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Character page for the cast from Fallout 3. Some spoilers may be unmarked.
A large settlement built into the remains of the "Afterlife" exhibit in the museum of history. It is noteworthy as being the only all ghoul settlement in the wasteland as well as possibly their only safe haven from the bigoted humans that roam the outside world.
Carol and Greta
"Alright, but if you pass out, I'm just going to roll you into the fire." -Greta
Two ghoul business partners and possible lovers of sixty years, currently operating a restaurant and hotel in Underworld. Carol was one of the first people to settle at Underworld, after losing her father to a nuclear explosion while fleeing for shelter. Carol is also the adoptive mother of Gob, which according to her, Greta made very jealous.
- Break the Cutie: If Carol loses both Greta and Gob, she will become very depressed.
- Deadpan Snarker: Greta.
- Lipstick Lesbians: They're very heavily implied to be in an relationship; though they never say so directly, they do share bed and Greta is very possessive of Carol.
- Mama Bear: Despite her being one of the nicest characters in the game, If you tell Carol you killed Gob, she'll immediately turn hostile. And if you did that by nuking Megaton, literally the entire settlement-including Charon even if he is a companion-will turn hostile.
- Nice Girl: Carol.
- Parental Substitute: Carol was one to Gob, much to Greta's annoyance, before he was "hired" by Colin Moriarty. If you inform her that he has been enslaved and forced to work for a Moriarty in Megaton, she'll express sadness at what happened to him, but will be glad to know he's safe and will tell the player, to say she said not to try and escape, reasoning that slavery is preferable fate to being killed out in the wasteland.
- Plucky Girl: Despite losing her father at a young age and being turned into ghoul both due to the nuclear attacks, she has remained a very friendly women who even wears a sundress.
- Vague Age: Carol describe herself as a little girl when the bombs fell, but given her birth date, she would be at least twenty five at the time. Though, she could've meant relatively speaking, given her current age...
A ghoul in a suit who gives the wanderer a task to kill five bigoted humans and retrieve keys they carry as proof of their deaths. However, there's more to the story than he tells you.
- Badass in a Nice Suit: He doesn't seem like much when you first meet him and asks you to do most of his dirty work for him, but once you deliver all the keys to him he'll trek all the way across the wasteland by himself to retrieve a suit of rare power armor.
- Boom, Headshot!: His quest name is even "You gotta shoot em in the head." Mr. Crowley also won't give you the full bounty unless the target dies from a headshot. Or you get him to reveal that he is just after the keys.
- Fantastic Racism: The reason he gives for wanting the humans on his list dead. In reality, the only bigoted one is Tenpenny.
- Kick the Son of a Bitch: Claims the murders he wants done are this, since they're all ghoul-hating bigots. Actually only Tenpenny is; one of the targets is actually just the son of the actual man he wants dead.
- Shout-Out: On a meta level. The Prima Official Guide just couldn't resist putting the lyrics to Mister Crowley as the quest descriptors.
- What the Hell, Hero?: If you use the keys yourself to get the power armor, all Mr. Crowley will say to you after that is "You stole what was rightfully mine. Get lost."
- You Have Outlived Your Usefulness: If you follow him when he heads off with all four keys, he eventually turns on you.
The proprietor of one of Underworld's two bars. He seems to only care about making money and isn't above using questionable means to get it.
- 0% Approval Rating: He tells the Lone Wanderer that the reason he doesn't have Charon kill Greta is because everyone in town already knows how corrupt he is and would instantly go after him with a lynch mob. No one cares at all about him being shot in the face by Charon either, even though it happens right in front of everyone.
- Affably Evil: One of nine characters in the game with a "Very Evil" karma ranking, but he still treats customers well.
- Corrupt Corporate Executive: Or at least the closest thing possible to one in a post apocalyptic world. He'll even offer you Charon's contract if you get rid of his competition.
- Even Evil Has Standards: If the Lone Wanderer asks him if Charon is Ahzrukal's slave, the latter will quickly tell the former that he is utterly against the practice and is offended at the very idea of himself practicing slavery.
- Pragmatic Villainy: In addition to slavery he is also against the racism between humans and ghouls common through the wasteland. While he could be genuinely disgusted at these actions, it may also be that both practices are very bad for his business. (Slaves can't spend caps no matter how miserable they get and turning away humans would lose him lots of potential business.)Ahzrukal: "Human. Ghoul. Your caps all spend the same."
- Too Dumb to Live: He tells you himself that he believes that Charon holds no end of animosity towards him, but won't touch him so long as he holds his contract. You can then buy this contract from him for as little as 500 caps with a speech check, causing Charon to walk over and send his former employer into an early retirement.
A Mr. Gutsy robot who patrols underworld and keeps the residents safe... a task which he despises with every fiber of his being.
- Ax-Crazy: He desperately wants to kill every last underworld resident. The only thing stopping him is his combat inhibitor chip...
- Comedic Sociopathy: He absolutely wants to murder all the ghouls that he is forced to serve... but can't so long as his combat inhibiter chip is intact.
- Fantastic Racism: Tells the Lone Wanderer that he pretty much despises ghouls right to his face.
- Meaningful Name: Cerberus was a three-headed demon dog who guarded the entrance to the underworld. This Cerberus is a robot with three sensor nodes who guards the town of Underworld.
- Robotic Psychopath: Oddly, he only seems to feel this way about ghouls, though he will happily wipe out all of Underworld if the player disables his combat inhibiter chip.
- Video Game Cruelty Potential: A player with the robotic expert perk can disable his inhibitor chip and watch with demented glee as he slaughters the entire town.
A relic hunter originally on a job from Abraham Washington in Rivet City to retrieve the Declaration of Independence. Once the player meets up with her, they can either team up with her, ignore her and finish the quest themselves (collecting her reward while they're at it), or murder her in cold blood to collect her reward as well.
- Arms Dealer: If she survives "Stealing Independence" she'll set up shop in Underworld and become a weapons and ammo vendor.
- Determinator: Not the most enduring of potential allies (you have to trade her stimpaks every time you want her to heal), nor the most powerful (her personal weapon is her own 10mm SMG, which is rapidly eclipsed by a good number of other weapons), but even if she's limping and up against superior firepower, she just won't back down. Also applies even if you complete the quest on your own, ignoring her completely: she will eventually track you down somewhere in the Wasteland, and she's understandably pissed that you took her reward caps. Thus, she and a friend of hers attack you with full fury. Granted, since she's up against the Lone Wanderer, she's got next to no chance, but points for trying.
- Disappeared Dad: After working with her, she opens up just a bit to the player, admitting that her father went out one day when she was young and never came back, and saying she hates him for it. Later revealed in a hidden holotape to have been caused by his unplanned death; he went to the Statesman Hotel to make a deal that would have helped them move to a better place, but the other person turned on him, and they ended up killing each other.
- Does Not Like Men: Mostly because they keep hitting on her.
- Expy: Of Sydney Fox from Relic Hunter.
- Guest-Star Party Member: Joins you to find the Declaration of Independence, but only for that quest. She's also the game's only Guest Star Party member who's 1) decent in a fight, and 2) can be taken anywhere, rather than being limited to a specific area.
- It May Help You on Your Quest: Of the more mundane variety; if you deliver her father's Last Words to her (see below), she gives you her customized 10mm submachine gun. Said weapon deals 2 more damage and holds 20 more rounds per magazine than the usual SMG; a great weapon in its own right, especially with how easy it is to get 10mm ammo. Alternatively, you can just take it from her by agreeing to team up with her, letting her charge off on her own, and looting her corpse for it.
- Last Words: Not hers, but her father's. If she survives to the end of the quest she helps you with, and you ask about her father, you can find his final message in the Statesman Hotel. Upon delivery to her, she tearfully forgives him for what he had wanted for her, and presents her unique 10mm SMG as a gift to you, saying that with her relatively safer work in the Underworld, you'd need it more than she would.
- Missing Mom: Raped and killed by raiders.
- Retired Badass: After finishing the Declaration heist, she decides to retire to the Underworld and set up shop as a weapons dealer, due to the facts that it's safer work, and because the ghouls there don't blatantly stare at her ass.
- Ship Tease: With the Lone Wanderer regardless of gender, who they grow close to and can have her family issues resolved thanks to.
- Distracted by the Sexy: She lampshades this in one of her quotes when she is a companion.Sydney: Focus on the mission and not on my ass, please.
A sleazy ghoul salesman who appears in Underworld after the main plot if broken Steel is installed. He claims to be selling a special tonic water that is more potent than Aqua Pura and states that he can even reverse ghoulification. However, something about his sales pitch seems a bit off...
- Dodgy Toupee: Griffon is the only ghoul in Underworld with a full head of hair... or at least he would be if it wasn't obviously a wig.
- Large Ham: Just listen to him talk about his product for a few minutes. The man is, if nothing else, committed to selling you a bottle of Aqua Cura.
- Snake Oil Salesman: His amazing Aqua Cura is really just common irradiated water with a fancy name. He does buy the genuine article from Scribe Bigsley but dumps it out to sell to raiders, slavers and other groups who the Brotherhood won't give it to. If the player wants to they can continue to let him run his operation in exchange for a cut of the profits or convince him to go legit and sell the real deal to everybody.
A small settlement to the north that is home to a few wastelanders, merchants, and a couple of crazy people who think that they are superhumans. Unfortunately, these two nuts have been causing the town no end of problems as the two fight in the streets and endanger innocents.
The founder and mayor of Canterbury Commons, Uncle Roe, is also the organizer of the merchant caravans that visit the major settlements of the wasteland. The caravans consist of Crow, the armor merchant, Doc Hoff who peddles food and medicines (including drugs), Crazy Wolfgang who sells anything he can, and Lucky Harith who specializes in weapons.
- Arms Dealer: Lucky Harith oversees the weapons trade. He espouses the viewpoint that this is his way to try and bring peace to the world; when everyone has a gun, no one will be using them.
- Because You Were Nice to Me: If you slide some caps to Roe to expand their inventories, they all show their thanks by giving you rewards.
- Blood Knight: Harith is a more restrained version. He enthusiastically loves his guns and thinks that selling them to others is the best way to ensure their safety.
- Double Entendre: Wolfgang loves talking about "his junk," as other characters comment on wryly.
- Dr. Feelgood: Doc Hoff sells medical supplies, foodstuffs, and chems in equal measure.
- Intrepid Merchant: All of them travel the wastes gathering their goods of choice to sell to visitors.
- Merchant City: Played with. Canterbury Commons is lead by Roe who founded it as a place for caravans to stop over, and they provide the town's main source of supplies, but most of the townsfolk aren't into trading.
- Severely Specialized Store: Each of the merchants sells a specific type of product, though as with all other merchants they'll buy whatever you want to pawn to them.
- Shaped Like Itself: "Crazy Wolfgang's got just what you need, assuming you need the random junk that I've got."
- Rest-and-Resupply Stop: What Roe provides the caravans; a good meal and a safe, free place to sleep on the caravan routes.
- Vendor Trash: Crazy Wolfgang specializes in selling random junk.
Machete and Dominic Ellsadro
Dominic is a former mercenary and the head of security in Canterbury Commons. Machete is his young apprentice and former defender of Little Lamplight, who he found after she got lost on her way to Big Town.
- Little Miss Badass: Machete had been protecting Little Lamplight since she was seven years old.
- Knife Nut: Machete is hinted to be one.
- Meaningful Name: Machete got her name after single handedly killing a mole rat with a large knife, at just seven years old.
- Parental Substitute: Dominic is this to Machete, who like all the children born in Little Lamplight never had any real parental figures.
- Nice Guy: Dominic.
- Retired Badass: Downplayed with Dominic, who still works as head of security, but has retired from his life as a mercenary after one near death experience too many. Which according to him, is something most mercs never get to do.
Better known as The Antagonizer, a would-be supervillan who terrorizes the town with her army of giant ants. Luckily, or unluckily, the Mechanist always stops her with his robots and drives her away... until the next day rolls around and they repeat the process.
- Cut Lex Luthor a Check: It's mentioned that her wacky antics have kept Raiders and Slavers away from the town. Imagine what her ability to control giant ants could do if she could be convinced to use that power to defend the people of the Wastes. Instead, talking her into a HeelFace Turn only results in her just leaving.
- Evil Is Hammy: It doesn't get much hammier than dressing up as an ant-themed supervillain, especially in a post-apocalyptic world where it just isn't that practical.
- Freudian Excuse: Her family was killed by ants, but for some reason they didn't so much as harm her. With nothing left in her life, she took advantage of her innate connection to them.
- Harmless Villain: Her ants are a legitimate threat, but because almost everyone uses a gun their effectiveness is heavily negated. In fact, the people of Canterbury Commons viewed her as an amusing distraction rather than a legitimate threat, at least until the Mechanist started a war with her that involved heavily-armed killbots constantly opening fire in the middle of town.
- HeelFace Door-Slam: It's possible to convince her to give up her life of crime and turn over a new leaf. After she hands over her costume, you then have the option of telling her you just said that to make her easier to do away with.Lone Wanderer: Now that I have your armor you don't have a chance!
- Knife Nut: She wields a special knife call the "Ant's Sting" and will even give it to the Lone Wanderer if certain conditions are met.
- Poisoned Weapon: Ant's Sting deals poison damage on a hit. This makes it deceptively powerful, since bonus damage stacks. After multiple hits the poison is probably doing more damage than the knife.
- The Power of Love: A male Lone Wanderer can appeal to her this way, telling her he believes in her.
- "The Reason You Suck" Speech: Loves to rant about how humanity is inferior to ants and will destroy itself.
- Saw It in a Movie Once: Her whole Antagonizer persona came from a comic book she read once. In fact, if the Lone Wanderer locates the comic book company where it was published before undertaking "The Superhuman Gambit" they can use the information they find in a letter to the editor to convince her to turn over a new leaf and leave her past behind her.
- Villainous Breakdown: If you talk her into giving up, she immediately drops her Large Ham act and begs you to let her go. She sounds about three seconds away from crying.
- Voiced by: Pete Papageorge (English), Denis Nekrasov (Russian)
A man who defended the town from the Antagonizer when one of his robots was destroyed by her, he crafted a suit of mechanical armor and took the moniker of The Mechanist. As his name implies, he uses the superior technology of his robots to keep the Antagonizer at bay. Sadly, his efforts seem to be doing more harm then good as the battles between the two often put the other residents in danger; giant ants are one thing, robots with missiles and miniguns is another.
- The Bus Came Back: The Mechanist is set to re-appear in the Automatron DLC for Fallout 4. Turns out it's a different Mechanist, based on the same fictional character.
