that he's the one that invented it. Yet he acts as thought everyone should be in awe of him. The ending really drives it home, saying that once Myron was dead the wasteland forgot about him, and his legacy of Jet continued on with few aware of who created it.
  • The Smart Guy: He really is as smart as the plot demands he be, and can manufacture certain chems for you on the go if you provide him the ingredients.
  • Smug Snake: He's completely arrogant and unflappable, and confident you can't possibly cure Jet.
  • Teen Genius: He doesn't even appear to be old enough to drive, but he's a brilliant chemist.
  • Teens Are Monsters: Despite being a teen, he shows himself to be the nastiest potential companion, being responsible for creating a modification of a brainwashing drug while killing several test subjects.
  • Token Evil Teammate: He's the only companion you can acquire that is outright evil.
  • Utility Party Member: Myron is not good in a fight, but he can craft various chems such as antidotes, stimpaks and super stimpaks in the field.
  • Villainous Legacy: While certainly dead by the very end of Fallout 2 his drug, Jet, continues to produce major problems in the Wasteland throughout all the Fallout games after it, and some gangs are formed around specifically finding ways to get more of it.
  • Weapon-Based Characterization: Fitting for a drug wizard, he carries a Bringham needler pistol that shoots hypodermic darts.

"One; I am a dog. Two; I am communicating with you vocally using the common English language. Therefore it is safe to assume that I am a talking dog."

A cyberdog who is Doctor Schreber's literal "pet project". The doctor has equipped him with many advanced modifications, giving him abilities that extends beyond that of a normal cyberdog, such as a high intelligence, verbal communication at a human level, and a sarcastic sense of humor. He can be obtained by a high karma player by killing Schreber and repairing him.

  • Canine Companion: A trusty friend in the vein of Dogmeat, if you can't find the Dogmeat.
  • Deadpan Snarker
    Chosen One: Put your weapons away.
    K-9: Do you expect me to swallow my teeth, master?
  • Death of a Thousand Cuts: His bite doesn't hit particularly hard, but it takes few action points for him to perform and he has one of the highest action point totals of any party member. At max level, he can easily get 5 attacks per round.
  • Dropped a Bridge on Him: Per the (dubiously canon) words of the Fallout Bible, K-9 was left in the care of Doctor Henry but subsequently confiscated from him by the NCR when he tried to destroy it, out of fear that too much about the Enclave could be learned. K-9 and Robodog were subsequently taken apart for studies by the NCR, in a process that was obviously fatal to both.
  • 11th-Hour Ranger: Unless you use Sequence Breaking to find him earlier, by the time you get to the area where you can find him, you're getting the item that unlocks the final area of the game.
  • Fragile Speedster: Has a ton of Action Points and a nasty bite, but (obviously) can't use armor or weapons.
  • Non-Human Sidekick: A loyal robodog companion to a good karma character.
  • Shout-Out: His personality and manner of speech is very reminiscent of a certain other robotic dog with the same name from Doctor Who. Considering the first game featured the TARDIS in a random encounter, it's probably not a coincidence.
  • Team Pet: The best cyberdog in the game.
  • Turned Against Their Masters:
    • Having developed his own high sense of morality, he could eventually no longer accept Doctor Schreber's sadistic behavior, which finally resulted in him biting him. Schreber quickly retaliated by disabling his ability to walk.
    • For a similar reason, he rejects to join the Chosen One if the latter is a Childkiller or has bad karma.

A cyberdog Dr. Henry brought from the Enclave Oil Rig when he left the group and and settled down in the NCR. He will join you if you test Dr. Henry's super mutant "cure." Robodog is similar to K-9, but with lower intelligence, max HP, and damage.

The son of Gruthar and a scholar living in Vault 13 who wants to learn about the rest of the world. He has learned how to crudely disguise himself among humans by wearing loose robes, and by claiming that he is really a human but has some deformity he wishes to hide. He can join the Chosen One's group by simply being asked to.
  • The Big Guy: He's already shown to be fairly huge, considering that that he's about the size of Marcus (or possibly even bigger!) in his first appearance, wearing a massive cloak that leaves much to the imagination of what he could possibly be. And then you enter combat with him on your team, where The Coats Come Off and a friggin' deathclaw is revealed to be under the cloak the entire time. And seeing he could easily shred anything not in power armor (or at least combat armor MkII) apart, has 11 AP, and also has armor class as good as power armor itself (even when lacking the damage resistances), he's definitely one of the powerhouses you'll be having on your team.
  • Can't Catch Up: Similarly to Marcus, he's an extremely useful companion when he first joins, but his lack of armour cripples his effectiveness once you start fighting the Enclave. This is exacerbated by the fact that, unlike Marcus, he's a melee-only character, and thus will often die before he even gets the chance to hit something.
  • Flung Clothing: Flings off his cloak when entering combat.
  • Genius Bruiser: He's arguably the smartest of the deathclaws in Vault 13 and smarter than a lot of humans you'll meet. And he can rip anyone who's not in power armor (or at least combat armor MkII) apart.
  • In the Hood: Is this until he needs to rip out someone's ass. He wears it even in the presence of his fellow deathclaws because his hide is sensitive to sunlight due to his albinism.
  • Large Runt: He's noticeably smaller than other deathclaws, but is pretty much as much of a beast in melee as they are. He starts with about half as much health as regular deathclaws and even fully leveled isn't quite as hardy as them, but his armor class and melee damage are somewhat higher.
  • Last of His Kind: In the end, after Frank Horrigan exterminates all the Vault 13 deathclaws, Goris becomes the last remaining intelligent deathclaw left alive in the Wasteland (unless you free Xarn in Navarro). There was supposed to be a happier ending, but the game's awkward production unfortunately meant it was left out.
  • Lightning Bruiser: He is a deathclaw. He has armor class as good as power armor (though not its damage resistances), 11 AP, and a very powerful melee attack.
  • Sixth Ranger: His true nature places him at great odds with your other companions as an outsider.
  • The Smart Guy: He's one of the most intelligent companions in the game, rivalled only by Myron.
  • Super-Toughness: His hide is as good as combat armor.
  • The Coats Are Off: At the start of every fight he removes his cloak before doing battle.
  • Tomato Surprise: Given how articulate he is, his true nature isn't immediately obvious, and helping preserve the secret is that no one refers to him as what he is. Then you get into a fight with him, and he takes off his robe to reveal he's actually a deathclaw!
  • Walking Spoiler: Knowing what he is ruins The Reveal of Vault 13; the human occupants have seemingly vanished and it's now populated by intelligent deathclaws, Goris being one of them.

"All shall submit to Skynet."

An Artificial Intelligence that manages the Sierra Army Depot. Recruiting it can be rather difficult, especially if you're planning to get the good New Reno Wright ending. Good with all two-handed Small Guns.

  • A.I. Is a Crapshoot: May turn on you once you leave the Sierra Arms Depot depending on how you acted to it.
  • Bragging Rights Reward: Skynet is a capable companion but has many disadvantages: it cannot upgrade its armor and it cannot heal in battle. Getting it at its full capacity requires your Science to be at 121%+ - and there's no other useful task in the game that requires so high a skill, and it takes a lot of skill points sunk into the skill to get it that high. Getting Skynet at full potential is really not worth the effort but to say you did it.
  • Brain in a Jar: As a robo-brain.
  • Jack of All Stats: Is adept with all "large handguns" and rifles, and Skynet's behavior settings can be set to anything fancied, while other companions have restrictions. However...
  • Master of None: None of its stats are standout and it can't heal in the middle of combat since it can't use Stimpaks.
  • Mistreatment-Induced Betrayal: If you make fun of it but still assemble it properly, Skynet will attack you as soon as you're outside.
  • Shout-Out: Its AI is an expy of the super AI that takes over the world in the Terminator series.
  • The Smart Guy: With the cybernetic brain, it is implied to keep its hyper-advanced intelligent once put into the robo-brain body, and as a robot doesn't fit in with your biological allies.

"I g-guess you c-can teach an old d-dog new tricks. What a k-kick."

A ghoul doctor who lived in Necropolis later settling down in Gecko as Harold's assistant. He joins the party after the Chosen One talks to him about his chance meeting with the Vault Dweller.

  • The Atoner: A slight example, he's grateful and eager to join the Chosen One's group to make up for not joining the original Vault Dweller's quest.
  • Magikarp Power: When you first recruit him, he seems a rather poor choice for a companion: he's slow, a weak fighter, and several people will refuse to speak with you when you have him along. But with some levelling and patience, he'll actually become quite a decent fighter and gets a ton of hitpoints, making him an extremely durable combatant — even moreso if you kit him out with some power armor. His Doctor skill can also prove invaluable late in the game when crippled limbs will become an increasing problem.
  • The Medic: His actual occupation.
  • Missed the Call: See The Atoner
  • Speech Impediment: He has a pronounced stutter.
  • Stutter Stop: If the player does some truly heinous things, his outrage is perfectly articulate.