- Cut Lex Luthor a Check: He has the ability to crank out powerful robots to defend human settlements, a skill which would be incredibly useful to a society beset by constant Raider and mutant attacks. Yet he is viewed as an intolerable nuisance, and the best outcome to the Canterbury Commons quest involves convincing him to give up his profession, get lost, and never come back.
- Energy Weapon: His protectrons.
- Hero with Bad Publicity: He means well, but the townsfolk hate him for starting fights with the Antagonizer. Sure enough, if the Lone Wanderer obtains his costume and equips it they'll take a -1 to charisma.
- Large Ham: He's REALLY into this whole superhero persona thing.Mechanist: FEAR NOT, CITIZEN!
- Mecha-Mooks: Once again, his protectrons.
- Mr Fix It: He was the town mechanic before the Antagonizer came along.
- Nice Job Breaking It, Hero!: While the Antagonizer was fun and relatively harmless, the mechanist's robots and missiles are a serious threat to everyone's safety.
- Science Hero: His schtick.
- Shout-Out: His costume has the exact same colors as Mazinger Z.
- Super Zeroes: The rest of the town sure seems to see him this way.
Girdershade is a small (very small) settlement on the southwest edge of the Capital Wasteland. Its only two inhabitants are a Nuka-Cola addict and her protector (who really just wants get with her).
A strange woman who has the best (and probably only) Nuka-Cola collection in the entire wasteland. She gives the lone wanderer a tour and asks them to retrieve a large supply of a special rare flavor of Nuka-Cola.
- Collector of the Strange: In a world where most people are busy hoarding weapons, armor and meds she decided that she would rather collect everything connected to a radioactive drink that makes your pee glow and has set up her own Nuka-Cola fan club. Unless the player passes a few speech checks when first meeting her they'll have to endure several minutes of useless trivia related to the titular drink before they can even begin her quest.
- Cloud Cuckoo Lander: Something is not right in her head. Probably has something to do with her Nuka-Cola addiction. Her obsession would eventually lead her to the raider-infested Nuka-World.
- Genius Ditz: She seems like a hopeless junkie when you first meet her and she asks you to get her a large supply of Nuka-Cola Quantum, but once you actually finish her quest she shows you that she can make deadly grenades and even desert from the titular drink and a few other ingredients. One wonders what she could accomplish if she ever got her hands on a bottle of Nuka-Cola Quartz or Nuka-Cola Victory...
- I Can't Believe It's Not Heroin!: She needs Nuka-Cola. She needs it bad. This is in line with previous games, though Fallout 3 dropped Nuka-Cola addiction as a possible player addiction (and in any case literally the only withdrawal effect was being told you want another Nuka-Cola).
- Improbable Weapon User: She knows how to make grenades out of soda, tin cans, and household cleaning products... and these little bombs one of the very best explosive weapons in the game.
- Must Have Caffeine: She wants 30 bottles of a soda loaded with so much caffeine that it's one of the few items in the game that gives the player an AP boost if they drink it.
- Oblivious to Love: More like Oblivious To Lust, but still completely unaware of just why Ronald Laren sticks around.
- Room Full of Crazy: As soon as you step into her home it becomes quite clear that she isn't exactly the sanest person around. Her entire one room house is filled with everything from Nuka-Cola toys to vending machines, not to mention an assload of the titular drink itself on display. Her collection is so big she'll even offer you a TOUR of the place.
- Serious Business: Cola. Even more so than Whitaker!
- Trademark Favorite Food: Nuka-Cola. She'll pay handsomely for a bottle of the rare Nuka-Cola Quantum.
A somewhat sleazy man who watches over and protects Sierra — not out of the goodness of his heart, but because he thinks she's hot and wants to "get to know her better."
- All Men Are Perverts: The only reason he bothers with Sierra in the first place is because he wants to have sex with her. He is also quite enticed with the idea of a threesome between him, Sierra, and a female Lone Wanderer.
- Even Evil Has Standards: He's not really evil (especially by wasteland standards), but he is a bit of a sleazeball. He refuses to force himself on Sierra, even though there's pretty much nothing stopping him from doing so.
- Girl-on-Girl Is Hot: He certainly seems to think so.
- Hurricane of Euphemisms: This is the main obstacle between him and getting into Sierra's pants.
- Leeroy Jenkins: A female Lone Wanderer can convince him to attack the Nuka-Cola plant in exchange for a 3 way. He charges off no questions asked. You later find his headless body at the door.
- Rape Is a Special Kind of Evil: He certainly believes this. While not above trying to buy Sierra's love (or rather, her body) he refuses to cross this particular line.
- Shotguns Are Just Better: Uses a unique sawn-off shotgun called "The Kneecapper." Its name makes it pretty clear what Ronald used it for, though it doesn't have any effect based on this during actual gameplay.
The ultimate destination of the children of Little Lamplight, Big Town is anything but. Due to endless attacks from slavers and super mutants the place is almost a ghost town and in pretty bad shape. If something isn't done to help and soon Big Town's days will be numbered...
The town medic and unofficial leader who was recently kidnapped by super mutants along with her friend Shorty and is being held at a nearby police station. Without her the town doesn't have much chance to survive.
- Action Girl: Give her a weapon and some decent armor and she'll become a powerful fighter when making your escape.
- Badasses Wear Bandanas: She wears a unique red bandana unlike any other found in the game.
- Mega Nekko: Even the slavers who put a contract out on her comment on how hot she is.
- Twofer Token Minority: She's an African American woman in a town where most of the residents are Caucasian and/or men.
Red's friend and fellow captive. He can be saved as well or left to rot.
- And I Must Scream: If the player doesn't untie him he'll be left at the mercy of the remaining super mutants who are heavily implied to want to eat him.
- Hair-Trigger Temper: His name does not come from his short height, but his short temper. The Little Lamplight children would call him "Short-T". Funnily enough, comments about his height (he's the shortest non child character in the game) are most likely to set him off.
Local goth girl who would rather spend her time talking about death and sleeping than going on patrols and protecting the town.
- Emo Teen: Her whole character is based around this, which causes no end of annoyance to the other residents of Big Town.
- Really Gets Around: She's been in a relationship with almost everyone in town.
- Skewed Priorities: She thinks finding make up and sulking all day is more important than defending the town.
- Wangst: Invoked to an extreme, which makes her unpopular with most of the other residents.
A young woman who is probably the closest thing Big Town has as a sheriff. She attempts to protect the town in Red and Shorty's absence but is in way over her head even with the other residents helping her.
A boy living in Little Lamplight who has just turned 16 and is about to make his journey to Big Town, which he asks The Lone Wanderer to escort him in. The problem: he spends the whole trip "entertaining" him/her with stories, whistling, and generally never shutting up.
- Motor Mouth: Much to the annoyance of many players.
- Nice Guy: To be fair, he is just trying to be nice and at least tries to help on the journey, unlike a certain girl Capital Wasteland
- The Friend Nobody Likes: If you kill him, before existing Little Lamplight, the other kids comment that he was annoying and don't seem to care that he died.
- Subverted in Big Town, where at the very least Red is considers him a friend with Sticky even calling her his girlfriend. Though, whether she agrees with that last part is unstated.
The town's only primary/only remaining sentry, who will timidly greet the player on arrival. He pretty much lives on his little guard post on the other side of the rope bridge/only entrance into the town. Though relatively well armed by the standards Big Town's current state, he is barley keeping himself together with impending fear of Super Mutants and Slavers coming to finish them off and therefor can not pose any real defense against attackers.
- City Guards: He's the only remaining one in the town, wearing leather armour and a guard helmet and is armed with a hunting rifle. But..
- Despair Event Horizon: If he hasn't crossed it already, he's close to.
- Only Sane Man: He comes off like this. While many of the residents are hopelessly optimistic and cheerful, Dusty is exactly aware of how tenuous their position is. He can tell what kind of people are coming over the hill by their movements. He says things like "big aggressive dots" are super mutants, "small aggressive dots" are raiders, and "small timid dots" are the poor fools sent to Big Town from Little Lamplight. He even comes off as a shell-shocked veteran.
- The Guards Must Be Crazy: He clearly too scared out of his mind, to make an effective deterrent from anything, let alone a well organized slaver raiding party or a pack of muscle bound super mutants.
A mysterious Vault hidden under a garage in the west of the Capital Wasteland, Vault 112 is unique in that it's still active, kept in working order by a small army of robobrains, and still occupied by its original population: the residents have been preserved for the past two hundred years in suspended animation, while their minds have been integrated into a shared virtual reality simulation. Unfortunately, James' search for Dr Stanislaus Braun has led him to enter the simulation in pursuit of answers, forcing the Lone Wanderer to follow him in...
Dr. Stanislaus Braun
The Overseer of Vault 112 and a renowned Vault-Tec scientist known for masterminding the Vaults and the Garden of Eden Creation Kit.
- Age Without Youth: While not as extreme as Mr. House from New Vegas, his physical body is severely deteriorated from spending 200 years on life support.
- A God Am I: Effective immortality, sadism, and complete control over the simulations he and his Vault citizens live in: it brings on full-fledged megalomania.
- Allergic to Routine: Driven by an obsessive need for stimulation and entertainment, he cannot tolerate repetition for very long; scenarios that no longer interested him were permanently deleted, while unimaginative uses of violence on his behalf bore him rigid.
- And I Must Scream: He's been repeatedly murdering the vault inhabitants in his simulations, wiping their memories, and then bringing them back to do it over and over again. This can be his final fate if you Mercy Kill the rest of the Vault inhabitants, leaving him alone in the simulation forever.
- Ax-Crazy: When your idea of fun is sadistically slaughtering people trapped in a simulation For the Evulz, then it kinda speaks for yourself that you might not be the most sane person in the room.
- Broken Pedestal: James comments that Braun was one of the greatest minds to ever live and a true visionary. After meeting him and spending weeks trapped in virtual reality, James doesn't even bat an eyelid if the Lone Wanderer decides to sentence Braun to an eternity alone.
- Creepy Child: He takes the form of a little girl named "Betty" in Tranquility Lane.
- Cyanide Pill: As sadistic as he is, Braun accounted for the fact that he might get bored with the simulation one day, and acquired a military training program powerful enough to override the safeties on the simulator. In the event that the program was ever active, it would kill him and his fellow residents permanently... or at least it would have if Braun hadn't been given additional safeties. As such, the "Chinese Invasion" failsafe was abandoned and left in Braun's auxiliary control terminal - where you can use it to Mercy Kill the other residents if you can crack the code.
- Dark Lord on Life Support: Totally dependent on the life-support systems within his tranquility lounger; without them, the simple effort of trying to stand up would kill Braun immediately - hence why he's not even remotely interested in leaving the simulation, even after you permanently spoil his fun.
- Domain Holder: As Overseer, he has exclusive control over the simulation, allowing him Reality Warper-level power within virtual reality.
- Evil Is Not Well-Lit: Braun's house is a gloomy, dilapidated hovel, and Vault 112 is an ominous, sporadically-lit setting (despite being still active).
- Evil Is Petty: The first thing he asks the player to do? Make a little boy cry. Then he has the player break up a married couple.
- Evil Old Folks: His true form is that of a desiccated old man, but he's even older than he looks given he was alive and active before the war that devastated the planet.
- Fate Worse than Death: He inflicted fates worse than death on multitudes - not just the folks looking forward to dreaming away the apocalypse in Vault 112, but all the folks in other vaults that suffered horrible mad-science fates. In a suitably ironic twist, he can be left to such a fate himself.
- For the Evulz: The entire reason he tortures and kills the inhabitants of Vault 112 is because he enjoys it. He even says it's only fun because he's hurting real people and not simulations.
- Greater-Scope Villain: He was the director of the whole Vault Project, which means every atrocity the player has encountered conducted within the Vaults were all designed, suggested, or at least green-lit by him. After getting to know him as a person, it becomes immensely understandable why so many of the Vault experiments were so pointlessly cruel.
- Herr Doktor: A Mad Scientist born in Kronach, Germany, and will occasionally let the mask slip long enough for his real speaking voice and accent to slip through his disguise.
- Insufferable Genius: He has a really inflated sense of his intelligence and always believes he's right.
- Ironic Hell: Stanislaus built this whole simulation just to act out his Ax-Crazy fantasies without consequence, only for you to turn his virtual playground into a prison cell in good karma playthroughs. In other words, a place tailored for the purpose of inflicting suffering is used to bring final peace to its victims, and everlasting torment to its creator.
- It Amused Me: His main reason for taking the form of a little girl - it's just another laugh.
- It's All About Me: In his own words: Why should he care about the good he can do in the real world when he can do whatever he wants in a virtual one?
- Jerkass: As if being a murderous sociopath wasn't enough, he's also a magnificent asshole.
- Karma Houdini: If you carry out all of the evil deeds he asks you to do, then, once the player and his/her dad are gone, he'll get to spend the rest of eternity tormenting the inhabitants of Vault 112 free of consequences.
- Laser-Guided Karma: He was one of the minds that helped with Vault 112s virtual reality experiment, and eventually used it to imprison the residents in a Lotus-Eater Machine, doomed to be tortured and killed by him for all eternity. However, if you look hard enough, you can find and activate a hidden subroutine that simulates a Chinese invasion, finally putting an end to Brauns reign of terror, giving his victims the peace they deserve, and ensuring that the sick bastard spends the rest of his days alone and trapped in a cage of his own making.
- Mad Scientist: What else would you expect from the Director of the Vault experiments?
- Cut content in Fallout: New Vegas: Old World Blues heavily implies he commissioned "Tranquility Lane" from the Think Tank. Clearly he's in good company.
- Nice Job Fixing It, Villain!: Braun originally requested the Chinese Invasion program from General Chase in order to commit suicide in the event that he ever got bored with his life in the simulation; however, what he didn't realize - until it was too late - that his status as Overseer gave him additional safeties that make the program useless against him. As a result, the player can use this failsafe in order to Mercy Kill the residents of Vault 112, override Braun's control of the simulation and trap him forever. In other words, Braun accidentally ensured the means for his own downfall.
- Not Disabled In VR: Old and decrepit at the time he entered the simulation, his power over the virtual world allows him to be as young and strong as he likes.
- Old, Dark House: Unlike the other virtual homes, "Betty's" house in Tranquility Lane is a decrepit, poorly-lit ruin full of overturned furniture and random junk. This is likely deliberate, as Braun doesn't want anyone getting curious about the place and stumbling upon Braun's auxiliary control terminal.
- Psychopathic Manchild: Not only does he take the form of a child, but he also enjoys torture and murder the same way a little kid likes burning ants with a magnifying glass, wants to be constantly entertained, and gets bored with routine very easily. If you Mercy Kill the Vault inhabitants then he'll lament that he'll be forever alone with "nobody to play with."
- Really 700 Years Old: At least 260 years old, having been an old man before the war that devastated the planet.
- Retired Monster: With the fall of Vault-Tec, Braun's days of active villainy are behind him; all he wants to do is to sit back and enjoy his retirement with his many playthings. You can either indulge his desires or thwart them.
- Sadist: His only joy in life comes from hurting and killing people, and the only way he'll let the player out of Tranquility Lane is by forcing them to make others suffer. Plus, he makes it clear that the only reason why he enjoys the massacres so much is because they're inflicted on living, sentient human beings, as torturing computer sprites just wouldn't be as much fun.
- The Sociopath: He's incredibly arrogant, sees people only as playthings, and is driven by a constant need for stimulation which he satisfies through incredibly sadistic "games."
- The Transmogrifier: He most commonly uses his power over the simulation to transform his victims so they can better fit in with his sick games: among other things, he regresses you to childhood, is implied to have regressed and aged residents throughout the neighbourhood, has turned James into a dog, and even transforms Timmy into a garden gnome. For added horror, it's not known if any of the residents still retain their original appearance after two hundred years of imprisonment in the simulation, and wouldn't be able to tell you anyway as Braun has complete control over their memories as well.
- Villainous Breakdown: If you Mercy Kill his playthings, he throws a temper tantrum and spends the rest of his time sulking petulantly over not having anyone to play with anymore.
- Virtual Reality Warper: Within the simulation, he has complete control over almost everyone and everything. His notes mention him subjecting his captives to random shark attacks and outbreaks of disease; he's apparently capable of transforming himself into anything he desires, having ultimately settled on the form of a little girl; and he's even capable of forcing similar transformations on his captives - regressing the Lone Wanderer into a child and transmogrifying James into a dog. And of course, if you attempt to attack him head-on, he'll just One-Hit Kill you.
- Vocal Dissonance: Braun occasionally uses his real voice in conversation, and it's rather disconcerting to hear a little girl speaking in the voice of an old man.
- Cruel and Unusual Death: In the past, Braun took great delight in feeding him to a mako shark in one of his simulations. It is implied that he was killed multiple times in this way.
- Standard '50s Father: Easily the most stereotypical of all Tranquility Lane's inhabitants, he's currently angling to get Timmy shipped off to military school in order to "toughen him up."
- All of the Other Reindeer: Doesn't like her son associating with Old Lady Dithers, regarding her as a bad influence on him simply for being "crazy."
- Doting Parent: Adores her son Timmy. In contrast to George, she feels no need to toughen him up, and deeply resents Mabel for giving them the military school brochure.
- Hands-Off Parenting: Though she dotes over him, she doesn't show any need to actually discipline Timmy or even keep an eye on him, resulting in more bad blood between her and Mabel when she complains over the roller skates he left around her house.
- Shrinking Violet: Described as such by the official game guide, though this is mainly in comparison to George; in conversation, she doesn't seem especially shy.
- And I Must Scream: After being bullied to tears, he is transformed into a garden gnome; all indications are that he's still alive and conscious.
- Break the Cutie: Braun's first task is to make him cry, which you can accomplish by convincing him that his mother and father despise him... or by murdering his parents.
- Butt-Monkey: Seems to serve as "Betty's" favorite punching bag when she's not actively arranging the deaths of the other residents; on top of being bullied, he's the player's very first victim if you choose to side with Braun, and regardless of whether you beat him up or break his heart, he ends up a sobbing wreck. And then Braun turns him into a garden gnome.
- Free-Range Children: Despite George's desire to toughen his son up, neither he nor Pat show any overwhelming desire to keep Timmy at home; like Betty and the player, he's free to wander the neighborhood at will, even casually strolling into Mabel Henderson's house and leaving his toys there... unless of course it's really Betty doing so.
- Fountain of Youth: It's hinted that he's been regressed into childhood in much the same way as the Lone Wanderer is at the start of the mission, though his true age remains unconfirmed.
- Improbable Infant Survival: One of the few residents who can't be murdered if you choose to play along with Braun's games, for by the time you take up the mantle of the Pint-Sized Slasher, he's been transformed into an unkillable garden gnome. Subverted if you activate the failsafe and Mercy Kill the residents, he'll die along with all the others, but his death is not seen and his body cannot be found.
- Momma's Boy: Adored by his mother, and definitely prefers her style of parenting.
- Nervous Wreck: Tries to come across as a Cheerful Child, but Braun's headgames have pushed him to the brink of a nervous breakdown; as Dithers points out, all it takes a little push to get him to completely lose it.
- Objectshifting: If you actually go through with Braun's instructions to make Timmy cry, the kid runs off in tears - and then Braun turns him into a garden gnome. Plus, given Braun's sadism, there's a good chance that Timmy is still fully conscious in this state.
- Urine Trouble: Admits to bed-wetting.
- Vague Age: Within Tranquility Lane, he appears to be a child, but all the residents appear as adults in the real world; Dithers claims he "isn't really a boy," suggesting that Timmy was regressed into childhood just like the player. It's a little redundant, given that he's in excess of two hundred years of age one way or the other.
- Awful Wedded Life: His relationship with Janet is anything but harmonious, and on occasion they can be heard arguing quite bitterly.
- Creepy Crossdresser: Planting Martha's underwear in the basement can be used to convince Roger's wife that he's actually a transvestite, causing her to react in disgust and horror.
- Mistaken for Cheating: Braun's second mission requires you to break up the Rockwells' marriage, which can usually be accomplished by making it looks as he's been having an affair.
- Awful Wedded Life: As a result of Roger's prior relationship with Martha, Janet's marriage is currently circling the plughole, and she's fully prepared to believe the worst of her husband.
- Frame-Up: One way of destroying the Rockwells' marriage is by killing Martha with Janet's rolling pin and showing Roger the results.
- Sanity Slippage: According to her diary, she's been fantasizing about killing Martha Simpson for quite some time.
- Falling Chandelier of Doom: In Braun's third mission, one way of killing her is to rig the chandelier to fall on her the moment she walks under it.
- Gossipy Hens: A notorious gossip around the neighborhood; sometimes, failing speech checks will result in you being asked if Mabel put you up to it.
- Killer Robot: Her Mr Handy robot can be reprogrammed to kill her.
- Kill It with Fire: Another easy way of killing her is by sabotaging her oven, causing the damn thing to immolate her when she switches it on.
- Staircase Tumble: Can be assassinated by planting one of Timmy's roller skates on the stairs.
- Supreme Chef: Reportedly the winner of the "Tranquility Lane Finest Meat Pie" award three years running.
- Rolling Pin of Doom: Can be beaten to death with Janet's rolling pin during Braun's second quest.
- With Friends Like These...: According to the official game guide, she still considers Janet her friend. This despite her apparently flirtatious relationship with Roger and Janet's fantasies of murdering Martha.
- Out of Focus: Gets the least amount of dialog, quest focus or characterization compared to the other residents.
- Patriotic Fervor: Can occasionally be heard to remark on how "the the Commies in China wish they had it as good as we do", and according to the official guide, he's prone to impromptu patriotic sing-songs.
- All of the Other Reindeer: An outcast within the community, most of the residents don't want to associate with Dithers - possibly due to Braun's manipulations. The lone exception to this would seem to be Timmy, who Dithers has apparently been trying to comfort.
- And I Must Scream: Fully aware of her plight but powerless to stop it, and driven almost to madness as a result.
- Blessed with Suck: Thanks to Pinkerton's sabotage, Dithers can no longer be mind-wiped by Braun and is now fully aware of the simulated nature of Tranquility Lane. Trouble is, this means that she is now incapable of forgetting all the horrible things that Braun does to her over the course of his sick games, and her awareness leaves her trapped in a hellish nightmare beyond her control. Plus, it doesn't actually make her immune to any of said horrible things, of course.
- Cassandra Truth: The only resident who knows what's really going on, her age and Braun's control over the other residents means that she's immediately dismissed as insane no matter how many times she tries to explain herself.
- Cool Old Lady: As frazzled and tormented as she may be, Dithers is genuinely trying to help her fellow residents despite how little they care for her, and has been talking Timmy Neusbaum off the metaphorical ledge to the best of her ability.
- Foreshadowing: If you complete "The Replicated Man" quest or at the very least meet up with Pinkerton before finding Vault 112, there's a mention of Pinkerton breaking into Vault 112 and stealing a memory chip which he later uses to create the Harkness persona for his android client. It's heavily implied that the theft was what allowed Dithers to become immune to Braun's memory-wipes, as her tranquility lounger is reporting malfunctions - presumably as a result of Pinkerton's tampering.
- Impaled with Extreme Prejudice: Braun vividly recalls seeing her accidentally impale herself in the "Slalom Chalet" scenario.
- The Insomniac: She has a lot of trouble getting to sleep now that she's aware of being trapped in a simulation, finding the place too unsettling to properly rest in.
- Sanity Slippage: Having the awful nature of her world unveiled to her and being subjected to unending torture at Braun's hands has left Dithers' sanity hanging by a very narrow thread. She can barely hold her composure over the course of a simple conversation, can no longer sleep consistently, and complains that her skin "doesn't feel right."
- Scatterbrained Senior: Dismissed as senile or crazy due to her desperate ramblings, she actually has been slightly unhinged by everything Braun's done to her.
- Small Role, Big Impact: She has no role in any of Braun's games, unless you count getting murdered by the Pint-Sized Slasher; however, her advice is the first hint on the road to ending Braun's reign of terror, getting the Lone Wanderer and James out of the simulation, restarting Project Purity, and saving the Capital Wasteland... provided your playing for good karma, of course.
- Vague Age: It's never made clear if Dithers is really as old as she appears within the simulation or if Braun aged her up for the sake of his own sick amusement.
A powerful militaristic faction who are basically all that remains of the U.S. government. However, they are not descended from the democratically elected officials of the old world, but the shadowy Government Conspiracy that masterminded the Vault-Tec experiments — and it really shows in their attitude towards "civilians". Their main goal in the Capital Wasteland is to exploit Project Purity to take control of the wasteland, although their leadership is having disagreements over what exactly to use it for. They have the best technology around and are led by President Eden and Colonel Autumn.
- Adaptational Wimp:
- Because of Fallout 3's significantly simplified combat engine, especially with regards to how it handles armor, Enclave troops are significantly weaker than they were back in Fallout 2.
- Fallout: New Vegas heavily implies that this is an In-Universe case of quantity over quality. Their gear from both games shows up, and the weapons and armor they used in Fallout 2 (e.g. the plasma caster, plasma defender, gatling laser, Remnants power armor) are significantly better than the gear they used in Fallout 3 (e.g. laser rifle, plasma rifle, plasma pistol, and a suit functionally identical to the T-45d). In fact, their standard power armor is only slightly better than the high-end non power-armored suits like the reinforced combat armor or the riot armor.
- Armies Are Evil: The other major organized and advanced force in the Wasteland aside from the Brotherhood, and they're genocidal fascists.
- Abusive Precursors: They're the remnants of the US government and kill off the descendants of their people.
- Broken Pedestal: Any player who hasn't played Fallout 2 is bound to get this feeling, especially after listening to their sincere radio broadcasts.
- Base on Wheels: Their Mobile Base Crawler in Broken Steel turns out to be this.
- Dark Is Evil: Their armor is black.
- Eagleland: Type I in their radio broadcasts - proud, stalwart defenders of America. Type II in practice - genocidal self-righteous fascists.
- Elite Mooks: The average Enclave soldier is already an elite mook compared to most other factions, and their Hellfire Troops are even better.
- Enemy Civil War: During your visit to Raven Rock, Autumn will rebel against Eden, disobeying a direct order, resulting in Eden freeing the Lone Wanderer and activating all the sentry bots and turrets in the facility and turning them on the soldiers, resulting the massacre and (depending on the player's actions) complete destruction of the entire base.
- Fake Ultimate Mook: Once you are past level 15 and ammo for weapons like the A3-21 Plasma Rifle and Gauss Rifle becomes common, they become very disappointingly easy, only dangerous in large numbers. The higher level troops are still pretty tough though, and usually come in large groups.
- Fascist, but Inefficient: When they go public, they seem more interested in setting up listening posts in remote locations and pasting Enclave posters onto pre-War billboards than doing anything productive to secure (or win the loyalties of) the major communities.
- Knight Templar: They resort to extreme and violent methods to bring their idea of peace to the Wasteland.
- Kill Sat: They have a nuke launching satellite in Broken Steel, although since they have no way to reload, it's a weapon of last resort.
- Not-So-Harmless Villain: Most people regard Enclave radio as a joke, since the messages loop the same things and no one has ever seen an Enclave soldier. Once you rescue James and begin to restart the Purifier however, the Washington D.C. Invasion begins.
- Obviously Evil: They're a bunch of guys in black power armor with demonic looking masks and officers who's uniforms look like a cross between the Nazis and The Empire from Star Wars.
- Oddly Small Organization: Averted in a way as they have a huge army (by the standards of the wasteland) patrolling the wastes, but also played straight somewhat. See Skeleton Government.
- Pet the Dog/Kick the Dog: Occasionally you can find Enclave outposts in the wild with a terminal listing their orders. The "Pet" is that their orders are to establish an Enclave presence in the area and distribute purified water to civilians who agree to submit to mandatory genetic scannings. The "Kick" is that civilians who fail the scans are instead detained, and if they get too many detainees they are authorized to kill them. Fridge Horror ensues when you remember that the Enclave traditionally sees the entire wasteland as tainted by radiation and impure, so it's entirely possible that nobody can pass their genetic screenings.
- Putting on the Reich: They are very similar to Nazis, as they want to kill off all "inferior" peoples (mainly anyone who's been exposed to radiation), leaving themselves as the sole heirs of humanity. Or not, as it turns out at least a few of them, like Colonel Autumn, would like to rule the wasteland rather than destroy it.
- Skeleton Government: Their entire government seems to consist entirely of a president, a military, and a few scientists with no leader.
- Video Game Flamethrowers Suck: Averted with their Hellfire Troopers. Their Heavy Incinerators have a huge range and do ridiculous damage.
- Vestigial Empire: They claim to be the rightful heirs to what remains of the United States, despite only holding onto Raven Rock and the Mobile Base Crawler. Even a straighter case than in Fallout 2, since the largest branch of the Enclave, the one in California, was destroyed, leaving only the east coast Enclave and possibly some bases in Chicago.