    Pariah Dog 
"The dog seems to be taking a liking to you. This can't be good."

When you see this dog in a special random encounter surrounded by scattered corpses, turn around and run. You do not want this companion.

  • Canine Companion: Hands down the worst. It tags along making your life harder, and can't be dismissed.
  • Dirty Coward: It never fights. Whenever any violence breaks out, it'll flee immediately. Even if you attack it yourself, it'll run and won't bother defending itself.
  • The Jinx: It literally gives you the Jinxed trait, and reduces your Luck to 1note , increasing your number of critical failures and attracting the game's nastier random encounters. Its introduction implies it got its previous master killed.
  • Made of Iron: The only way to remove it and its effects from the party is to kill it. Too bad for you that the dog has an absurd 750 HP, more than any other companion. Thankfully, its hind legs are as easy to cripple as any other dog. Shoot out both of them, and its well-honed survival instincts will become useless.
  • The Millstone: For those that stick around too long and unwittingly recruit it, the game will let you know this companion is bad news. This dog takes up a companion slot, gives you the Jinxed traitnote , drops your luck to 1 so you can't even hope to benefit from the new trait, and will always run from combat. It singlehandedly will bring your whole party down, Artificial Stupidity notwithstanding.
  • Non-Human Sidekick: Another dog, though this one you don't want hanging around.
  • Stone Wall: Has a ridiculous amount of HP, and runs from conflicts rather than fights. Considering the effects this companion has on your party, this does not work in your favor.
  • Team Pet: Subverted — no one likes this thing, but they can't get rid of it.
  • Walking Disaster Area: Having it in your party makes Critical Failures drastically more common for everyone in the vicinity.

    Miria & Davin 
The daughter and son, respectively, of Grisham the butcher in Modoc. Either one of them can be seduced by your character into having sex, but unfortunately their father catches you in the act. Unless you manage to talk yourself out of it, you'll be forced into a literal Shotgun Wedding with one of them after which he or she permanently joins your party. Intended as annoying joke characters, they have awful stats and are almost useless in combat.

  • Battle Couple: They really try to pull this off and fight alongside you, but you always end up having to pull all the weight. Although as mentioned below, Miria can play this trope straight if you install certain mods.
  • Brother–Sister Incest: Davin will suggest you should have a threesome with him and Miria sometime. Also, if you marry Miria he'll comment that Miria isn't that good in bed anyway...
  • Damsel in Distress/Distressed Dude: If you want to keep them alive, expect to have to come to their rescue a lot.
  • Farmer's Daughter: Miria is a classic example while Davin is a Spear Counterpart and Rare Male Example.
  • Extreme Omnisexual: Davin will have sex with a Chosen One of either gender, and is rumored to have cordial relations with his brahmin.
  • Gay Option: While Miria is one of many female sexual encounters available for both genders, Davin is notable for being both one of the few gay options for males and one of the few straight options for females.
  • Girl on Girl Is Hot: Grisham's reaction when he catches you as a female character in bed with Miria.
    Grisham: I can't say I'm not just a little turned on by this, but I can't have her living in this house now that I've seen it.
  • Joke Character: They're really only there to sell the joke of the Shotgun Wedding as an actual consequence for sleeping around in a video game.
  • The Load: Both are almost worthless in combat, can't level up, have really low stats which never improve, and will refuse to follow almost any order you give them because they feel they have to "protect you".
  • Love Martyr: Even if your adventures put them in harm's way on a daily basis, even if you shoot puppies and eat babies, even if you cheat on them right in front of their eyes, even if you whore them out to dirty old men for pocket change, even if you outright attack them; they will still stick to you like a leg and refuse to leave your side even for a second.
  • Mutually Exclusive Party Members: You can only recruit one of them, through the shotgun wedding.
  • Not Completely Useless: Although generally perceived as useless, they have one big advantage going for them: If you are at the maximum party limit (five people) when you marry them, they will override the party limit, thus giving you a sixth party member which is more than you can have otherwise. This can make their addition a welcome one, as while they are crappy fighters, they are at least capable of fighting and may in fact score a critical every once in a while, and will also give you some additional carrying capacity which is very useful if you tend to hoard items.
  • Optional Sexual Encounter: One with a bit more consequences than usual.
  • Playing Hard to Get: You have to do this if you want to seduce Miria. With Davin, all you have to do is ask.
  • Purely Aesthetic Gender: Zigzagged in that they have slightly different stats and their pre-wedding dialogues are completely different, but played straight in practice, as once they've become companions they behave pretty much the same, and the only real reason both of them exist is so that you can pick one according to you sexual preference.
  • Really Gets Around: If you call Miria a slut, she'll say this:
    Miria: How dare you call me a slut! Let me tell you, I am very picky about the people I sleep with. Why, I have only slept with 10 or 20 people this month!
  • Romance Sidequest: The closest there is to one in this game. Although once you've married them there really isn't much you can do with them since the only interactions you have consists of giving them orders the same way you do to your other companions (which they will usually ignore anyway).
  • Shotgun Wedding: The result when their father catches you with them. Complete with literal shotgun.
  • The Smurfette Principle: Miria is the only female companion you can get in the entire game.
  • Useless Boyfriend: Davin. In the starting areas, he could at least be capable of assisting with fighting enemies. But compared to his One-Man Army of a wife/husband going up against horrible mutated creatures and soldiers in Powered Armor, he is reduced to a liability immediately.
  • Video Game Caring Potential: Despite the developers obviously aiming to make them annoying, it's still quite easy to feel some attachment to them. They give you a love interest to protect, and their complete and utter dedication to you can be quite heartwarming. Like Dogmeat in the original game, keeping them alive for the entire game can be a tough-but-satisfying challenge if you desire too. There's even mods to enable Miria to level up, gain combat skills and have an honest-to-god Romance Arc with the Chosen One, turning her into a legitimate companion. Amusingly, no mods currently exist to do the same for Davin.
  • Video Game Cruelty Potential: On the other hand, their useless stats and their annoying refusal to stay behind and wait even for a short while, which will ruin any attempt of infiltration for you, not to mention that they take up a valuable party member slot, can lead players to do some rather cruel things to them. You can cheat on them right in front of their eyes, whore them out to dirty old men for pocket change, routinely abuse them, sell them into slavery, extract their brain with a surgical machine and divorce them. For extra asshole points, you can then return to Modoc and tell their father that they have died or gone missing, which gives him a fatal heart attack.

"You see one m-e-e-e-e-an lookin' dog."

Your grandparent's dog who, according to their memoirs, died after running into a hot force field. He didn't get the memo, and can be found waiting for them in the Cafe of Broken Dreams.

  • Canine Companion: The fourth; unlike K-9 or Robodog he's pure-strain Wasteland Mutt. Unlike the Pariah Dog, he's only bad luck for the Chosen One's enemies.
  • Disc-One Nuke: It's possible, though astronomically unlikely, to find him early in the game. He'll chew through geckos like a dog through a man-sized lizard.
  • Easter Egg: He's found in a knockoff Maltese Falcon, surrounded by living holes in the fourth wall and is explicitly the same dog that slammed into a lethal energy field 80 years ago. He's probably not canonical.
  • Fragile Speedster: Like K-9, Dogmeat's fast, vicious, and able to nip an enemy's ankles til' their heads explode. Sadly, dogs are not known for having bulletproof skulls.
  • Glass Cannon: Huge amount of AP, five attacks per round if he doesn't move, and dogs cannot wear armornote .
  • Legacy Character: Has been in every main Fallout game sans New Vegas. This one in particular is 80 years old and maybe a zombie.
  • Undying Loyalty: Is found waiting for the Vault Dweller; showing Dogmeat their Vault Suit is all that is required to recruit him.

Arroyo Characters

    The Elder
Voiced by: Florence Di Re (English)note 

"We are counting on you."

Your mother and the leader of the village, who tasks you to find Vault 13 and the G.E.C.K. to save their village.

  • Big Good: As the leader of your tribe and the one who sends you on your quest.
  • Gameplay and Story Segregation: In perhaps the most bizarre example of this ever in a video game, you can murder the Elder at the Oil Rig in the final stretches of the game and progress normally with no consequences whatsoever. Doing so even simply cuts her ending out with no alterations to the narrative.
  • Only Known by Their Nickname: The Elder has no proper name given.
  • Passed in Their Sleep: Passes away from old age as she slept after the Golden Ending.
  • Reasonable Authority Figure: The village adores her as a loving and reasonable leader.
  • Retired Badass: In her youth, she trained in many disciplines of study and became Elder by going through the same Temple of Trials you do.
  • So Proud of You: Tells this to the Chosen One in the Golden Ending, and states that if their grandfather was still alive, he'd be proud of them too.
  • Team Mom: Quite literally. Is not only this to the Chosen One but is a matriarch figure to the people of Arroyo.
  • Wasteland Elder: Obviously, she is a matriarchal ruler of Arroyo.
  • Younger Than They Look: She looks quite elderly, but is actually only in her early fifties.