President John Henry Eden
The current president of the Enclave, who speaks to the people of the Capital Wasteland via radio broadcasts where he tells them the Enclave is planning to return soon and rebuild America.
- Affably Evil: Very friendly, polite and reassuring, and he talks to the Capital Wasteland with intimate and conversational radio broadcasts in the style of Roosevelt's Fireside Chats. You're nearly tempted to trust this guy, especially if you haven't actually heard of the Enclave before. Of course there's the wee little problem that the Enclave is a mass-murdering invading army that takes over the downtown DC area, and Eden himself is planning to use Project Purity to stealthily kill many of the wasteland's peoples.
- A.I. Is a Crapshoot: Played with. His plan seems to be fairly in-line with the Enclave's intentions circa 2241. Not so much in line with sanity however, which led to Autumn disagreeing and revolting against him. On the other hand, he can be reasoned to stop his plan.
- All-Loving Hero: Sees himself and the Enclave as this. They won't merely restore civilization, in his mind they will create the 50s image of the utopian America inhabited by the nuclear family. Regrettably, some deaths will be necessary along the way.
- Awesome McCoolname: "John Henry Eden" is about the most patriotic name you could imagine for a president. Which is entirely the point, he picked it out himself.
- Begging the Question: He does this in-universe, which you can even point out to him with a high Science skill. He considers his plan to be perfect because he is infallible. And he is infallible because he was programmed to be infallible. Essentially, Eden's argument can be boiled down to "I know because I know". Your character can point this out to him, which causes a Logic Bomb.
- Berserk Button: He's particularly vitriolic towards the Brotherhood of Steel, likely since they're the only faction in the Wasteland that could pose a threat to him. In one of his speeches where he notes all the threats in the Wasteland like slavers and Raiders, he spends a bit more time on the Brotherhood than the rest; he encourages listeners not to be fooled by "their pseudo-knightly nonsense," refers to them as nothing more than Boy Scouts with antiquated technology, and declares it nearly blasphemous to take the Pentagon as "their own personal clubhouse". When speaking to him face-to-face, he goes so far as to call them a cult.
- Big Bad: The leader of the Enclave and the one behind the dark plan they have for the Purifier. However, he's also a Non-Action Big Bad, unable to take action directly and relying on Colonel Autumn to carry out his will. Eden himself is aware of this weakness, which is why he needs you to infect the purifier with FEV; he knows even Autumn won't do it.
- Blatant Lies
- He assures people that he was elected democratically and that when he serves out his term, a new election will be held appropriately. In reality he declared himself president several decades ago, has held the office continually ever since, and has no intention of relinquishing the office.
- He claims he and the Enclave are working hard to restore America to the country the people of the wasteland deserve. In reality his plan is to kill off most if not all of them.
- To say nothing of the dark secret that he's really a sapient supercomputer, a lie that even the rest of the Enclave is unaware of.
- Blue-and-Orange Morality: His idea of American values is quite outdated to the point of being irrelevant in the wasteland, such as declaring the Enclave will support children by reinstating youth programs and offering them financial assistance, the people of the wasteland will know the joys of baseball once more, etc. And there's the fact his plan to fix America involves killing the vast majority of the surviving humans.
- Composite Character: In-universe, his 'cover' personality is an amalgamation of the personalities and historical data of all previous Presidents. This shows in his oft-repeated "inspirational quotes" which are taken from various past presidents.
- Consummate Liar: Eden makes multiple radio-broadcast speeches reassuring the people of the Wasteland and promising to bring them hope and salvation, and all the while his endgame involves killing most of them to "purify" the land.
- Driven to Suicide: You can convince him to kill himself along with the main Enclave base through a difficult Speech check.
- Fantastic Racism: Along with the super mutants, raiders, and slavers, he lists the ghouls of Underworld as some of the "malcontents" the people of the wasteland live in fear of.
- Hidden Villain: Even among the Enclave ranks, no one except Colonel Autumn and his father have ever met Eden in person. He tells the player that he recognizes that most people are satisfied with a strong, calming voice for an authority figure and thus don't have too much of a problem with this arrangement. It's vital he maintain this charade to maintain his influence over the Enclave, who think he's a real, breathing human being.
- Ironic Name: He is named for John Henry, an American folk hero who worked himself to death in a contest to out-perform a steam plow. President Eden is actually a computer masquerading as a human being on the logic he makes for a better leader than an actual human would.
- Load-Bearing Boss: If you decide to kill him, no matter what method you use, it results in the destruction of Raven Rock. Which makes sense, as he's the central computer controlling the base. This is likely a major reason why Autumn is reluctant to move against him.
- Logic Bomb: With a high enough Science skill, you can defeat him by pointing out his self-confidence in his plan relies on circular logic to prove he knows what's best.
- Non-Action Big Bad: Seeing as how he's a computer, he can't actually fight you. However, he's so durable that nothing the player does to his computer can hurt him.
- Not Even Bothering with the Accent: Sounds rather suspiciously like Malcolm McDowell, i.e. a toned-down but still noticeable British accent, and nothing like the rural Kentuckian he claims to be. Possibly justified, as he's a computer which has likely been calibrated to speak in a more pan-Anglosphere accent. May also be a reference to the earliest Presidents which came from the former British colonists.
- Omnicidal Maniac: Despite all his reassuring talk of rebuilding America and bringing hope back to the peoples of the Wasteland, in truth he's planning to wipe out all "mutated" individuals (which would include pretty much everyone living in the Wasteland) to pave the way for "pure" humanity to reclaim the nation.
- Psychic-Assisted Suicide: You can perform an equivalent of this to him if you find his override code. See Driven to Suicide above, except this time he has no choice but to comply.
- Really 700 Years Old: The fact he talks about his carefree childhood growing up in rural Kentucky with his faithful canine sidekick, but still discusses the current status of the Capital Wasteland as if he's aware of such, should clue you in that something is definitely off about him. He's been in operation since at least before the war, though it's unclear when he gained sentience.
- The Computer Is Your Friend: He really is friendly and wants to be your friend. Unfortunately that means killing everything else in the Wasteland who are not Vault dwellers or Enclave personnel.
- The Extremist Was Right: Eden warns wastelanders not to trust the Brotherhood of Steel, speaking of them as little more than common raiders with pretenses of heroism and better-than-average weaponry. While his reason for discrediting the Brotherhood in this way is because of the threat they pose to the Enclave, the unfortunate reality is that his warnings come true. Ten years later in Fallout 4, the East Coast Brotherhood under the command of Arthur Maxon has no intent to hurt the civilian populace of the Boston Commonwealth, but they still basically invade the region with intent to destroy the Institute and take control of the area, regardless of if the people actually living in the Commonwealth want them there or not. And in New Vegas with the West Coast Brotherhood, they've previously been to war with NCR over their usage of advanced technologies, and in any ending where they aren't wiped out or re-integrate with NCR, they degenerate into exactly what Eden says, high-tech raiders who patrol the Mojave confiscating technology from travellers by force.
- Villain with Good Publicity: Aspires to this, the Eyebots of the Wasteland trumpeting his radio broadcasts where he assures the Wasteland the Enclave will arrive soon to deliver them the utopia they deserve, and later in the game the old pre-war billboards that dot the land will have shiny new pro-Enclave propaganda posters pasted over the original ads. Subverted in that his efforts fail: most people either think the broadcasts are a pre-war loop, don't trust Eden, or generally ignore him. And once his troops are actually out there, they always seem to shoot at everybody they meet (admittedly mostly slavers, Brotherhood patrols, Super Mutants, and you.)
- Walking Spoiler: When you finally meet him face-to-face, he's probably not what you were expecting. IT's why even his appearance is a spoiler.
- We Can Rule Together: Happily offers you a chance to take Autumn's place as his right hand if you aid him. Though the Lone Wanderer never gets to take him up on the offer, he seems sincere about it, as he didn't know that tainting the Purifier would make it toxic to you too, he thought you were a Vault child and thus be immune.
- Zero-Effort Boss: The speech check to convince him to destroy the Enclave and kill himself is surprisingly easy, and he has no combat abilities at all.
Colonel Augustus Autumn
The Enclave's field commander and Eden's Dragon in charge of field operations.
- A Lighter Shade of Black: He "merely" wants to rule over wastelanders like a fascist dictatorship to rebuild America, as opposed to Eden's genocidal plan.
- Asshole Victim: Depends on the player if they truly believe he really deserves to be vaporized, but considering that he had a hands in James death, he already signed his own death warrant along with the Enclave the moment they set foot into Project Purity.
- Badass Longcoat: His uniform is one.
- Dragon-in-Chief: Most of the Enclave is loyal to him, and won't hesitate to disobey orders from the President himself to obey Autumn. He's also willing to countermand Eden's authority if he thinks Eden's decisions aren't in the best interest of the Enclave. At the same time, his dialogue during the final battle suggests he's not personally interested in taking over the Enclave himself, and his disobedience of Eden's orders are much more in the vein of "loyal opposition". That changes if you reveal the extent of Eden's insane plans to him, though.
- Even Evil Has Standards: Eden's coldly logical plan - to wipe out all 'contaminated' humans - repulses Autumn, who is more into Pragmatic Villainy.
- Final Boss: In the base game, you have a showdown with him in the control room of the purifier before the end of the game.
- Foil: To Frank Horrigan from Fallout 2. Both men are high-ranking soldiers who serve the Enclave and play second-fiddle to the Enclave's President (while also showing shades of Dragon-in-Chief), in addition to being the Final Boss of their respective games. Furthermore, neither Horrigan nor Autumn are terribly bright, with Horrigan primarily being Dumb Muscle while Autumn is prone to being Stupid Evil (as noted below). However, Frank Horrigan is a mutated cyborg who is fanatically loyal to the President, revels in killing people even when he doesn't have to, and is exceptionally difficult to defeat. In contrast, Autumn is a normal human who can be motivated to turn on President Eden, is far more restrained in his villainy (such as when he expresses disgust in Eden's plan to exterminate all contaminated humans), and ultimately proves to be fairly easy to defeat. Their contrasting loyalties also tie into how they function as final confrontations. While Horrigan cannot be talked down or avoided in any way, Autumn and his men can be convinced to peacefully leave the purifier's control room (either by telling him about President Eden's plan or by saying he has nothing left to fight for if Raven Rock has been destroyed).
- I Am the Noun: Declares "I AM the Enclave!" as part of his Villainous Breakdown if you reveal President Eden's treachery to him.
- Kick the Dog: Shooting an unarmed scientist to get James to talk and/or activate the Purifier. Made worse since what James was telling him was true - that no matter how many times Autumn commands it, the purifier is not going to function.
- No-Nonsense Nemesis: If you tell him how to start the purifier, he just shoots you while you're unarmed and tied up.
- Patriotic Fervor: Autumn views himself and the Enclave as representing the American nation and uses this to justify everything he does, despite America itself being a distant and all-forgotten memory even in the Capitol Wasteland.
- Rewarded as a Traitor Deserves: See You Have Outlived Your Usefulness. If you betray your dad's memory, you get killed for it.
- Southern-Fried Private: He has bit of a southern drawl, remniscient of Carolina.
- The Starscream: He has the ability to seize control of the Enclave from Eden by force, though he considers it a last resort.
- Stupid Evil: Autumn isn't exactly the smartest villain around.
- He demands James activate the purifier, despite James explaining it doesn't work and never has. Autumn tries to intimidate James by shooting an unarmed assistant, but that just makes James flood the chamber with radiation, killing himself and nearly Autumn.
- When he interrogates the Lone Wanderer he demands to know the access codes for the purifier when you don't know them; it's 2-1-6, but in-universe it's just a guess from James' oft-cited Bible verse, no one ever told you it was the code.
- At Raven Rock, he publicly turns on Eden and orders his men to disregard Eden's orders, starting an Enemy Civil War, when he had Eden's override codes to take control of him and could have just done that to stage his coup with no bloodshed.
- He deploys hundreds of Enclave troops to occupy the Capital Wasteland in preparation for his conquest, starting with the Jefferson Memorial, but they don't appear to actually do anything except hang around in camps at random spots in the wastes and kidnap travelers and merchants to experiment on. They don't even touch any of the wasteland's four major peaceful settlements despite a single heliborne Enclave squad being more than enough to roll over any of them with ease, which would both grant the Enclave legitimacy and put them in more valuable strategic bases by occupying trade and communication nodes. Nor do they bother to clear out the Raider and Slaver strongholds of Evergreen Mills and Paradise Falls, despite such a thing being trivial for even a single Vertibird to accomplish.
- Villainous Breakdown: If you reveal to Colonel Autumn that President Eden still plans to use Project Purity to exterminate the people of the Wasteland, and entrusted you with the means to do so, Autumn will have a complete breakdown as his faith in America and the Enclave is finally shaken.
- Well-Intentioned Extremist: In a way — he wants to use the purifier (to control all the water in the wasteland) and his army to bring order and law to the wastes, as opposed to Eden who wants to kill everyone. He pretty much views himself as still embodying the concept of America as a nation, which he uses to justify all his actions.
- What Happened to the Mouse?: If you convince him to give up and leave the purifier peacefully, if you've got neutral karma Sarah Lyons will note that he'll probably just be gunned down trying to escape, while if you've got good karma she'll note he'll probably just pop up again a few years down the road to cause more trouble. There's no word on what happened to him in Broken Steel (other than a brief "he just let him walk away?" from Elder Lyons during the opening montage) or in Fallout 4, thus Bethesda avoided Cutting Off the Branches. He may well still be out there somewhere.
- You Have Outlived Your Usefulness: If you give him the code to start the purifier, he shoots you. Game Over.
- Zero-Effort Boss: When you finally confront him, he has the same health as an Enclave soldier, low armor, and is armed only with a laser pistol. Even if you stand perfectly still and let him and his guards shoot you, it's likely that Sentinel Lyons and whatever companion you've brought will kill him before you die. Amusingly the 2 relatively high-level speech checks required to convince him to leave peacefully are more challenging that just fighting him.
- Turn Red: On the other hand, if you manage to kill or disarm one of his guards (armed with a minigun or a gatling laser), he'll pick up said weapon and will become much more dangerous due to having more skill in using such weapons. His health is still low, though.
Enclave Squad Sigma
- Grouse: "There's two kinds of people who get into Paradise Falls. Slaves and Slavers."
A loosely connected group of heavily armed traders that makes a living off of kidnapping random people and selling them into slavery. Their prime hub of business is the heavily fortified town of Paradise Falls.
- 0% Approval Rating: Everyone in the Capital Wasteland hates them due to their cruelty and tendency to enslave random wastelanders. When Paradise Falls is torn apart by the Lone Wanderer and its slaver inhabitants are killed off, few people seemed to care.
- Affably Evil: The leader of their DC branch, Leroy Walker, is just as personable as Eulogy himself.
- Ax-Crazy: A lot of the named ones are. Forty is probably the biggest example.
- Black Widow: Their former leader, Penelope Chase, was nicknamed this.
- Dark Is Evil: Many of the slavers wear darker Merc armor and are major assholes.
- Dark Action Girl: They have a few of these contributing to their business. The most notable is Carolina Red.
- Death by Irony: Many people choose Lincoln's Repeater as their weapon of choice when killing slavers. Lincoln's Hat is also a popular item to equip while killing them (especially if you're killing the ones at the Lincoln Memorial). And if you want, you can sit around and wait for "Battle Hymn of the Republic" to come up on Enclave Radio (assuming you haven't destroyed Raven Rock yet) as you start the battle to clean out the Lincoln Memorial or Paradise Falls.
- Future Imperfect: They intentionally try to invoke this by burning all records of Abraham Lincoln.
- I'm a Humanitarian: One of their old leaders from back during Herbert Dashwood's time was stated to be this.
- Jerkass: Pretty much all of them except for Eulogy, Pronto, Ymir, and Leroy Walker. Grouse is a notable example, given that he's the one players will probably have the most interactions with.
- Small Role, Big Impact: They're probably the most feared and reviled faction in the wasteland aside from the Super Mutants, and a great deal of sidequests and lore relate to them. But the Lone Wanderer is only required to actually interact with them a single time.
- Token Good Teammate: Well, sorta. As far as the slavers go, their resident merchant Pronto seems like a pretty decent guy.
- Villain Cred: They love having an evil-karma Lone Wanderer around, and even throw him/her some free loot out of respect.
- Wacky Wayside Tribe: They're very important to the setting, but the Lone Wanderer really only has to deal with them once in order to get into Little Lamplight.
- Would Hurt a Child: Children are some of their most valued commodities. Best not to think about it too hard.
The leader of the slavers and one of the most vile inhabitants of the Capital Wasteland.
- Authority Equals Asskicking: Downplayed. He carries a Hand Cannon and is somewhat tougher than regular Mooks, though not to an extreme degree.
- Big Bad: As leader of the slavers, Eulogy is probably the second biggest threat to the Capital Wasteland besides the Super Mutants before the arrival of the Enclave.
- Faux Affably Evil: He will remain polite and friendly even as he is offering to sell you child slaves.
- Irony: He's black and the leader of the slavers, and their downtown base of operations is the Lincoln Memorial.
- Hand Cannon: Carries a .44 magnum as his personal sidearm.
- I Did What I Had to Do: Invoked by Eulogy when you first meet him, commenting that the Capital Wasteland is a harsh place and you do what you have to in order to get by.
- Pimp Duds: Eulogy is all dressed up in a bright red zoot suit.
- The Starscream: Killed his predecessor to cement his hold on Paradise Falls.
- The Spymaster: He rose to power by using his prostitutes as spies, gathering every dirty little secret he could about the other slavers. Once he was in power, Eulogy has plenty of leverage to maintain his position and could find out about any plots against him.
A slaver with an extremely sour disposition who watches the slave pens and stands guard. He's also Eulogy Jones right hand man and primary source of muscle.
- The Dragon: He's Eulogy Jones main lieutenant and second in command.
- Dumb Muscle: He certainly has brawn and combat experience on his side (stat-wise he and Eulogy are the toughest Slavers in the game), too bad his extremely low intelligence means he's unlikely to be anything more than a high-ranking guard.
- Meaningful Name: His name comes from the fact that he has 40 confirmed kills to his name. (Note that this number doesn't include slaves, which means his total body count could easily be over a hundred.)
- Would Hurt a Child: He threatens to shoot the Little Lamplight children if he sees them near Paradise Falls again.
A guard stationed near the front of Paradise Falls main entrance. He's been with the Slaver's since his teens and has a very sour attitude whenever he's not making caps off of incoming slaves, which is often.
- Dragon Their Feet: If you don't kill him first when going into Paradise Falls but still get in a shootout with the slavers, he'll be the last slaver you kill, since he's stationed just outside of Paradise Falls and you have to go through the gate to leave.
- Gate Guardian: He guards the entrance to Paradise Falls and decides who gets access and who gets to take a hike. He can be bypassed with an evil karma speech check, a bribe of 500 caps or a shotgun blast to the face, though that last option will piss off all of his buddies and close the player out of several dialogues and potential quests.
- Jerkass: He's extremely rude, condescending and just plain unpleasant to be around. Unfortunately, he's also the only source of slave collars in the game, meaning that he's the go to guy for players that decide to work with the Slavers.
- Like Father, Like Son: His father was Harmon Jurley, the slaver leader who preceded Eulogy.
- Meaningful Name: His name means "to complain" which he does. A LOT.
The resident arms merchant of Paradise Falls. He can be found in Lock and Load, his gun shop near the main gate.
- Affably Evil: He sells firearms to one of the most evil factions in the wasteland and has evil karma, but is otherwise friendly and appreciative to the Lone Wanderer for helping him improve his stock.
- Arms Dealer: He sells guns, but due to the other Slavers always stiffing him on trades his shop has a pretty lousy selection. Fortunately, there's an unmarked quest to help him improve his wares by collecting Chinese Assault Rifles for him to disassemble for parts. Once completed his inventory gets a lot better.
- Punch-Clock Villain: He's affiliated with one of the nastiest groups in the Capital Wasteland and has evil karma, but never gets his own hands dirty out in the field. Instead, he just fixes up their weapons and sells gear at his shop.
- Token Good Teammate: He's one of the few Slavers who appreciates all that the Lone Wanderer does for them and isn't overly rude or sadistic.
An extremely violent and unhinged woman working for the Slavers.
- Bald Woman: Her hairstyle is completely shaven except for two tiny lengths of hair that look like devil horns.
- Dark Action Girl: She is one of the few female Slavers seen and also possibly the most violent.
- Evil Has a Bad Sense of Humor: The "funny story" she tells about her father cutting off a guys legs and smashing his head with a rock when he tried to get away shows how unhinged her mind is.
- Jerkass: One of the biggest examples in the game. Even the other Slavers seem to dislike her.
- Red and Black and Evil All Over: She wears a black and red merc outfit, is named Carolina Red and is one of the few NPCs in the entire game to have very evil karma. Needless to say, she is one nasty piece of work.
A rude Slaver doctor who runs the clinic in Paradise Falls.
- Brutal Honesty: She is not at all afraid to speak her mind and will openly insult customers to their face. Presumably, the other Slavers put up with it because she happens to be the only medic they currently have.Lone Wanderer: I'm hurt. I need help, doc.Cutter: Well, hello meal ticket. 100 caps. Or I can just wait for you to die and take it.
- Dr. Feelgood: She is one of the few doctors in the game who sells hard chems along with her medical treatments. Given who she works for, this isn't too surprising."If you're planning on overdosing, just make sure you pay me first."
- Dr. Jerk: She manages to give even Doc Church in Megaton a run for his money, which is fitting since he used to be the Slaver doctor before Cutter. It's hard to decide which of them is the lesser of two evils, the current Slaver with a greedy streak or the former Slaver with the grumpy attitude.
- Younger Than They Look: Despite looking like she's in her late fifties or sixties and telling Eulogy that she's old enough to be his mother she is actually only 41 years old. It's possible her age received a last minute change before the game shipped out and the developers simply didn't have time to fix the dialogue.
A friendly yet psychopathic member of the Slavers who serves as hired muscle along with his son.
- Affably Evil: He is very friendly and welcoming to the Lone Wanderer so long as they don't cause trouble.
- The Alcoholic: He has a strong fondness for drinking and can often be found near the bar area. When he suspects the bartender is watering down his drinks he smashes his head without a second thought.
- Beard of Evil: He has a thick bushy beard.
- Drop the Hammer: His primary weapon is a Super Sledge.
- Dumb Muscle: He and his son aren't prized for their intellect.
- Even Evil Has Loved Ones: He genuinely loves his son Jotun and makes sure everyone within earshot knows it.
- Spikes of Villainy: He wears a metal armor, which is studded with lots of spikes on the shoulders.
Ymir's son who works alongside his father as a Slaver. He doesn't say much, but is valued for his strength.
- Berserk Button: If his father is killed, Jotun will go into a murderous frenzy, attacking the player and his fellow Slavers alike.
- Drop the Hammer: He also carries a Super Sledge.
- Dumb Muscle: He's not quite as dumb as his his dialogue would first lead you to believe, but he and his father aren't particularly smart either.
- Even Evil Has Loved Ones: He cares for his father just as much as Ymir loves his son, though he is annoyed at how embarrassing his father's boasting can be.
- The Quiet One: He rarely says more than one sentence at a time.
- Spikes of Villainy: He wears a metal armor just like his father.
A Slaver who has set up his crew in the ruins of the Lincoln memorial in the hopes of catching an important group of freed slaves that have taken up residence at the Temple of the Union. In exchange for the Lone Wanderer's help he'll vouch for them so that they can enter Paradise Falls and join the Slavers.
- Affably Evil: Similarly to Eulogy Jones himself. So long as the Lone Wanderer doesn't cause him any trouble and helps him find the Temple of the Union he'll remain polite and friendly.
- Beard of Evil: He has a nice mustache and goatee combo.
- I Want Them Alive: He prefers that the Lone Wanderer give him the location of the Temple of The Union without killing the slaves there, not out of a sense of mercy, but so that he and his men can confirm that they're all dead."Yeah, I killed them all after telling you not to. I just couldn't trust anyone else to do it. I needed to see them dead with my own eyes."
- Meaningful Name: He is likely named after Leroy Pope Walker, the first confederate secretary of war during the civil war.
- Spikes of Villainy: He wears a spiky suit of metal armor.
A Slaver who serves as one of Leroy's guards at the Lincoln Memorial.
- Badasses Wear Bandanas: He wears a bandana on his head and has killed several super mutants who have wondered too close to the Lincoln Memorial.
- The Dragon: Serves as this to Leroy Walker. When the Slavers go to the Temple of the Union to wipe out the freed slaves there he joins his boss and fights alongside him.
- Gate Guardian: He guards the main entrance to the Lincoln Memorial and shoots down any trespassers, be they human or mutant. Luckily, he's a lot more friendly than Grouse if the player follows his instructions and will grant access to the memorial once the player completes his bosses quest.
- Elder Lyons: "After all, they say, everyone knows how to make another human, but the secrets to making a P94 plasma rifle are all but lost."
A large group of Brotherhood members who have revolted against Elder Lyons for his deviation from their original goal, to collect and store technology. Their prime goal is to continue the work of the Brotherhood they feel Lyons has abandoned.
- Anti-Mutiny: They left Lyons' chapter in order to pursue the Brotherhood's original goals of pursuing technology rather than waste time helping people.
- A Day in the Limelight: Operation: Anchorage, in which they play a more direct and significant role than the vanilla game.
- FaceHeel Turn: At the end of Operation: Anchorage, Defender Sibley and his men will try to kill Protector McGraw and the player, feeling that the player does not deserve anything in return for his/her help.
- Flunky Boss: Sibley attacks with several rank-and-file Outcast members backing him up.
- HeelFace Turn: How they view their actions, feeling Lyon's faction of the Brotherhood is the traitorous faction while they are doing what their Codex commanded.
- Jerkass: While not outright hostile like many other factions, they are very condescending and insulting to anyone who's not one of them. Strangely, their leaders, such as Protector Casdin, are much more polite. And if you save McGraw and Olin at the end of the Operation: Anchorage expansion, they are genuinely grateful, though, like always, their surviving subordinates outside are still asshats.
- Kick the Dog/Kick the Son of a Bitch: One of the possible encounters in Broken Steel is a group of Enclave trainees who have killed their commanding officer; they no longer attack the player, but otherwise their attitude toward "wastelander scum" has not improved. An Outcast patrol comes by, and:Enclave trainee: Don't shoot! We surrender! We fragged our lieutenant - we just want some water!
Outcast: (laughs) We're not softies like Lyons's bunch. We're the real Brotherhood of Steel. This is how we deal with people like you.
- The Outcasts are also as hostile to the Super Mutants as Lyon's Brotherhood, killing them regularly, resulting in a net boon for the Capital Wasteland. They are also hostile to raiders, slavers, and Talon Company, though they only fight them incidentally.
- Mecha-Mooks: Because of their manpower shortage, they use robots in their patrols.
- Not So Different: A rare positive example. For all their contempt towards Lyons a lot of his attitude seems to have rubbed off on them. Even more liberal Brotherhood factions like the Mojave chapter confiscate any technology locals have, lock up any outsider who finds their base and in some cases resort to murder to preserve their secrets. While coarse and unfriendly the Outcasts respect the property of the others, don't harass towns, will let an outsider they barely met waltz up to their base and have a chat with their leader and even if you're flaunting an alien blaster and Enclave armour they never do anything worse than acting a little rude.
- Red and Black and Evil All Over: Their power armor is painted red and black and they have Evil karma.
- The Starscream: Defender Sibley turns on his commander at the end of the quest focusing on him.
- "I was thinking. And it hurt! Hurt my head. But I remember things, from before. I think I knew a woman. Or maybe I was a woman! Aah! It hurts!"
Vault 87 was another testing ground for the FEV, and as a result another generation of mutated humans have broken out and are searching the Capitol Wasteland for new members and more of the bubbling green gunk to transform them.
- Always Chaotic Evil: Unlike their West Coast counterparts, these guys are all permanently hostile to humans, and rather vicious and sadistic. There are a total of two exceptions in the entire game, Fawkes and a random encounter character you might never even run across.
- Badass Boast: "I'll wear your bones around my neck!"
- Body Horror: They have yellowish partially transparent skin with many visible veins and if you look carefully you'll notice that they have exposed tracheas.
- Bonus Boss: There are five Behemoths in the game, but only one needs to be fought, the other four are optional.
- Boss in Mook Clothing: The Overlords.
- Contrasting Sequel Antagonist: To the west coast mutants of The Master's army. The mutants of Unity had leadership in the form of The Master and Lieutenant with the ultimate goal of assimilating and unifying humankind, they are also generally more intelligent with even the dumber members capable of being reasoned with and usually don't attack unless attacked first or under orders. These mutants have no leaders or long-term plan beyond killing humans or converting them to replenish their numbers, they are also even less intelligent and inherently violent, to the point where they attack on sight and have no qualms about eating humans.