Voiced by: Dwight Schultz (English)note 

"To make one whole instils a sense of fullness that you would be well to understand, Chosen."

The shaman of the Chosen One's tribe who speaks to the spirits, he talks to the Chosen One via psychic dreams.

  • Almost Dead Guy: He's mortally wounded in the Enclave invasion, but manages to stay alive just long enough to point the Chosen One towards Navarro. Speaking with him implies that he believes he came Back from the Dead, since he talks of his spirit returning to his body.
  • Bunny-Ears Lawyer: He's a talented shaman and herbalist, but very eccentric and strange.
  • Determinator: Even if the player goes straight from Vault 13 back to Arroyo with the Highwayman, Hakunin would've had to have been clinging to life for days before the Chosen shows up.
  • The Medic: The tribe shaman who mixes healing powder.
  • Psychic Powers: Presumably a result of a mutation (a beneficial one, for once).
  • The Wonka: Speaks in pseudo-spiritualistic metaphors. If the Chosen One is of low enough intelligence, he'll occasionally cut it out and just get straight to the point.

Vault City

    First Citizen Joanne Lynette
Voiced by: Cree Summer (English)note 

The leader of Vault City, she believes firmly in the city's superiority.

  • Bitch in Sheep's Clothing: As with the rest of the Vault City, Lynette appears a nice, civilized woman at first. Talking to her at length will reveal her as a self-righteous temperamental bigot who won't hesitate to banish you from the city if you challenge her opinions.
  • Death Glare: Piss her off to get one.
  • Defrosting Ice Queen: Despite her infamous Jerkass attitude, she will eventually warm up to you after you defeat the Enclave.
  • Dramatically Missing the Point: In-universe, after the end of the game you can tell Lynette about the Enclave's plan to wipe out the wasteland. Lynette is disgusted with their lack of respect for the people of the wastes, and when nudged into realizing Vault City is no better, her response is to suggest that should they meet remnants of the Enclave, who could be valuable allies. Your character can imply disgust and give up on her.
  • Fantastic Racism: While most other Vault City citizens distrust or just don't like outsiders, Lynette's hostility when you first meet her makes them look downright hospitable, cutting you off when you speak and showing suspicion of your knowledge of the GECK as "such technology is not meant for outsiders". She then completely changes her tune if you prove you're descended from a vault dweller with your flask and jumpsuit, and talks about how hard it must have been for you in the cruel and barbaric outside world.
  • Hate Sink: She is a rude, arrogant, hypocritical, racist, fascist bitch who will exile you from the city if you question her decisions or the way of life Vault City practices, and is extremely hostile and paranoid to outsiders. Word of God is that she was intended to embody the absolute worst traits of Vault City's residents, brought about by a comfortable, privileged upbringing that resulted in a massive superiority complex to others.
  • Hypocrite: Pick-pocketing her reveals that she uses Mentats, despite her rigidly enforcing a prohibition on drugs and liquor in an effort to keep the rest of Vault City 'pure'. So much for that inherent superiority over the rest of the wasteland, First Citizen. According to Chris Avellone, this was intentional.
  • Irony: She is supportive of slavery, despite being black. Word of God states that this was also intentional.
  • Jerkass: She is very arrogant, temperamental and irritable, and she's liable to have you banned from the city for something as minor as arguing with her over the Insistent Terminology of Vault City's "servants" (read: slaves).
  • Just the First Citizen: Subverted. She officially goes by the title of First Citizen, but there isn't an ounce of humility in her body. She is very up-front about the fact that she is the supreme leader of Vault City, and will not accept anyone questioning her authority.
  • Kick the Dog: She asks you to fix a problem, that being Gecko's power plant is leaking radiation into their water supply. You can report to her you know how to repair the plant to stop the leak and Vault City has the technology to do it. She's really annoyed by the idea and makes it very clear that by "fix" the problem, she meant not only shutting down the plant but massacring the ghouls, and treats you like an idiot for not taking the hint.
  • Spell My Name With An S: Her first name is spelled "Joanne" is Wallace's dialogue, but "Joann" in one of the Vault City endings.

    Senior Councilman McClure 
The leader of Vault City's council and the second-most powerful person in the city after Lynette.

  • Cool Old Guy: Unlike Lynette, he's level-headed and reasonable, and open to suggestions to fix the Gecko problem peacefully.
  • Only Sane Man: Other NPCs consider him the only politician in Vault City who doesn't have his head up his ass and is willing to actually be helpful to outsiders.
  • Pet the Dog: The reason he's willing to reason with the ghouls? He recognizes being forced to live in that state is hard enough already without Vault City pushing them around.
  • Reasonable Authority Figure: As a very sharp contrast to Lynette, he'll happily help you repair Gecko's power plant, will go behind her back and give you citizenship for your efforts, and although the ending it was supposed to trigger was Dummied Out, you can get him to talk the city into trading Gecko medical supplies for surplus electricity. Noted in-game, where the dealings with McClure can be rubbed in Lynette's face with remarks about how he's far better suited to lead the city than she is. Creation materials go so far as to say he eventually replaces Lynette as First Citizen, and Fallout: New Vegas states that Vault City has abandoned their old ways in favor of a more pacifistic attitude.

New Reno

    Big Jesus Mordino 
"I always suspected Jesus had ties to organized crime."
The Chosen One

The head of the Mordino crime family in New Reno, he's the main pusher of the highly addictive Jet and is using it to covertly take over the wasteland.

  • Arc Villain: Of the Jet and Redding questlines, as the main pusher of the drug to take over the city and other communities.
  • Death by Irony: He and his family are the biggest drug producers and suppliers in the wasteland, but he suffers a heart condition that makes nearly any type of drug lethal to him. This makes it possible to assassinate him by giving him a somewhat literal taste of his own "medicine."
  • Fat Bastard: Is described as overweight and constantly sweating and gasping for breath.
  • Outside-the-Box Tactic: A keen player will notice that he suffers from a severe heart condition. Feeding him any kind of stimulant, from his own Jet to a simple Nuka Cola, kills him instantly.
  • Resignations Not Accepted: If you refuse his offer to become a Made Man, he decides your skills are so valuable he can't risk you going to work for a rival.
  • Shotguns Are Just Better: His weapon.
  • Stupid Evil: Refuse to become a Made Man after heeding his request to kill the Salvatore family, and he attacks you - keeping in mind the reason he wanted you to kill the Salvatores was because nobody else could defeat them and their laser pistols, and you just did so. The obvious fact that the Mordinos are outmatched against you doesn't seem to register.
  • Wouldn't Hurt a Child: His one and only redeeming quality. Should the player blame him for the death of the Wrights' son (he's innocent, it was actually the Salvatores who killed him) Big Jesus is appalled and snarls "the Mordinos do not kill children!" He'll subvert this with—and only with—Myron for leaving his post, who is so utterly despicable you'd hardly blame him anyway.

    John Bishop 
Head of the Bishop family. He's the middle man in an underground deal with NCR to get Vault City to join the republic.

  • Affably Evil: Don't piss him off and he's a reasonable, well-spoken guy, though with a bit of a foul mouth and Fantastic Racism towards tribals, qualities which half the other characters in the game share anyway.
  • Anti-Villain: While his methods are certainly evil, his ultimate goal is to bring Vault City into NCR's jurisdiction and be rewarded for his efforts by getting New Reno annexed with him in charge of it. If not for the violent and underhanded methods he's using, a player could be tempted to help him in spite of his evil.
  • Arc Villain: He's the villain of the NCR-Vault City quests. He's the one who hired the raiders to attack Vault City and try to pressure them into seeking NCR's protection, and also takes part in other questlines connected to the two cities in the interest of NCR's continued corruption and expansion.
  • Disproportionate Retribution: Reportedly he once skinned a boy who got his daughter drunk.
  • Hypocrite: He has no loyalty to his wife and constantly cheats on her, but will not take kindly to anyone helping her return the favor.
  • Jerk with a Heart of Jerk: Though an ally of NCR, he cares little for the nation itself; he only sides with them because he'll become more powerful by doing so. In the ending where he ends up in control of New Reno, the Bishops become a powerful NCR family who use their influence to protect gambling and prostitution rights for the city.
  • Karmic Death: He prefers to hire private contractors to assassinate his enemies in discrete methods, constantly cheats on his wife, and has his safe booby-trapped out of paranoia someone will break in and find out what he's up to. It's possible to rig the booby-trap in his safe to kill him when he opens it next, getting him killed with the same kind of tactics he'd use himself, and one way to get into his bedroom to do it is to sleep with his wife.
  • Politically Incorrect Villain: He is very prejudiced towards tribals, and that includes the Chosen One.
  • Resignations Not Accepted: Sleep with either his wife or daughter and this becomes the case if you try to refuse his quests. Leave them alone and he's fine with you coming and going as you please.
  • You Are a Credit to Your Race: If the Chosen One does some of his dirty work, he warms up a bit, although he does not completely abandon his snide remarks about tribals.