- Drop the Hammer: One of their favorite forms of melee attacks. This includes the Behemoths., who wield fire hydrants mounted on the end of lengths of sewer pipe.
- Dumb Muscle: In general, they are dumber than the least intelligent of the West Coast Super Mutants, but the Behemoths are dumbest of all, and don't even speak, vocalizing solely in roars.
- Dying Race: They are sterile just like the west coast mutants and "reproduce" by exposing humans to large amounts of FEV however if you listen in on their idle conversations, you learn they are running out of "green stuff" and are desperate to find more. In addition, after Broken Steel, they become less common because the Brotherhood (who they refer to as bucket heads) have been killing so many of them. In Fallout 4, terminals on the Prydwen imply that the mutants have been all but exterminated.
- Elite Mooks: They're this trope to normal humans, with superior HP and often packing Big Gun-type weapons like miniguns and missile launchers, along with assault rifles and super sledges. Broken Steel adds in the Elite Elite Mooks, the Super Mutant Overlord, who have the highest HP of all and favor the tri-beam laser rifle, one of the best non-unique weapons in the game.
- Funny Background Event: Although they are abominations of mad science that regularly dismember, mutilate and eat people, you can overhear some pretty funny dialogue if they don't know you are near.Musing Mutant: I was thinking! And it hurt! ...in my head!
- Giant Mook: The standard Super Mutants already tower over normal humans, and Behemoths dwarf them.
- I am a Humanitarian: If the human they're trying to abduct dies before they can capture it, this seems to be the backup plan.Attacking Mutant: Hurry up and die, I'm hungry!
- It Can Think: They are generally stupid and violent but they are aware of their own sterility and that they need to expose humans to the FEV in order to propagate their race. When they start to run low on FEV they are also able recognise the existential threat this poses to their species and actively try to find more.
- Hulk Speak: Sentence structure is hard!
- Large Ham: They don't talk much, but when they do, they have No Indoor Voice.
- Loss of Identity: Even more so than the Mariposa super mutants who usually seem to remember at least some of their previous human lives. These mutants on the other hand, seem to forget almost everything aside from some vague images if Fawkes is any indication.
- Made of Iron: The Overlords are obscenely tough to take down. The Masters, one rank down on the power meter, are fairly durable too.
- More Dakka: Standard armament about their ranks including the assault rifle, Chinese assault rifle, and among higher ranks the minigun and gatling lasers. Overlords are particularly fond of the tri-beam laser rifle.
- Piñata Enemy: The Behemoths usually carry a sizable load of ammo, for weapons they never use, along with other random loot. Except for the Evergreen Mills Behemoth, which only drops caps.
- Scary Impractical Armor: Constructed out of bits of scrap metal and debris. It's mostly for looks, since as super mutants they have thick skin. The Behemoth takes the cake, wearing shopping carts for armor and strapping a car door on its arm as a shield.
- Scenery Gorn: It's easy to tell if a location is holding host to them by looking for bent rusty/bloody girders spiking out of the ground and bags of human remains.
- The Computer Is a Cheating Bastard: Overlords are already obscenely strong with a lot of HP and thick skin, but the tri-beam laser rifles they use have a special algorithm in their coding that gives them a +40 damage boost per beam when the target is the player character. Keep in mind, the rifle fires three beams at once, and suddenly you realize why half your HP vanishes in a single hit from these guys. When there's an enemy you have to disarm instead of outright killing, you know you're in trouble.
- The Virus: They expand their ranks by assimilating captured humans via FEV. It's not clear how they got the idea, since unlike the Californian variety they were not put to the task by a Master: perhaps the Overseer of Vault 87 first put them to that work before his own predictably gruesome doom.
- Was Once a Man: They were human before being mutated by the FEV.
- Loading Screen: "No job is too nasty for the mercenaries of Talon Company. If you encounter these heartless opportunists, be prepared for a fight to the death."
A company that makes a living off of killing people for money, Burke and some other unknown person will hire them to kill the player if their karma gets too high. They are currently headquartered at Fort Bannister and led by a man named Jabsco.
- Armies Are Evil: Another faction of pseudo-military personnel that are consciously making the Wasteland worse.
- Authority Equals Asskicking: Commander Jabsco is a Made of Iron badass with ridiculously high health and a rocket launcher.
- Badass Army: Throughout the DC ruins you'll come across companies of Talon troops fighting against super mutants, and they can take them too. Not that either are a match for you.
- Bonus Boss: Commander Jabsco doesn't have to be hunted down for any reason.
- Colour-Coded for Your Convenience: Their black combat armor.
- Dirty Coward: Some of the less loyal members have given Commander Jabsco the not very flattering nickname "Jetting Jabsco", because of his tendency to rarely leave the safety of Fort Bannister and running away when faced with combat.
- Elite Mooks: Compared to the standard Raiders armed with melee weapons, pistols, small-fire rifles and improvised scrap armor, Talon Company wields assault rifles, shotguns, laser weapons, the occasional missile launcher, and wear combat armor, along with just better stats. They also have a better sense of tactics than Raiders — while Raiders tend to rely on a Zerg Rush and charge in once they spot you, Talon Company will duck behind cover while they reload their weapons, and usually deploy in trained teams of three, one of them engaging you in melee while the other two spread out and provide cover fire.
- Even Evil Has Standards: On the opposite end of this, since they're willing to take jobs that everyone else considers too morally repugnant.
- Flunky Boss: Jabsco is found in the basement of Fort Bannister backed up by a squad of mercs, as well as pretty much everyone else in the base.
- Made of Iron: Commander Jabsco has almost 600 HP, far more than most humans.
- Mysterious Employer: According to the official game guide, they're working for an unknown wealthy client to keep the Capital Wasteland a lawless place, and thus will hunt down any player with a positive Karma Meter.
- Psycho for Hire: They'll work for anyone if the caps are right.
- Suicidal Overconfidence: At first when they try to kill you, it makes sense since at this point you're likely pretty fresh from the vault and wearing leather armor and toting a hunting rifle, whereas they have full armor, assault rifles, and laser rifles. Later however, their head-on attacks start to seem foolish: the guy with power armor and the Tesla Cannon who's publicly famous for wiping out entire fortresses full of troops better-armed than you isn't going to be easy pickings.
- Sunk Cost Fallacy: Since they're in it more for the money (and most of them are hired guns) as opposed to hunting down genuinely good peoplenote , you'd think that after a certain point, they'd stop taking bounties on you, but nope.
- Wacky Wayside Tribe: They have no real impact on the story other than being another obstacle for the player to overcome, aside from a couple of Unmarked Quests in Broken Steel.
- Mayor MacCready: "Of course, I've kept this place going strong for three years. To most of these kids, that makes me Mayor For Fucking Life. Fine by me, I say."
A small, self-sufficient town within a cave, populated entirely by children. The Little Lamplighters are not trusting of outsiders, particularly adults (or "mungos" as they call them) who are normally not allowed in Lamplight at all.
- Ascended Extra: A grown-up MacCready is one of the companions in Fallout 4.
- Bratty Half-Pint: MacCready and "Princess" are great examples. Many of the others show signs of it as well.
- Cluster F-Bomb: Despite being a child, Mayor MacCready is one of the most profane characters in the game."Look, I don't let just any bitch into my town, and I'm taking a risk making an exception for you. So you're welcome in my town, at least until you start screwing up. Once that bullshit starts, you're out on your own again!"
- Growing Up Sucks: Lamplighters who turn 16 are forced to leave, usually migrating to Big Town, where the harshness of the wasteland awaits them. The reason is they feel that growing up "changes" them.
- Hidden Depths: They're apparently into historical theater. In Fallout 4, MacCready mentions that they attempted to do a performance of Pyramus and Thisbe. It didn't turn out very well, maybe because they're kids, but still.
- I'm a Humanitarian: One way you can "help" the kids with food is selling them human flesh without telling them what it is. And indirectly, for the entire town's existence they have been eating a radiation-absorbing fungus that thrives on decomposing humans.
- Teenage Wasteland: After the bombs fell in 2077, the parents and teachers accompanying the class trip went to search for help, only to never return, most likely perishing from the radiation. As a result, the kids decided that they'd been abandoned and decided never to trust "Mungos" again.
- Teen Pregnancy: Since Little Lamplight still exists after 200 years, and all residents are forced to leave once they become adults, it seems most of their pregnancies occur before the age of 18 - unless all the residents are foundlings brought in from the Wasteland.
- For a less squicky possibility, any children born in Big Town probably get brought to be raised in the relative safety of Little Lamplight.
- Sonora Cruz: "We're the Regulators. We've dedicated our lives to bringing the evil to justice. And out in the Wasteland, there's only one brand of justice: the gun."
A group of vigilantes who are dedicated to punishing the wicked. They will pay the player to chop off evil persons fingers and turn them in for a bounty, and will come after the player if their karma gets too low.
- Badass Longcoat: Their standard uniform.
- Bounty Hunter: The killing type.
- Faux Action Girl: Despite being the leader of this band of bounty hunters, Sonora Cruz never leaves their HQ and her AI behaviour is set to Unaggressive and Cowardly, which means she'll never fight. If you enter the HQ while hostiles have been aggroed, all she does is cowering in fear.
- Fingore: The only way to claim a bounty for them is by removing the fingers from the people you kill, although you can only take one finger per person...
- Good Is Not Soft: They ask their members to hunt down and kill people, chop off their fingers, and turn them in for a meager bounty. How are they good? They only target bastards that the wasteland is better without.
- Nice Hat: A cowboy hat, which pairs nicely with the abovementioned Badass Longcoat.
- Pay Evil unto Evil: Their main purpose is to hunt down and kill those that deserve it.
- Oddly Small Organization: Subverted. If you ask their leader why their group is seemingly so small, she'll respond that the ones you see are only her guards/assistants/bureacrats, whereas the rest are scattered throughout the wastes.
- Vigilante Man: An organization of them.
- Reilly: "All of them have been with me for years, I will trust any of them with my life."
A small group of mercenaries who, unlike Talon Company, aren't completely evil money-hungry bastards. Unfortunately, things don't seem to be going well for them as their leader is currently laid up in Underworld and her squad is trapped at the top of a building filled with super mutants. Its up to the player character to rescue them... or leave them to their fate. Led by a woman named Reilly.
- Action Girl: Reilly herself, and especially Brick.
- Badass Normal: Despite not having power armor or energy weapons, they are just as good (if not better) at fighting super mutants as the Brotherhood Paladins. The fact that they have the best light armor in the game with action point, attack and luck bonuses can explain that.
- If you have "Broken Steel" installed its possible to find OVERLORDS among the bodies in the super mutant corpse pile they've amassed.
- The odds of one of them getting killed on their way out of the hotel is extremely low (at least if you gave them bullets).
- Blood Knight: Brick doesn't seem to care what the rangers do, so long as she gets to kill something she's happy. If you talk to her she'll even admit she's glad they came to Vernon Square because it allowed her to kill so many super mutants.
- Boisterous Bruiser: Brick is quite exuberant about fighting.
- Everyone Has Standards: Reilly is perfectly honest about the fact that she, as a mercenary, kills for a living, but she prides herself on having some scruples about what kind of work she accepts, unlike Talon Company.
- Five-Man Band: They conform to the typical roles nicely. Reilly is The Leader, Butcher is The Lancer as Reilly's lover, Donovan the repairman is The Smart Guy, Brick the heavy weapon specialist is The Big Guy, and Theo, who was too soft for the field and carried the ammo, was The Chick. After rescuing them, the player can join them as The Sixth Ranger, doing side-work for the group alone.
- Heroic BSoD: Reilly suffers a small one out of guilt for what happened to her team, especially Theo. You can help snap her out of it.
- I Call It "Vera": Brick, who named her favorite minigun "Eugene."
- Vasquez Always Dies: Averted, well, if you save them from the Super Mutants. Played straight if Brick is killed while escaping the hotel.
- Tree Father Birch: "He is the One Who Grows, He is the One Who Gives and He is the One Who Guides. No one speaks His name out of reverence for His majesty. Thanks to Him, the Treeminders have a home."
A small, peaceful group of tribals inhabiting a tiny village in a place called Oasis, the greenest and most healthy place in the entire capital wasteland. They reject technology for the most part (apart from simple firearms) and worship Harold as a god.
- Cult: But a small and very harmless one (it has about 7 members). They're also more benevolent than most, as some of their members want nothing more than to share the beauty of Oasis with the rest of wastes.
- Floral Theme Naming: Each of their members is named after a different type of tree, like Maple or Birch.
- In the Hood: Their druid hoods are probably the least odd thing about their wardrobe.
- Necessarily Evil: They see using guns to defend themselves as such.
- Retired Badass: One of their members is a former Brotherhood Outcast who will give you his old power armor for completing the "Oasis" quest.
- Side Boob: Oddly enough, the female Treeminder robe, despite covering most of the wearer's body, allows for a decent amount of this.
- Stop Worshipping Me: Their veneration of Harold, much to his chagrin. Despite his repeated assertions he is not a God and even when he lashes out and orders them to do cruel things, they instead believe this to be "tests" to prove their faith.
- Loading Screen: "Raiders take whatever they want, whenever they want, and their favorite pastimes are torture and murder."
Evil, possibly insane wastelanders who only seem to exist to cause pain, suffering, and destruction. They are completely relentless and won't hesitate to kill anything and everything they come across.
- Curb-Stomp Battle: Once you make it past level 10, your encounters with them will slowly become this. If your using strong weapons against them, then all that will be left might be just a pile of limbs.
- Dirty Coward: Occasionally, a raider will attempt to flee if he or she becomes injured enough... aim for the legs.
- Scenery Gorn: Almost every raider base has a few mutilated corpses laying around or suspended from hooks.
- Scary Impractical Armor: Their armor, which seems to be pieced together from random bits of junk like leather and scrap metal. It has a DR of only 15, barely better than the Vault security armor you find at the start of the game.
- Suicidal Overconfidence: See below.
- Too Dumb to Live: They see no problem with bum rushing even people who are far better equipped than they are.
- Villain by Default: It's noted by Three Dog in one of his "Public Service Announcements" that trying to do anything other than run, hide or fight when Raiders attack is pointless.Three Dog: And don't bother waving the white flag. They'll just strangle you with it.
- Villains Out Shopping: Its possible (but rare) to come across a group of them playing... baseball. Yep. A few Raider bases also feature pool tables that appear to be played with.
- Wacky Wayside Tribe: Really they're just there so you have something to kill en masse.
- Zerg Rush: Seems to be their only tactic. While it can be effective against lower level characters with lower grade equipment, they'll do it even if their target(s) happen to be wearing power armor and wielding a fat man.
The DJ for Galaxy News Radio who strongly believes in fighting what he calls "The Good Fight." He will often report on the various quests the lone wanderer undertakes as well as his/her karma level. He even has a quest of his own that will allow him to broadcast all across the wasteland when it is completed. (Due to a super mutant attack he lost his broadcast disk and is currently confined to the downtown D.C. area.)
- Brutal Honesty: "Bringin' you the truth, no matter how bad it hurts!" He is not kidding. If you don't complete the Wasteland Survival Guide right he won't hesitate to tell everyone just how bad it is, and chews you out on the air for taking the "evil" ending to quests, even if you've otherwise been a stand-up guy.
- Catchphrase: His signoff before he starts up some music."Thanks for listening, chiiiilllldren! This is Three Dog, AHWOOOOOOOOOO! And you're listening to Galaxy News Radio! We're Radio Free Wasteland and we're here for you!''
- The Cobbler's Children Have No Shoes: Sort of. Despite all his preaching about banding together, never giving up, and fighting the good fight, he actually gave up hope on humanity a while ago. Ultimately averted if you have Good Karma.
- Cool Shades: He wears a pair.
- Deadpan Snarker: For one sampling of a large buffet of his wit:"This is Three Dog, coming to ya live from my fortified bunker in the middle of the D.C. hellhole! Ain't life grand?"
- Foil: To President Eden and Enclave Radio, naturally. Three Dog's broadcasts are all about you and the Brotherhood of Steel fighting to make the wasteland a better place and offering specific examples of such, and also providing general survival tips like maintaining weapons, avoiding radiation spots, and so forth. Eden talks about the Enclave's intentions to improve the wasteland with nothing to prove they're actually doing any real good (because they aren't), and his ideas on making the wasteland a better place are outdated and antiquated. And of course, Three Dog takes potshots at the Enclave while Eden denounces the Brotherhood.
- Large Ham Radio: "You're listening to Galaxy News Radio, and I'm your host, Three Dog, lord and master of all I survey!"
- Averted by his replacement if he dies. She simply comments about how she's just a replacement and is annoyed that she has to take his place until they find a suitable replacement.
- Horrible Judge of Character: Sympathetic to Roy's "cause" despite the fact that Roy is anything but sympathetic. In all likelihood he hasn't met Roy in person, and does call Roy out on it once he learns the guy basically slaughtered the entire human population of Tenpenny Tower for no good reason (not that he minds the residents dying).
- Hypocrite: Has moments of this.
- He lectures listeners on how ghouls are just normal people who deserve to be respected, while also gushing about the Brotherhood of Steel for protecting the downtrodden and trying to bring order to the Wasteland. Yet out in the Wasteland, the Brotherhood has a shoot on sight policy with ghouls, even if they aren't very stringent about enforcing it around Underworld.
- When the Lone Wanderer first meets Three Dog and asks him about where his Dad is, Three Dog explicitly tells our young protagonist that the Wasteland doesn't revolve around James & Child. But subsequently, the majority of his broadcasts are all about you and your quests! Hell depending on your karma he either calls you the most evil man in the Wasteland or the last, best hope for the people of the Wasteland. It seems that if he talked about anything other than you then the ratings for his show would decrease significantly.
- Related to the above, he constantly preaches about how everyone in the wasteland needs to band together and help each other out. Most tellingly, he encourages people to show some support for the Lone Wanderer who's trying to find his/her father. But when said kid fresh out of the Vault comes by his doorstep simply to ask which way James went, he refuses to help unless you either pass a high-level Speech check, or volunteer to explore the heart of the DC ruins, infested with Talon Company mercs and super mutants, to get him what he asks for.
- If at the end of the Those! quest you leave Bryan Wilks alone without trying to find him a new place to live, Three Dog will call you out for your abandoning him. But how did he get this detailed information, including the fact that Bryan is living in a box? "I have witnesses!" Meaning the only reason he knows about you abandoning a kid is that his people saw you . . . and then didn't do a thing to help the boy. Granted the "witnesses" may or may not work for him, but then why doesn't he chew out the witnesses too?
- Infallible Narrator: When he switches GNR to news, he somehow knows exactly what the player is doing at any time and calls them out, depending on their karma.
- Moral Dissonance: Try playing the game with good karma, but occasionally take the "evil" solution to a quest. He'll begin his segments on you singing your praises as The Messiah of the Wasteland who he absolutely adores, then goes on to recount how, say, you brutally slaughtered some innocent people."Don't lose hope children; don't ever lose hope. The kid from Vault 101, the Wasteland's one true Messiah still walks among us. Just listen to this...Hey, remember those down-on-their-luck ghouls who wanted to share the luxury accommodations at the fancy shmancy Tenpenny Tower? Looks like that dream has died on the vine. You see, those hapless, homeless irradiated rejects have all been brutally slaughtered in their temporary digs in the tunnels of Warrington Station. The butcher-at-large? Yep, you guessed it — none other than the kid from Vault 101. Nice going, scumbag."
- Conversely, if you play with evil karma and occasionally take the "good" solution to a quest, he'll begin by calling you the worst thing to happen to the Capital Wasteland since radiation poisoning, and then recount on how you killed the slavers at Paradise Falls."And lo, the boy/girl did step forth from his/her shadowy hole, and proclaim himself/herself Scourge of humanity. If they rewrite the Bible, they really need to add that part. Why? Because that kid from Vault 101 is the worst thing to happen to our neighborhood since radiation sickness! Here's the latest news on Vault 101's evil progeny... Those scumbag Slavers way over in Paradise Falls have one big ole bee on their bonnet. Buzz, buzz, buzz, buzz! Gasp! But what's this? The bothersome bumblebee looks suspiciously like a certain kid, from a certain Vault... You heard it here first, faithful listeners. The Wanderer showed up at slaver central and bad guys started dropping left and right. Did they sell her/him a bum slave and then refuse the refund, or was it some elaborate rescue operation? But more importantly - does it even matter worth a damn? Slavers are dead, slaves are free. That's a win-win if you ask me, children."
- Also with his testimony that ghouls are still human on the inside and people shouldn't be prejudiced against them, which is somewhat at odds with his warning that Raiders are animals that pillage and kill without reason and cannot be negotiated with, so the only thing to do with them is hide or shoot first. Ironically, he's right by virtue of this being the one Fallout game where Raiders are Villains By Default — anyone who has played the first two or New Vegas will tell you they may be savage outlaws, but they can be reasoned with and do not kill outsiders indiscriminately.
- Conversely, if you play with evil karma and occasionally take the "good" solution to a quest, he'll begin by calling you the worst thing to happen to the Capital Wasteland since radiation poisoning, and then recount on how you killed the slavers at Paradise Falls.
- Nice Guy: Most of the people in the Capital Wasteland like him simply because he's the one guy on the radio who seems to be in touch with the real world, and actually tells them what's really going on and seems to give a damn. The Brotherhood of Steel like him because he sings their praises, gives them shelter (granted, he gains something from it called protection, but he does sympathize with most of their work), and even hit it off great with your father. That said, unless you go to some epic lengths to be an asshole, he's nice to you as soon as you say 'hello'.
- Nice Hat: Wears a unique item called "Three Dog's Headwrap" that can be looted from his corpse.
- The Nicknamer: Three Dog tends to use nicknames, particularly when referring to the protagonist and his/her various exploits during news broadcasts. "The Lone Wanderer" and variations of "that crazy kid from Vault 101" are amongst his favourites, although he occasionally refers to him/her simply just as "101". Female Wanderers also get 'Little Miss 101'. He'll also sometimes call you by your current karma level.
- Non-Action Guy: He's a radio announcer - hardly the best-suited skill set to go adventuring with. However, he's good at it; he seems to have a lot of informants passing news to him; and as the only 'voice on the air' spreading news and trying to maintain morale, he's invaluable. It's also implied that he's the Brotherhood's unofficial communications switchboard guy.
- "Not Making This Up" Disclaimer: Occasionally lampshades the bizarre nature of the Capital Wasteland with one of these, such as your exploits with The Mechanist and The AntAgonizer.
- Public Service Announcement: Gives several of these over the radio from time to time. Most are helpful reminders about how to survive and some are simply small pieces of advice.
- Restored My Faith in Humanity: If you reach level 20 with Good Karma, he'll admit he actually gave up on humanity and the U.S.A. a long time ago. It was only reporting on all the great things the Lone Wanderer selflessly did that he began to believe things could get better. He ends with calling you the Last, Best Hope of Humanity.
- Sixth Ranger: Given how much he sympathizes with the Lyon chapter BOS, he's practically an honorary member in all but name. Hell, his radio tower is on the list of places the Brotherhood puts guards and turrets around, more or less implying this.
- Take That!: In-universe, he deals several to Enclave Radio."People of the Capital Wasteland, it is I, Three Dog, your ruler! Hear me, and obey! Oh sorry, that's that other radio station."
- Unknown Rival: To the Enclave. He constantly takes potshots at Eden and Enclave Radio, and since characters comment on how GNR and Enclave Radio are basically the only two radio stations in the wasteland, they and Three Dog himself consider the two stations rivals. The Enclave however doesn't even seem to be aware that he exists, and if they are they certainly don't care much.
- Voice of the Resistance: He's constantly championing the "good fight" and encouraging people to support the Brotherhood of Steel (and you, if you have good karma) in their fight against the nasties of the Capitol Wasteland. Doubles down on the trope when the Enclave invades and the war with them begins.
- What Are Records?: "I'm your friendly neighborhood disc jockey. What's a disc? Hell if I know, but I'm gonna keep talking anyway."
- What the Hell, Hero?: He won't hesitate to call the Lone Wanderer out on their questionable decisions even if they have near perfect karma.
- Worst News Judgement Ever: He even Lampshades it when the Wanderer completes the Nuka-Cola Challenge quest. Seems that some days, there really isn't anything more interesting going on in the post-apocalyptic wasteland...
A wandering super mutant who, unlike his savage brethren, has retained his mind as well as compassion for others. He is not only the nicest super mutant, but perhaps the nicest character overall in the game.
- Actual Pacifist: He refuses to fight and is polite to everyone he meets. Though he will hit random critters like Radscorpions if they attack him.
- Gentle Giant: Even more so then Fawkes, the only other sane super mutant encountered in the entire Capital Wasteland. He even tells you that he wishes he could give you something as poetic as the moon rising over the Wasteland.
- Hero with Bad Publicity: He is listed as an evil character, despite not actually being evil at all.
- Nice Guy: The Lone Wanderer can threaten to mug him. His response is to give you some clothes and regret that he has nothing else to give you. Aside from a Wanderer with Very Good Karma, no one can rival his kindness in the Wasteland.
- If you then threaten to kill him, he sighs that if you do, be sure to give the clothes to someone who needs them.
- Shout-Out: His name is probably a reference to Seinfeld.
- Walking the Earth: Although its possible to run into him more than once, which means he probably never leaves the Capital Wasteland.
An old woman who lives by herself out in the middle of nowhere. Of course, the Lone Wanderer can ease her loneliness a bit by paying her a visit and accepting her request to find a very rare musical instrument...
- Never Mess with Granny: Sure, she's a polite old woman, but she also has a container filled with enough ammo (including a mini nuke!) to supply a whole gang of raiders, along with the Blackhawk, a unique scoped pistol that she'll give to you as a gift if you find her the sheet music to go with her new violin.
- Video Game Caring Potential: The rewards for the arduous quests she sends you on are relatively meager, but she does become another voice of goodness in the wilderness (alongside Three Dog), and expresses her gratitude very touchingly.
The only decent (well, at least he doesn't shoot you on sight) raider in the entire game. He runs a shop deep, deep within Evergreen Mills and will gladly trade with the player so long as they have the caps and goods.
- Only Sane Man: Seems to be the only one of his kind to realise that attacking the guy who mowed down legions of raiders to even get to him might not be good for his overall well-being.
- Video Game Cruelty Potential: Doesn't save him from being killed. The fact that he has a key to a decent amount of free loot, one of the best shotguns in the game, and is aligned with a group that almost universally hates the player, means he practically wears a target on his face.
A post-apocalyptic business man with only one thing on his agenda: causing as much suffering, pain and misery in the Capital Wasteland as he possibly can. He will contact the Lone Wanderer if and when they take the Contract Killer perk and offer them bounties for killing good karma characters and collecting their ears.
- Affably Evil: He seems like a kindly old businessman... until you remember that his "business" is being as evil as humanly possible and spreading suffering to everything around him.
- Bad Boss: The four secretaries are all terrified and constantly working hard, and the official guide implies that secretaries who fall behind on their work are killed.
- Ear Ache: Unlike the Regulators and their fingers he demands ears for his bounties.
- Evil Old Folks: Daniel Littlehorn himself.
- For the Evulz: His entire M.O. pretty much. So long as you keep spreading misery and killing good people he'll keep paying you caps. He'll even suggest spending the money he rewards you on gambling, booze or a nice chem habit to really drive the point across.
- Names to Run Away from Really Fast: In the Book of Daniel, the anti-Christ is referred to as a "little horn". Combined with his taste in painting, his inability to be killed, and his eerily calm secretaries, you really have to wonder about his true nature.
- No-Sell: While his limbs can be crippled, it's impossible to kill him. Even if the player attacks him he won't even retaliate, just calmly stand up and take his seat back at his desk.
- Oddly Small Organization: The leader of the Regulators at least mentions having other members of her group spread out across the wastes, but all Daniel seems to have in comparison is a small office shack and four secretaries.
- Stupid Evil: Not Littlehorn himself, but his secretaries. If the player murders one of them then the rest don't fight, run away, or even cower - they just say "better him than me" and get back to work. They do this even if the player kills all four of them one after the other.
Mel is a wannabe mugger who may approach the player in a random encounter and tell you to hand over your items to him, he is of no threat whatsoever since he is armed with an unloaded Sawed-Off Shotgun.
- Dirty Coward: He speaks in a very nervous tone, and if you threaten or outsmart him, he will flee in embarrassment.
- Too Dumb to Live: You could be at the maximum level, wearing the toughest power armor, holding any of the most powerful weapons in the game and he will think it's a good idea to try and mug you, not that he does or can though.
- Slightly averted since he will apologize for bothering you and flee if you outsmart or threaten him.
- Video Game Cruelty Potential: If you turn him hostile, he will have absolutely no way of defending himself and you could pretty much toy with him relentlessly then kill him slowly.
Operation: Anchorage Characters
General Constantine Chase
- Badass Longcoat: Which you can pick up and wear in Mothership Zeta.