    Louis Salvatore 
The head of the Salvatores. They're the smallest New Reno family but are not to be taken lightly due to their usage of "lightbringers", aka laser pistols.

  • Achilles' Heel: Salvatore is an old man and relies on an oxygen tank to breathe. Stealing it or have Renesco the drug dealer rigged up a poisoned tank will kill him.
  • Batman Gambit: Arranged for Richard Wright to die of Jet so the Wrights would assume the Mordinos did it, and after they had a mob war the Salvatores would sweep into the power gap they had created.
  • Death by Irony: They arranged for the death of Orville Wright's son by having Renesco poison the boy's jet inhaler. You can return the favor by swapping out Louis's oxygen tank for a poisoned one provided by the same man.
  • Elite Army: The Salvatores are the smallest family, but they have exclusive access to laser weaponry to give them the edge and let them stake a claim the other families with larger numbers don't dare challenge.
  • He Knows Too Much: Salvatore invokes this if you refuse Made Man status after helping with the Enclave transaction.
  • Unwitting Pawn: To the Enclave. The slaves and chemicals he supplies them are used to test and process FEV Curling-13, a viral agent which (if it had been released) would have claimed Louis, his family, and everyone else in New Reno as victims.
  • Video Game Cruelty Potential: All the family heads can be killed by indirect means, but Salvatore offers what can easily be considered the most cruel and sadistic one — steal his oxygen tank, and watch as he slowly suffocates while begging for help.
    The Chosen One: Heh-heh. I love killing old people.

    Orville Wright 
The leader of the Wright family, his family is actually family, consisting of him, his wife, and many, many children.

  • Anti-Villain: The other three familes deal in shady transactions with other factions, or control some portion of the slave, drug or prostitution rings. The Wrights just concern themselves with the alcohol trade. Their ending, if they're the ones in control of New Reno and you smash up their stills, is also the best one for the town. With the alcohol trade gone, the other three families out of power, and no access to the Sierra Arms Depot for arms, the Wrights go straight and reform New Reno into a prosperous city.
  • Death by Irony: Wright is a devoted family man, loving his children more than anything in the world. The easiest way to assassinate him is to give one of his younger kids a loaded gun and tell them to wave it in their daddy's face.
  • Destructive Savior: If you give access to the Sierra Arms Depot for the Wrights, they will use it to wipe out all other families, but leave New Reno in ruins.
  • Even Evil Has Loved Ones: As said, his family is actual family, blood relatives, and they fiercely protect and avenge their own.
  • Hair-Trigger Temper: The bluntest and rudest of all the mob bosses, and will fly off the handle and attack you if you insult him or his family in any way. He calms down slightly if you solve his son's murder. Slightly.
  • I Just Shot Marvin in the Face: Can be invoked as a method of assassinating him if you give one of his children a loaded gun.
  • Ironic Name: Ethyl, Orville's tee-totaler wife, shares her name with ethyl alcohol, also known as ethanol.
  • Reformed Criminal: The Wrights, assuming they control New Reno without gaining access to the Sierra Army Depot's weaponry, eventually abandon their criminal activities and turn New Reno into a scientific city.
  • Straight Edge Evil: Played with, both in terms of 'straight edge' and 'evil'. Family Wright is by far the least villainous of the New Reno crime families, with their only real racket being that they're the city's hooch suppliers (for which they do have around a half-dozen slaves working their stills). That said, Orville keeps his family strictly clean when it comes to chems like Jet, and his wife, Ethyl, wants him to quit making alcohol altogether (which, with your help, the family can be forced to do).

Other Characters

The head of the Slavers of the Den, he locked up Vic for trying to cheat him with a broken radio.

  • The Butcher: His name translates from German as "butcher".
  • Foreshadowing: He catches himself before he lets slip the whole deal, but lets on that he knows about the Enclave's interactions with New Reno and the Salvatores. He wanted the radio from Vic to intercept their communications.
  • Retired Monster: Possibly. If he is alive and Big Jesus Mordino is dead by the end of the game, his business of slavery will go bankrupt and he will close it and switch to the somewhat less evil trade of drug-dealing and pimping. Of course, it's only less evil if he isn't drugging his prostitutes to keep them dependent on him, which is absolutely something he'd do.
  • Sir Swears-a-Lot: He curses very frequently.
  • Starter Villain: As the head of the slavers in the Den, he's the first antagonist you'll encounter for a long time, but it's clear he's small time compared to the families of New Reno.
  • Video Game Caring Potential: Gunning him and his slavers down and freeing their stock.
  • Video Game Cruelty Potential: Joining his Slavers and going out to hunt and enslave innocents for a quick buck...

A tribal member of Bishop's raiders. He was intended to be the tribal responsible for the kidnapping of Sulik's sister.

  • Demoted to Extra: The planned subplot for Sulik's sister was cut, and with it his role in the game.
  • Token Minority: The only tribal member of the raiders Bishop has hired.

A chemist living in New Reno who makes a living as a pill pusher and supplier to both street toughs and the city crime families.
  • Clandestine Chemist: He's very skilled with chemistry and medicine and puts his skills to good use making drugs for New Reno.
  • Death Glare: Whenever he's not into whatever topic you bring up, he tends to fall silent and just glare at you until you change the subject or leave.
  • Jerkass: He is a monstrous dick to you at every turn. Even when you speak to him as a representative of Mr. Salvatore demanding tribute, he gives you a lot of lip before he caves.
  • Jerkass Has a Point: If you ask Renesco if he feels comfortable selling drugs so openly, he points out that most of his customers in these parts are lowlifes, crime lords, slavers, and tribals; all the sorts of people that world would be better off without anyway. He also argues that anyone who buys from him is doing so knowing full well what they're buying and what it'll do to them.
  • Mysterious Past: As your character can point out, someone with his medical knowledge and relatively advanced vocabulary clearly isn't from New Reno. Most characters in the game with medical knowledge comparable to Renesco's learned their trade in Vault City or NCR, but Renesco doesn't seem like the sort to come from either, and most wouldn't leave the comfort and safety of either place for the dangerous streets of Reno. Renesco refuses to divulge any information about himself when pressed, because he knows better than to talk about his personal life in a place like New Reno.
  • Never My Fault: Renesco points out that everyone who buys from him is a fully consenting adult who knows what they're buying and what it'll do to them, so he feels no guilt for whatever happens to his customers as a direct result of his services.
  • Pet the Dog:
    • He manufactures parts for Zaius to fix the air purifier in Broken Hills, charges a very low price for it, and the only hard time he gives you to get them is tricking you with the password, which he does to make certain Zaius sent you. Why he's so uncharacteristically charitable in the matter is unclear.
    • If you get him a new set of eyeglasses (stolen from a trained radscorpion), he tells you he's grateful for them, and (with some hesitation) he can be talked into giving you a discount at his shop as thanks.
  • Red Baron: The townsfolk of New Reno call him "the Rocketman", in an allusion to him supplying them with chems to get high.
  • Small Role, Big Impact: He's the one who supplied the Salvatores with jet laced with poison to kill Richard Wright (though he staunchly protests he had no idea what they'd use it for), and he can also be approached to whip up some fake heart medication to covertly kill Roger Westin. Renesco may be just a back alley drug pusher, but his actions could potentially have a huge impact on the future of the wasteland.

    Roger Westin 
A member of the NCR congress who wants peaceful, civil expansion into the north. He opposes the forceful methods being used to annex Vault City.

  • Anti-Hero: Pragmatic Hero or Unscrupulous Hero -he opposes the NCR's aggression and underhanded tactics in regards to annexing Vault City, and is implied to engage in secret deals with Lynette to help keep the city independent.
  • Cool Old Guy: The man has Nerves of Steel - tell him Bishop hired you to kill him, and without even flinching or protesting, his response amounts to "oh really? I'll pay you twice what he offered if you kill him instead".
  • Cowboy: Described as one. He owns a cattle ranch, though most of the work is done by hired hands.
  • Pay Evil unto Evil: He's aware of the corruption in NCR and uses under-the-table tactics of his own to fight back.

The Enclave

    Frank Horrigan
Voiced by: Michael Dorn (English)note 

"Duty, honor, courage... Semper Fi..."

The Enclave's finest instrument of warfare; Frank Horrigan is described as a "genetically engineered cyborg psycho total homicidal maniac". He was a soldier in the Enclave suffering from numerous mental diseases such as narcissism and sociopathy. After a mission to the remains of the Mariposa Military Base, he got exposed to FEV, and started to turn into a super mutant. He was eventually experimented on by Enclave scientists and made into a living weapon unable to leave his specialized suit of power armor, which continually pumps him with life support. He is the final boss of the game and one of the deadliest things ever to walk the wastes.

  • Ax-Crazy: He kills even when he doesn't have to, and seems to enjoy doing it.
  • Badass Boast:
    Horrigan: You've gotten a lot farther than you should have... but then you haven't met Frank Horrigan either. Your ride's over, mutie. Time to die.
  • Badass Creed: Duty. Honor. Courage. Semper Fi.
  • Benevolent Boss: Based on what interactions are seen of him with his subordinates, Frank does treat them surprisingly well, asking them if they want lunch after completing a mission.
  • BFG: Wields the custom "End Boss Plasma Gun" alongside the gigantic "End Boss Knife".
  • Blade Below the Shoulder: His melee weapon is the End Boss Knife, a gigantic arm-mounted blade.
  • Boomerang Bigot: Horrigan despises "mutants" (a category which includes Wasteland humans), and loves to kill them gratuitously in ways that disturb even the other Enclave soldiers. This is in spite of his own status as a modified super mutant (according to the creators, he doesn't think of himself as a mutant and his status as a super mutant isn't generally known among the Enclave ranks, who generally think of him as something the lab boys cooked up).
  • The Brute: Of the Enclave. He's very direct, aggressive, and strong enough to tear through deathclaws like tissue paper. He's the one the Enclave sends when they need something done and collateral damage isn't a factor.
  • But Thou Must!: Attempting to talk Frank down will have him shut that down instantly. Only one of you will walk away from your final encounter.
  • Characterization Marches On: He's somewhat more eloquent in his early appearances in the wasteland compared to his rougher and more unsophisticated manner of speech on the Oil Rig.
  • Contractual Boss Immunity: Dr. Henry's mutagenic serum (which instantly dissolves all other super mutants) has absolutely no effect on Horrigan, due to the extensive modifications he's had from the standard super mutant baseline.
  • Clingy Costume: Frank's unique advanced power armor is basically welded onto him. It contains several life support systems such as FEV injections to keep him stabilized.
  • Contrasting Sequel Antagonist:
  • Cyborg: He's an organic being under the armor, but it's been grafted onto him so he can't take it off.
  • Damage-Sponge Boss: He has 999 hit points. Even The Master from Fallout only had 500. Horrigan's customized Power Armor makes it very difficult to whittle his HP down, even with the game's most powerful weapons, a full party armed with said weapons, Sergeant Granite's squad and the turrets on your side.
  • The Dragon: As a member of the Secret Service, he's a bodyguard for the President, and is the one the player sees in the wasteland enforcing the Enclave's will.
  • Dragon-in-Chief: A rare version where The Dragon aspect is played completely straight. He's loyal to the Enclave but is a thousand times more of a threat than his boss, the weak, gullible and naive President Richardson.
  • Dragon Their Feet: When you get to fight him, you have already met, and probably killed, President Dick Richardson, put an effective stop to the Enclave's plans, and liberated the Arroyo tribals and Vault 13 dwellers.
  • Dumb Muscle: A somewhat downplayed example: from your conversations with him, it seems he isn't stupid, but even aside from his bloodlust and his deluded bigotry, he has a very simplistic and direct worldview and never reconsiders anything. This is the main reason that, unlike a lot of Fallout final bosses, he cannot be dissuaded from his actions in any manner: when you attempt to get him to understand that what he's doing is pointless, he merely blows you off and starts shooting because he doesn't care.
  • Even Evil Has Standards: Not him, but the other Enclave troopers think he's a freak and a monster and find his massacres unsettling.
  • Evil Sounds Deep: He has a very deep voice and is The Dragon for President Richardson.
  • Faux Affably Evil: Frank maintains an air of politeness with members of the Enclave, but to anyone else, he does nothing to hide that he is a bloodthirsty monster.
  • For the Evulz: Pretty much everything he does before he confronts you in person, from killing Matt, to gunning down unarmed peasants, to brutally picking off the talking deathclaws is less necessity and more excuse to indulge in sadism.
  • Final Boss: The last opponent between you and the final credits. He is also one of the few in the entire franchise that absolutely must be fought- he cannot be talked down or circumvented in some manner.
  • Final Boss Preview: He can be met in a random encounter after leaving Arroyo, in which he and two mooks rather unsuccessfully attempt to interrogate a farmer and his family, before deciding that the whole thing is useless and massacring the whole family. He ultimately decides killing you would be a waste of time, which is good since a near starting character wouldn’t stand a chance against him.
  • Gameplay and Story Segregation: Despite being described as unintelligent, Frank Horrigan has a perfect SPECIAL score of 10 on each statistic, including intelligence. He, the sadistic, blood thirsty super mutant who solves all of his problems by reducing them to red paste, also has a 10 in Charisma.note 
  • The Gloves Come Off: In his initial scenes, Frank kills his targets with his fists. During the boss fight he pulls out his weapons, indicating that now he's getting serious.
  • Half the Man He Used to Be: Gets blown in half in his death animation; he still survives long enough to deliver one last taunt before bleeding out.
  • The Heavy: He is fully subservient to President Richardson, but he is a more active threat and the strongest enforcer of the Enclave’s will. He is also the Final Boss.
  • Hero Killer: Every time he appears, someone's gonna die.
  • Humanoid Abomination: When he got exposed to FEV, Horrigan began to mutate into a super mutant, but the Enclave got him back to base and began experimenting on him, including tinkering with his DNA and injecting him with experimental serums and drugs. When they were done with him, they zipped him up in a custom suit of power armor that was impossible to remove that continually provides him with more drugs to help keep him alive and enhance his abilities, and somewhere along the way he got cybernetic augmentations besides his power armor. At this point Horrigan is simply beyond description aside from the simplistic baseline of "cybernetically enhanced mutant" — whatever the Enclave's scientists did to him, he can't even be classified as a super mutant anymore.
  • Hypocrite: He refers to the Chosen One as "mutie" and talks about how mutants ruined the country, despite the fact that all the Chosen One has is some minor radioactive traces (at worst a sixth toe if you walked through the pools of toxic waste) whereas Horrigan is a 12 foot tall mutated homicidally insane cyborg. According to Word of God, he doesn't even see himself as a mutant.
  • Implacable Man: In various optional cutscenes, he's seen laughing off plasma rifle fire and punching deathclaws in half. With 999 HP and an Armor Class of 45, he can take a lot of punishment.
  • The Juggernaut: Horrigan has 999 HP, a ridiculously high armor class and damage resistances, and is immune to critical hits. He takes an absurd amount of punishment to bring down.
  • Knight Templar: Horrigan is a sadistic monster who enjoys murdering "muties" in ways that horrify even his fellow Enclave soldiers, but in his mind, he's a hero serving a righteous cause by wiping out all mutants so the Enclave and "true humans" can reclaim the Wasteland. His belief in the righteousness of his actions is best illustrated by his dying words.
    Horrigan: Duty... honor... courage... Semper Fi...
  • Lightning Bruiser: He has a very high amount of AP (more than twice as much as most other characters), an absurd amount of health, and a very powerful weapon.
  • Master of All: He's one of a small handful of characters in the franchise to have a 10/10 in every stat. Most of them don't actually do anything for him in his boss fight, but hey. In terms of fighting style, he's very adept at both melee and ranged combat, in-universe capable of tearing humans and even deathclaws apart with one blow; as well as packing the heaviest weapons the Enclave can provide, which he uses to great effect against you.
  • More Despicable Minion: Horrigan serves as this to President Richardson. While Richardson has some regrets over his genocidal agenda, he believes it to be Necessarily Evil for the survival of "true humans". Horrigan, on the other hand, is just a sadist who despises "muties" and enjoys murdering them in ways that horrify even his fellow Enclave soldiers.
  • My Death Is Just the Beginning: After you do him in, he claims his death will do nothing to stop the Enclave. Zigzagged in later installments of the franchise — the West Coast Enclave never fully recovers from the Oil Rig explosion and are regarded as a borderline myth by New Vegas, but the East Coast Enclave does emerge from hiding and attempts to take over the Capital Wasteland — only to be crushed by the Lone Wanderer and Elder Lyons' Brotherhood of Steel.
    Horrigan: The work will go on. You didn't do nothing here 'cept seal your own death warrants.
  • Ninja Pirate Zombie Robot: He's a Super Mutant Cyborg Secret Service Agent.
  • One-Man Army: Frank is, in terms of raw game stats, the single most powerful creature in either Fallout 2 or its predecessor. He has perfect SPECIAL, 185% in four of the five combat skills, 999 HP, 20 AP, very high armor class and damage resistances, and his custom plasma rifle has a burst mode that deals high damage for a low AP cost, letting him fire it three times a round. Even with the Chosen One reprogramming the turrets, talking the Enclave patrol into siding with them, and bringing companions with them, Horrigan holds his own and will likely last more than a few rounds, and on his own turns he's liable to kill at least one character. In terms of story, Horrigan is strong enough to punch apart deathclaws, tanks fire from a plasma rifle like it's nothing, and his stature is most directly comparable to a super mutant behemoth; not to mention he has a custom suit of power armor that's pretty much attached to him and surely is among the best tech the Enclave could provide.
  • Psycho Supporter: He really is loyal to the Enclave, though this seems to be because they allow him to practice his racist beliefs and homicidal tendencies with impunity.
  • Rank Scales with Asskicking: He's one of the top brass in the Secret Service, and is the toughest of their ranks hands-down.
  • Rasputinian Death: Before fighting him you can talk a four-man Enclave patrol into helping you fight him and reprogram the auto-turrets in the room to attack him (doing both is advised as otherwise they help him). Though the actual combat is turn based, the reality is you now have five men, plus however many companions you have, plus the turrets, shooting him up from all directions at once with gatling lasers, plasma cannons, gauss rifles, and whatever else you've given your team. Upon his death, he is blown in half, and yet he still manages to hold on long enough to mock you one last time if you let him — after which, his head pops clean off his shoulders. You then leave his bisected corpse to be blown up on the Oil Rig, likely be crushed by the rubble, and sink into the ocean.
  • Red Eyes, Take Warning: His power armor visor glows red and he's perhaps the most dangerous being ever to walk the Wastes.
  • Shut Up, Kirk!: He'll give one of these in the form of a Pre Asskicking Oneliner if the Chosen One tries to talk him down.
  • Sociopathic Soldier: He is a bloodthirsty soldier in service to the Enclave and openly admits to enjoying killing. His initial kills are done with his bare hands rather than using his weapons, implying he finds killing with his fists to be more fun.
  • Super-Soldier: Gone Horribly Right, this is presumably what the government wanted all along from the FEV.
  • Super-Strength: He can punch deathclaws in half.
  • Super-Toughness: He literally laughs off plasma rifle and minigun fire. His Magic: The Gathering card has the Indestructible rule on the attack, allowing him to shrug off anything that doesn't exile him or reduce his substantial toughness to 0.
  • Taking You with Me: Sets off a nuke in the Oil Rig after he is beaten. It fails to kill you.
  • Talking the Monster to Death: A notable subversion; he's the only Final Boss in the seriesnote  that can't be talked down or avoided no matter how hard you try.
    Chosen One: Can't we talk this over?
    Horrigan: We just did. Time for talking's over.
  • Undying Loyalty: With the oil rig only a few minutes away from self-destructing, Horrigan parks himself in front of the main entrance to make a final stand against the Chosen One who caused the Enclave's downfall (and also stop any deserters who are thinking of jumping ship), rather than make any attempt at escape himself.
  • Villains Out Shopping: Immediately after killing Matt with his bare hands, he chats casually with two Enclave soldiers about grabbing some lunch.
  • World's Strongest Man: A serious contender for the title, assuming it isn't him already. Outside of Liberty Prime, there is probably nothing in the wasteland that can take him in a 1-on-1 fight, given that he can rip deathclaws in half with his bare hands. Even the player character at full strength is unlikely to be able to take him on alone, given that his boss fight practically encourages you to face him with your companions, an entire Enclave squad, and a room full of turrets to assist you!
    • For his Magic: The Gathering card, per Mark Rosewater, the design team specifically wanted him to be the strongest mutant. While some of the other cards can be more powerful given time or resources - Lily can grow to have better stats after several turns, for example - Frank Horrigan, right out of the gate, is bigger and scarier than most of the Magic cards that represent gods.
  • Would Hurt a Child: The first time you see him, he orders a pair of soldiers to gun down a family of peasants. Among them is a little boy.
  • You Shall Not Pass!: Continuing the quote in Badass Boast above:
    Chosen One: Who?
    Horrigan: Me, Frank Horrigan, that's who. United States Secret Service. You're not going anywhere from here.

    President Dick Richardson
Voiced by: Jeffrey Jones (English)note 

"The only way for true humans, and democracy, to be safe is to cleanse the mutants from the globe. We humans will take back that which is rightfully ours."

The current president of the Enclave living on the Oil Rig.

  • Affably Evil: He's quite friendly and polite, even after you tell him who you are and that you plan to stop him.
  • Bald of Evil: He's bald save for a few wisps of hair.
  • Big Bad: The leader of the Enclave and thus primary antagonist of the game. Frank Horrigan is a significantly greater threat and is the Final Boss, but he serves Richardson.
  • Bitch in Sheep's Clothing: While he'll act affable to the Chosen One and maintains that his genocidal plan is a necessary evil, a transcript of his State of the Nation address shows a more callous side to him. In particular, he comes across as eager to "gas all those damn mutants" as soon as possible.
  • Can't Take Criticism: According to the Enclave communications officer, President Richardson has a habit of interpreting any criticism as disloyalty and sends complainers to lifetime shit assignments in the Wasteland as punishment.
  • Composite Character: He has elements of many of the last several U.S. Presidents that served in the years immediately before Fallout 2 was made, including Bill Clinton's various sexual escapades, a physical resemblance to Jimmy Carter, and Richard Nixon's first name.
  • Condescending Compassion: If the player tries to pick the diplomatic options in the conversation with him, they will quickly realize that he is oozing with this trope. In his view of things, it's perfectly alright that the Chosen One can't understand the necessity of the Enclave's plan to kill tens, if not hundreds of thousands of innocent people to pave the way for the "pure" humans, they are just a mutant, so it's not their fault they can't see the bigger picture, after all. The way he sees it, only a "pure" human like himself have the brain for such high level thinking, and if the Chosen One were actually "pure" themselves, they would definitely and unquestionably agree that the Enclave's impending genocide is for the best.
  • Contrasting Sequel Antagonist: President Richardson serves as one to the previous Big Bad, the Master. While both are Well Intentioned Extremists with a genocidal end goal and devoted followers, they have far more differences than similarities. Whereas the Master is a heavily mutated abomination who believes the only way to save the world is to convert all humans into Super Mutants to eliminate the differences that drove humanity to tear itself apart and destroy the world, President Richardson is a non-mutated human who serves as a living remnant of the Old World prejudices that triggered the Great War and wants to commit wholesale genocide against any even slightly mutated individuals solely because he perceives their differences as a threat to "pure" humans like himself. While the Master was mercurial and aggressive, he intended to spare some humans, albeit sterilizing them and keeping them under Unity control, and could ultimately be talked into killing himself out of guilt upon being shown scientific evidence that his plan would never work, President Richardson is Affably Evil but ultimately a fundamentalist and absolutely nothing the Chosen One says to him by appealing to logic or morals will sway him from his genocidal endgame. And while the Master, if unable to be talked down, proves himself to be a challenge in a fight, President Richardson is a non-combatant who can easily be killed by the player.
  • A Dick in Name: Affably Evil personality aside, he's still planning on mass genocide. Just to really hammer it home, he is also a Dick (or rather "Son of a ' Dick") in his last name.
  • Dirty Old Man: Richardson's portrait and in-game description indicate that he's an older man, but it's rather obvious that he doesn't keep his much younger secretary around to take notes.
    Secretary: The President says I kiss the best.
  • Final Solution: The Project that President Richardson is spearheading is the genocide of all mutated lifeforms so the "true humans" that make up the Enclave can be free to colonize the Wasteland and restoring their version of the United States.
  • The Fundamentalist: No matter what the Chosen One says to him, President Richardson cannot be talked out of his genocidal scheme or made to see the error of his ways. The Chosen One's claims that slightly mutated humans are still humans is met with Condescending Compassion that the Chosen One would only understand Richardson's point-of-view if they were a "true human" like Richardson himself, while the Chosen One arguing mutation is turning the inhabitants of the Wasteland into something better will only bolster his resolve by saying that makes it all the more vital to save "true humans" from an evolving threat. Richardson also mixes his jingoism with religious dogma too, should the Chosen One call him insane.
    President Richardson: I assure you, I'm quite sane, as is everyone on the Project. We're dedicated to the salvation of the human race. You can call single-minded dedication to a cause madness, I suppose, but if so, it's divine madness.
  • Just Between You and Me: When you make it to his office, he'll detail the Enclave's entire plan to you even if he's entirely aware you're an outsider come to stop it. He won't even call the guards on you afterwards unless you outright attack him.
  • Karmic Death: It's possible to kill him by making him O.D. on super-stims you've probably gathered around the wastes. It's actually preferable to do it that way, because if you don't you'll have an entire base of Enclave troopers on your ass.
  • Knight Templar: He is convinced that his plan to enact a genocide upon the wasteland is justified for the greater good of the "pure" vestiges of humanity.
  • Mr. Exposition: He's your go-to source for everything there is to know about the Enclave's motives and history, and is even polite enough not to call the guards on you even though you're an obvious intruder with every motivation to stop his plan.
  • Necessarily Evil: How he sees himself. He's fully aware he's going to wipe out tens of thousands of people with his plan and realizes it's a horrible thing to do, but considers it needed for the United States to be reborn as a proper country.
    President Richardson: Oh, I don't relish this decision. If there was another way - but there isn't. No price is too high for the survival of the human race. If you were human, you'd feel the same way.
  • Nepotism: His political career was greatly advanced by his father, the former President Richardson. In five short years his father helped him go from a Congressman to the next President of the United States.
  • Nice to the Waiter: Richardson is remarkably polite and willing to chat with players disguised as Enclave troops or scientists, especially considering the Chosen One is approaching him within a few hours of his Evil Plan being realized.
  • No Celebrities Were Harmed: Though he's not as obvious as his VP, there's a good handful of Bill Clinton jokes scattered around him, most obviously his secretary.
  • Non-Action Big Bad: Being a regular civilian in a suit, he isn't even armed. Frank Horrigan more than makes up for his lack of combat prowess... as do all the Oil Rig's other Enclave troops, who will dogpile you if you shoot him.
  • Pet the Dog: He defends Vice President Bird if the Chosen One calls him a drooling idiot, referring to Bird as a national hero for testing the modified FEV anti-toxin even though it gave him brain damage.
  • Permanent Elected Official: He's on his fifth term as President and got the job largely thanks to his father, President Richardson Sr, who was also his predecessor.
  • President Evil: Dick Richardson is the President of the United States who seeks to completely eradicate all non-Enclave humans in the wasteland. The ending explains that after Enclave's defeat, the very title of President is used as a bogeyman to children (even though NCR still uses the title of President)
  • Repetitive Name: Yes, his name is Richard Richardson.
  • Skippable Boss:
    • Killing him isn't strictly necessary to destroy the Oil Rig, but it is the only way to acquire his Presidential access keycard, which makes the Final Boss battle with Frank Horrigan much easier by turning the auto-turrets in the lobby to your side instead of his.
    • Also, killing him is supposed to turn the entire Oil Rig hostile to you if it wasn't already, but killing him by overdosing him with super stimpacks helpfully averts this.
  • Stupid Evil: You almost feel sorry for him because of just how gullible and naïve he is. You can say directly to his face that you're there to kill him and everyone else on the rig, and he won't call any guards or defend himself. Instead, he just glowers at you and tells you it's too late to stop his plan even if he dies. He's wrong, by the way. Strangely enough, he will call for his guards if and only if you are at 3 or less Intelligence (they still won't come, though).
  • What Measure Is a Non-Human?: As with most of the Enclave, anyone living out in the Wasteland has been exposed to radiation and is therefore a mutant and expendable. Vault citizens are the only exceptions, and even they are of limited value (they can be freely kidnapped For Science! if necessary).

    Vice President Daniel Bird 
"Where did my two gallons of strawberry ice-cream go?"

The current vice president of the Enclave. He volunteered for an experiment to test out an early version of the modified FEV virus, and it didn't quite work. He suffered heavy brain damage, rendering him useless for any purpose beyond sitting in an office and staring at the walls. He now spends his time mumbling to himself and obsessing with spelling and grammar as if it was the greatest discovery of the century.

  • Cloud Cuckoo Lander: Most of his dialogue consists of absurd but genuine quotes from Dan Quayle repeated in an endless loop.
  • Grammar Correction Gag: He insists that "potato" is in fact spelled "potatoe" and has composed a list of many words he believes should be changed. A parody of the infamous time Dan Quayle hosted a spelling bee in an American school and "corrected" one of the students by saying that "potato" is spelled "potatoe." President Richardson says his spelling has actually improved since receiving brain damage.
  • Harmless Villain: Despite being one of the highest-ranking leaders of the Enclave, he is completely non-hostile and harmless. Killing him will in fact cost some Karma.
  • Laser-Guided Karma: Bird was in on the Enclave's plan to commit genocide against every mutated individual in the Wasteland. It's fitting then that Bird received brain damage from taking the experimental anti-toxin that is meant to make the Enclave immune from the effects of their own virus.
  • No Celebrities Were Harmed: He is an obvious parody of the infamous American vice president Dan Quayle.
  • Vice President Who?: As a Vice President, he doesn't do anything except mumbling to himself in his office.
  • Villainous Valor: He was brave enough to volunteer for a test of the modified FEV virus, which ended up turning him into a moron.

    Doctor Schreber 
"Let's just say that I can 'customize' people or animals."

The Enclave's lead scientist at Navarro, doctor Schreber is even more immoral than the rest of the Enclave. His constant horrific experiments have disturbed the base, and resulted in the commander ordering his room soundproofed. You can come across him in your visit to Navarro, where you have to kill him to obtain the companion K-9.

  • Dirty Coward: He cries and tries to flee if you threaten him.
  • For Science!: His motivation for his experiments.
  • Karmic Death: His room is soundproofed because the rest of the base didn't want to hear the screams of his patients, so if the player just remembers to close the door behind them, it is possible to kill him without the rest of the base noticing.
  • Mad Scientist: Read the above description under Karmic Death. Whatever he was doing, his lab was so often filled with screams they soundproofed the walls so the base doesn't have to know what's going on.
  • Morally Ambiguous Doctorate: Very depraved and cruel, along with intelligent.

    Enclave Communications Officer
Voiced by: Kevin Michael Richardson (English)note 

An unnamed Enclave officer working on the Oil Rig. He can be contacted/prank-called via a terminal at Poseidon Oil.

  • Berserk Button: He starts stuttering in anger if you ask him who the president is.
    Communications Officer: The President of the United-fucking-States-of-America. Who'd you think I was talking about? Who the fu - who is - what - I should kick your fucking ass, who is this?
  • Butt-Dialing Mordor: An object lesson in the importance of caller ID.
  • Deadpan Snarker: One of the best examples in the entire game.
    Communications Officer: Now, I've had enough of your bullshit. How would you like to play dodge-the-plasma with the Assault Squad? Huh?
  • Disproportionate Retribution: Sends/threatens to send a squad of power armored stormtroopers in a gunship to hunt you down... all because you made a prank call.
  • The Faceless: He never takes off the mask of his Power Armor.
  • Faux Affably Evil: While polite and reasonable when he thinks he's talking to Enclave personnel, when he figures out who you really are, he takes a droll and condescending tone.
    Communications Officer: Chosen One, huh? Well, uh, pardon me for not blowing sunshine up your ass, but I'm a little too busy for this bullshit.
  • Hair-Trigger Temper: Ticking him off is pretty easy. Within a few sentences he begins getting annoyed.
  • Power Armor: He's often seen wearing the Mark 2 Power Armor (As Sergeant Arch Dornan refers to it), something that is typically issued to officers or soldiers, and not bureaucrats.
  • Punch-Clock Villain: He's a social guy when under the impression that you're a fellow Enclave soldier. He's patient and helpful, and makes small talk about how annoying his job is, what with the Pointy-Haired Boss and numerous pieces of faulty equipment. Despite seemingly being devoted to the Enclave's cause, he's also just a low level grunt who doesn't know much about what's going on, and will openly mock his superiors. Hell, even when he's talking about sending in the Vertibirds to kill you, he entertains you asking how they'll take you out. He seems to view it more like exterminating a mouse more than the sworn enemy of the Enclave.
    Communications Officer: It does seem like everything's a damn secret, though, huh? All the special ops on the mainland. I don't see how anything gets done.
    Communications Officer: Yeah, you can say that again. And everything's always tighter out here at ENCLAVE when the fuckin' President's watching us like a hawk.
  • Sarcasm Mode: After he dispatches (or at least threatens to dispatch) an assault squad to kill you, he ends the conversation with "Have a nice day".
  • Sir Swears-a-Lot: Has a very foul mouth.
  • Snark-to-Snark Combat: If the Chosen One talks like a smartass to him, he matches them with his own American-brand sass.

    Sergeant Arch Dornan
Voiced by: Peter Jason (English)note 

A drill sergeant in the Enclave stationed at Navarro. An otherwise minor and unremarkable character, except they gave him a voice and his voice actor ran wild with it.

  • The Brute: A much more traditional version role-wise; While Frank Horrigan may be this due to his freakish size and strength, he's still The Dragon to the President. A Brute should be a particularly mean commander of a regiment, but not be so high as to be the President's personal bodyguard, and Sergeant Arch Dornan fits the role perfectly, being a tough, aggressive sergeant in control of Camp Navarro.
  • Disproportionate Retribution: If you approach him out of uniform three times, or talk to him while you are wearing armor but not standing guard three times, he'll punish you with death.
  • Don't Call Me "Sir": It's one of his many Berserk Buttons, as mentioned above.
  • Drill Sergeant Nasty: And how! In Fallout: New Vegas, Cannibal Johnson mentions the time Dornan chewed out the Chosen One with an ear-blistering rant, simply for having been caught out of uniform. This left such a lasting impression, he still recalls it vividly over forty years later!
  • Expy: Of Gunnery Sergeant Hartman.
  • The Faceless: You never see him without his Power Armor helmet.
  • Hair-Trigger Temper: Call him "sir," come to him out of uniform, leave your post, question orders... yeah, it's not hard to tick him off. Here are a few of his Berserk Buttons:
    • Do not question his orders.
    • Do not lose your uniform.
      Dornan: Welcome to Camp Navarro. So, you're the new replacement. YOU ARE OUT OF UNIFORM, SOLDIER! WHERE IS YOUR POWER ARMOR?! (...) Don't have any? (Beat) You expect me to believe that, MAGGOT?! The truth is, you've lost an expensive piece of army-issue equipment! That SUIT is gonna come out of your PAYYY! AND YOU WILL REMAIN IN THIS MAN'S ARMY UNTIL YOU ARE (inhale) FIIIIVE HUNDRED AND TEN YEARRRS OLD, WHICH IS THE NUMBER OF YEAAARRRS IT WILL TAKE FOR YOUUUU TO PAY FOR A MARK II POWERED COMBAT ARMOR YOU HAVE LOOOST! REPORT TO THE ARMORY AND HAVE A NEW SUIT ISSUED TO YOU, THEN REPORT BACK TO ME, PRIVATE! DISMISSED!
    • Do not let a civilian on the base.
    • It gets worse if you get caught in the second time, even if you have any companions on your side:
      Dornan: Well I'll be damned. I had the bunch of you escorted off this base and here you are again! I don't think you're civilians after all. More than likely you're SPIES! SOUND THE ALARM AND EXECUTE THESE MAGGOTS!
    • Do not let him catch you outside your post.
      Dornan: Trooper what are you doing here!? GET BACK TO YOUR GUARD POST!
    • Do not call him Sarge if he doesn't like you. He won't. Ever!
      Dornan: If I like you, you can call me Sarge. But guess what? I DON'T LIKE YOU! DO YOU UNDERSTAAAND?!
    • Do not call him 'sir.'
    • Do not mess with his supply chain. Uniquely, he doesn't yell at you directly, but instead you get to hear him complain loudly about the incompetent Enclave quartermastery.
      Dornan: Those paper-shuffling jackasses! How the hell do they expect me to run this unit if they keep shortchanging me on supplies!
  • Deadpan Snarker: The closest you'll get to this is when you approach him with low Intelligence. At least he doesn't yell his head off. Other time, he's a Large Ham-kind of snarker.
    Dornan: Aaaw, lovely. They've sent me a MO-RON!
  • Large Ham: Did you take notice of all the shouting he does yet?
  • Leaning on the Fourth Wall: If you meet him while him out of uniform then talk to him again in uniform like he asked:
    Dornan: Eeeeexcellent! You're in uniform now, so I'm going to give you a rare opportunity. We are going to start over as if I never met your sorry ass. Would you like that, soldier?! [The conversation then cycles back to what he would have said if you'd been in uniform in the first place]
  • No Indoor Voice: Nor, indeed, one that's suitable for use outdoors, either.
  • Pet the Dog: If the Chosen One has low Intelligence, he cuts out most of his usual yelling in his introduction and just explains your job in clear and concise terms.
  • Power Armor: Which he never ever takes off.
  • Pragmatic Villainy: To an extent. He'll give you shit when you're out of armour the first time, but if you convince him you were told to get from him, he directs you to the quartermaster while grumbling about the camp's sloppy beauracracy. If you're low-Int, he knows that his usual brow-beating won't work on you, so he cuts to the chase and tells you exactly what you're going to be doing. If he catches you sneaking in the first time, he'll mistake you for a civilian and order you escorted out, when it would honestly be easier to just have you shot. But if you sneak in again, he'll wise up and alert the rest of the camp.
  • Punch-Clock Villain: He has a nasty attitude but is not particularly villainous. If he catches you sneaking around the base he will simply chastise his soldiers for letting a civilian onto government property and have you escorted outside. Most Enclave soldiers would have shot you on sight.
  • Suddenly Shouting: Achieves a few moments of these, which is impressive, considering his default volume.
  • Tranquil Fury: Should you piss him off to the point where he decides to kill you, he'll tell you in a surprisingly serious and quiet (well, relatively quiet) voice:
    Dornan: You are a danger to us all. That will end now.
  • They Call Me MISTER Tibbs!: "If I like you, you can call me "sarge". But guess what? I DON'T LIKE YOU! DO YOU UNDERSTAAAND?!"

    Dr. Charles Curling 
"That's preposterous. You're no more like me than a mutated, two-headed cow is like a normal heifer."

Lt. Colonel Dr. Charles Curling is the scientist in command of the United States Chemical Corps. He's a minor character but his genius instrumental in some of the Enclave's biggest plans.

  • Even Evil Has Standards: Despite creating the genocidal virus for the Enclave's agenda, he does have some buried humanity, and the idea of wholesale genocide of mutated "near humans" bothers him more than he lets on. His conscience can lead to a possible redemption.
  • The Evil Genius: He's the one in-charge of modifying the FEV strain into a genocidal virus for the Enclave to use to retake the world. He was so vital to the Project that President Richardson mentioned him in his State of the Nation address.
  • Fantastic Racism: Like most Enclave personnel, Curling doesn't even consider people with the slightest mutated DNA to be true humans anymore. However, the Chosen One can convince him that mutated humans are still humans or still deserve a chance at life.
  • Final Solution: He's in charge of modifying the FEV into an airborne strain that will wipe out all mutated life so that the "real" humans can reclaim the United States.
  • Genocide from the Inside: He can be convinced to wipe out everyone living on the Enclave Oil Rig, to prevent the people on the Enclave Oil Rig from killing everyone else.
  • Heel Realization: He can be convinced into realizing how monstrous his actions are and turn against the Enclave out of remorse and to prevent a greater evil.
  • Jerkass: When the Chosen One first meets him, he's a highly irritable, impatient and unpleasant individual.
  • Mad Scientist: He's a scientist instrumental in the genocidal plans of a fascist government. Though if you talk to him, you can get him to act on his suppressed conscience.
  • Minor Major Character: Even though he only appears on the Enclave Oil Rig and can be easily killed or ignored by the Chosen One, Curling is responsible for both the modified strain of the FEV that's instrumental in the Enclave's Evil Plan, and turned Frank Horrigan into the killing machine he's known as.
  • Plague Master: He's the one responsible for the modification of the Forced Evolutionary Virus, turning it into the FEV Curling-13, a lethal airborne toxin that would kill anyone
  • Redemption Equals Death: With a high Speech and Charisma, Curling can be convinced about the immorality of his actions, at which point he'll inoculate the Chosen One, the Arroyo villagers and Vault 13 residents with the virus's vaccine. Then he'll release the modified FEV into the Oil Rig, killing the Enclave personnel, while he dies when the Oil Rig self-destructs.
  • Well-Intentioned Extremist: He's another Enclave member who drank the Kool-Aid and believes the complete genocide of all mutated humans will save the world and allow "real" humans to assume control of the planet.
    Chosen One: You really think you’re doing the right thing, don't you?
    Dr. Curling: Yes, I do. There is no price too high to pay for the survival of one's species.
  • Wicked Cultured: Though he starts off evil, if convinced to sacrifice himself and turn against the Enclave, he'll sadly recite a portion of William Blake's The Tyger.

    Sergeant Granite 
An Enclave soldier stationed on the Oil Rig. The leader of the Enclave Control Company, a fire team assigned to aid Frank Horrigan personally in his missions.

  • And the Adventure Continues: According to the Fallout Bible, after defeating Horrigan, Granite and his men "hopped aboard the tanker, and escaped to the mainland after watching the fireworks from the top of the tanker, whispering "gawd-damn" to themselves and throwing suggestive glances at the women from Vault 13 and Arroyo. After reaching the mainland, they headed north to Navarro and were never heard from again, though their adventures could fill several eras worth of pulp comics."
  • Defector from Decadence: Him and his squad.
  • Even Evil Has Standards:
    Granite: (on Frank Horrigan) He's going to mop the floor with you. He's tough, fast, and just plain mean. I've seen what he likes to do to mutants and it ain't pretty... I don't like to talk about it. It gives me nightmares. Let's just say that those walls aren't covered with rust, exactly.
  • The Faceless: He never takes off his helmet.
  • Heel–Face Turn: He offers to help you out against Frank Horrigan in exchange for a ride off of the rig.
  • Noble Bigot: Even after he allies himself to the Chosen One, he still refers to the Chosen One as "mutie", albeit without real rancour.
  • Punch-Clock Villain: Like many Enclave soldiers, he's not really ideologically loyal. He's not even personally a bad guy. He just needs convincing that you have an alternative to getting shot (either by you or by his superiors for insubordination). Hell, not only does he prefer to talk to you rather than shooting immediately, but even if you fail to convince him to side with you, he and his squad will still sit out the final battle instead of siding with Horrigan unless you actually run into the room they're standing around in during the fight.
  • Praetorian Guard: He and his team were assigned to help Horrigan. True to the name of the trope, he can instead be talked into helping to kill him.
  • Pragmatic Villainy: He's smart enough to realize that he gains nothing by shooting at you, and that you're his only hope in getting off the rig alive.
  • Power Armor: He and his men are unique in that they wear the mark II version of the Enclave's power armor. Every other Enclave soldier gets mark I.
  • Shock and Awe: He's equipped with a Pulse Rifle.
  • What Happened to the Mouse?: Never heard from again in the sequels, not even in New Vegas where Enclave survivors play a minor role.