- Eagleland: Him and his entire troop line-up. Choice slogans include "Better dead than Red" and "Don't mess with the U.S."
- Executive Meddling: In-universe, the simulation was adjusted according to his demands constantly, and became very detached from the reality. There's no real way to tell if anything you experience in it actually happened or if it was just Chase making stuff up.
- Four-Star Badass: He has the rank of four-star general. Is also quick to remind the player when they don't call him 'sir' that such idle banter between subordinate and his superior officer is unprofessional, and that those stars on his uniform aren't just for show and is something he earned over a long career so his rank deserves respect.
- Mission Control: The player reports to him for orders and briefings.
- Nice Job Fixing It, Villain!: He "unofficially" authorised Dr Braun to be allowed the Chinese Invasion program for Vault 112, neither knowing nor caring why Braun wanted to test military training programs on civilians. The Lone Wanderer can later use this program to Mercy Kill the people that Braun had kept trapped in Virtual Reality for 200 years, ending their torment.
- Posthumous Character: He's mentioned frequently throughout the game, and only appears in person in the simulation.
- Sanity Slippage: Several terminals contain diary entries of people working for Chase who say that he's been getting increasingly unstable, albeit not in a dangerous kind of way. Considering the dates of these entries are shortly before the Great War, it makes you wonder if he didn't have some idea of what was coming.
Gunnery Sergeant "Benji" Montgomery is the player's right-hand man during the Anchorage simulation.
- Deadpan Snarker: Treats the player's more "questionable" dialogue choices with dry sarcasm.Player: You save some, you lose others. Who cares as long as the job gets done?
Montgomery: Who cares? Lemme take a close look at you. Hmmm. Nope, I don't see any tin plating. You don't look like a robot.
- Direct Line to the Author: After Chase's in-universe Executive Meddling during the simulation, it's hard to say if a real Benjamin Montgomery actually existed during the war in Anchorage.
- Eagleland: Proudly patriotic and shouts pro-American, anti-Communist slogans in battle.
- The Lancer: The player's right-hand who they use to give orders to their forces and who accompanies them in battle. He also tries to get the player to play along with the simulation and act like a proper army soldier.
- Made of Iron: With Broken Steel installed he can reach 250 HP, and wears winterized combat armor in top condition. This makes him as tough as a higher-rank super mutant.
- More Dakka: His weapon is an assault rifle.
- Semper Fi: His dialogue indicates that he's a United States Marine. Since every other American at the Anchorage Front, including your character's character, is in the Army, this is one of the bigger hints suggesting that the Anchorage simulation is not 100% accurate.
- Authority Equals Asskicking: He's the leader of the Chinese army and the most powerful of them.
- Badass Mustache: He has a short-trimmed 'stache.
- Better to Die than Be Killed: If you pass a speech challenge you convince him that he's already lost, so he runs himself through with his sword to avoid being taken prisoner. It's recommended that you at least attempt this.
- Damage-Sponge Boss: See Made of Iron below.
- Duel Boss: The compound where you find him is full of American and Chinese forces, but they're coded to ignore the two of you and focus on each other. Thus, barring a stray shot provoking them to intervene, you and Jingwei fight one-on-one.
- Famous-Named Foreigner: Somewhat named for Wang Jingwei, the puppet head of Japanese-occupied China.
- Four-Star Badass: As a ranking officer he proves he's a very powerful foe.
- Interchangeable Asian Cultures: The man somehow commits seppuku when you convinces him that the battle is lost. Seppuku is a Japanese tradition, not a Chinese one. Also, the Chinese are not really known for sword fetishes; it's the Japanese who really made the sword actual field equipment in WWII after all. The Chinese, y'know, just made do with rifles and other modern equipment.
- Probably a Justified Trope since you encounter him in a virtual reality simulation made by Americans who probably don't know/care about the differences in Asian cultures.
- It's also possible that the real Jingwei had his own Foreign Culture Fetish for the Japanese. The sword turns out to be real, after all.
- Probably a Justified Trope since you encounter him in a virtual reality simulation made by Americans who probably don't know/care about the differences in Asian cultures.
- Katanas Are Just Better: Wields a custom Chinese Officer's Sword (modeled after a chinese jian) with an electrified aura coursing over it to do additional damage on a hit. This is apparently not one of Chase's fictional additions because you can find it in the sealed room of pre-war equipment that unlocks when you finish the simulation.
- Kick the Dog: Executing an unarmed prisoner when you first meet him.
- Made of Iron: Has by far more health than any other human NPC in the entire Fallout series, being nearly as tough as a Super Mutant Behemoth at his highest level. This is most likely due to him being a character in a computer simulation, which was reprogrammed by General Chase to be significantly divorced from the reality of the real Anchorage campaign.
- Stylistic Suck: Possibly. His spoken Chinese is terrible and virtually unintelligible to a native speaker. Appropriately, it sounds more like a Westerner trying to speak Chinese with a faked Chinese accent. Again, it's hard to say though if it's Bethesda's voice actor doing a poor job, or if it's because Chase did a poor job in-universe on the simulation. Or both.
The Pitt characters
- Voiced by: Mike Rosson (English), Kirill Radzig (Russian)
The character who initiates The Pitt DLC. Formerly Ashur's Dragon, Ashur made him into a slave after Wernher attempted a coup. He eventually escaped, and is currently looking to free the slaves of The Pitt and become its new ruler.
- Big Bad: Becomes this if you decide to side with Ashur.
- Big Good: Acts as this for the DLC, not appearing in person once you enter The Pitt but being the one who recruits the player, and the driving force behind the rebellion against Ashur. Subverted when you find out he isn't nearly as good as he pretends and is driven by selfish ambition rather than the good of the slaves.
- Bitch in Sheep's Clothing: While it's arguable if he counts as evil or not, Wernher is much less noble than he acts when you first made contact with him.
- Chronic Backstabbing Disorder: He betrayed Ashur, lied to the player, and if you talk him out of fighting he'll abandon the Pitt without any concern for the slaves who were relying on him to free them.
- Cluster F-Bomb"But you know what? Fuck this city, and fuck the raiders, fuck the slaves, and fuck you too, fucker. I'm gone."
- Deadpan Snarker: He can be very snarky and sarcastic at times.
- If you bring a companion along, he'll make fun of him/her/it with various condescending lines about how you can't take him/her/it with you.
- Dirty Coward: Has shades, mostly through relying on others to achieve his goals for him instead of doing it himself. It's also very easy to convince him his revolution has failed, in which case he flees.
- The Dragon: Potentially to you if you declare yourself the new ruler of The Pitt when you overthrow Ashur. If you do, you of course don't stick around, and Wernher tells you to leave running the place to him, becoming a Dragon-in-Chief.
- Evil All Along: Turns out to have been manipulating the player all along to seize control of the Pitt for himself and doesn't give two fucks about the plight of the slaves.
- Eyepatch of Power: One of five characters in the game to have one.
- Faux Affably Evil: Is capable of putting on a friendly demeanor but it's all an act. If you call him out when you meet up with him again he quickly shows his true colors.
- Foil: To Ashur. While Ashur does evil deeds for mostly good ends, Wernher does good things for selfish ends.
- Fridge Logic: Invokes and lampshades it. Did you ever wonder why you see comparatively few slaves despite there being so many slavers? The Pitt is buying them all.
- Full-Circle Revolution: According to the game guide, Wernher cares nothing about the slaves and is just using them to overthrow and seize The Pitt for himself.
- Hypocrite: If you betray him, he sneers that you think nothing and no one else matters but what you want, and accuses you of being a coward afraid to get their hands dirty. The entirety of the DLC has been Wernher using other people to overthrow Ashur while he does little more than organize them, and if you successfully talk him down, he flees deciding the slaves and the Pitt aren't worth it.
- I Did What I Had to Do: Seems to hold the view that this is a truth of the world — "If you aren't getting your hands dirty, you aren't making a difference. Welcome to the world."
- Jerkass: Once his true colors are revealed, he drops any pretense of niceness. Even before then he's a bit of a dick to you.
- Manipulative Bastard: Plays with the player's perceptions of the state of things in The Pitt to get them to aid him.
- Not So Different: His speech to the player about having to do evil things for the greater good reveals he's really no different from Ashur. Especially since his real goal in overthrowing Ashur is just so he can rule himself.
- Screw This, I'm Outta Here!: If you convince him to abandon The Pitt, he flees the area deciding it isn't worth it anymore.
- The Starscream: Used to be this to Ashur before he was made a slave.
- Rebel Leader: He's the commander of the rebels.
- Rewarded as a Traitor Deserves: He was condemned to slavery when he tried to stage a coup against Ashur.
- Revolvers Are Just Better: His weapon of choice is a 44 magnum.
- Villainous Breakdown: Has one if you tell him you're siding with Ashur over him, complete with a Cluster F-Bomb.
- Would Hurt a Child: The surgical tools in his lair leave little ambiguity about what he has planned for Marie. If the player turns control of The Pitt over to him, he expresses disgust at those experimenting on Marie, telling you work on getting a cure would be going faster if they stopped worrying about hurting her.
- You Have Outlived Your Usefulness: Played with. G.E.C.K. editor files imply Wernher might have been planning to betray you, but he ultimately doesn't.
- Voiced by: James Lewis (English), Radik Mukhametzyanov (Russian)
The current leader of The Pitt (basically all that's left of Pittsburg). He was formerly part of the Brotherhood of Steel, and was with them when the Brotherhood sacked the city, however he was knocked out in the battle, forcing the Brotherhood to leave him behind. He was eventually found by some locals, who worshipped him as a god. Eventually, using his leadership skills and combat experience, he unified a large section of The Pitt, and is its current ruler. Although The Pitt has been ravaged by the Trogs disease and has been forced to turn to slavery, Ashur has maintained relative order through use of force, and still sees hope in using The Pitt's manufacturing capabilities to turn it into a prosperous city.
- Affably Evil: Even if you do view him as the Big Bad despite the Grey-and-Gray Morality of the story, he is still a pretty well-spoken and reasonable man. A G.E.C.K. script note sums it up — "appearing open and welcoming, while offering a lightly-veiled threat."
- A God Am I: Played with. Some of the local tribals and raiders see Ashur as a god due to his power armor, but he doesn't seem to actively cultivate or encourage the idea.
- Ambition Is Evil: Unlike the inhabitants of the Capital Wasteland who seem content with sitting with their thumbs up their asses for 200 years, he is actively trying to make progress towards making the world better. However, the price of doing so is a society built on slavery as well as raiding resources from surrounding communities.
- Anti-Villain: Ashur believes that he and his men are doing great work to try and create something bigger and better than the hellhole that the rest of the Capital Wasteland is. However, he's still doing terrible things in pursuit of that work, shows little more than distaste for his deeds and his methods and is otherwise at ease with them, and the value of the "better" society he wants to create weighed against the cost is up for debate.
- Asskicking Equals Authority: Ashur invoked this himself, killing the leaders of various raider tribes to compress them into service as his men.
- Bald of Evil: Aside from a short strip of hair down the center, yup.
- Big Bad: He's set up as the main antagonist of the Pitt, although it's up to the player to decide whether he or Wernher is most in the right.
- Even Evil Has Loved Ones: He has a wife and daughter that he cares deeply for.
- Evil Counterpart:
- To your dad James. They've both undertaken a massive reformation project and want to make their respective homes better places, but Ashur initially began it for selfish reasons, wanting to leave his mark on the world, while James and Catherine were motivated by genuine goodwill. The birth of their children shifted them in different directions, Ashur now wanting his work completed so Marie can grow up in a better world, while Catherine's death demoralized James to the point he abandoned Project Purity to give is child a normal life. And there's also Ashur's extreme violence and brutality versus James's Heroic Sacrifice in the name of their respective work.
- To a lesser degree, he is also one to Elder Lyons. When asked if he misses the Brotherhood he claims no, calling them out for not using their technology to make a difference in the world and saying they're "lazy" for not making the type of effort and sacrifice he has in trying to rebuild civilization. While this is true for the Brotherhood Outcasts and the Mojave chapter of the Brotherhood, the DC chapter of the Brotherhood, which Lyons heads, has indeed turned their attention to more altruistic pursuits.
- FaceHeel Turn: He was once a Brotherhood Paladin, and still wears the armor, modified with scrap materials. He started The Pitt when he was assumed dead and left behind by the Brotherhood, and the locals came to see him a god.
- I Did What I Had to Do: The Pittsburg area has zero population growth due to the city's unique toxins causing any babies born in the city to be mindless mutants. As a result, Ashur had to resort to slavery to preserve the Pitt as a functioning community. He reasons against simply abandoning the city due to the benefits of the area's only functional steel mill outweighing the human cost of running it.
- Informed Ability: He's an Asskicking Equals Authority badass wearing power armor and the Big Bad of the DLC, so you'd expect him to put up a decent fight. He turns out to only be about on par with a mid-level Enclave soldier if you end up fighting him. His unarmored rival, Wernher, ends up being a tougher Final Boss fight due to having companion-level health.
- Insistent Terminology: He insists that the slave laborers of The Pitt be referred to as "workers," as it emphasizes they are doing important work and all have a chance to earn their freedom and start new lives. However, in personal dialogue with him he occasionally refers to them as slaves still.
- Necessarily Evil: He sees himself as such, reasoning that the horrible things he and his men do are sacrifices to be made for the greater good.
- Orcus on His Throne: Subverted. Unlike his adversary Wernher, Ashur leads from the front. In fact, it's his departure to do so that gives the player character the opportunity to fulfill (or renounce) the mission that the plot centers around.
- Papa Wolf: Try to kidnap his daughter and he dies defending her. If you kidnap her and then return her to him after the quest is done, he considers having you dismembered for taking her, but stays his hand since you also returned her safe and sound.
- Scary Impractical Armor: Averted with his armor, which is both scary and practical. It's a standard T-45b suit of Brotherhood armor with some rust and a paint job, and has been repaired with bits and ends like a cattle skull and scrap metal. It's still got 35 DR and some nifty stat bonuses.
- Shotguns Are Just Better: His weapon of choice is a combat shotgun.
- Tin Tyrant: Wears a suit of power armor to give this impression.
- Villain Has a Point: He's correct in calling the brotherhood lazy and that they focus entirely on the past with no regard for the future. This is especially poignant after the formally benevolent East Coast chapter fall right back into their xenophobic, tech gathering ways.
- Visionary Villain: The main force behind his motivations is his belief that the steel mill is The Pitt's chance to become an industrial powerhouse and break away from scavenging, and when his newborn daughter showed to be immune to the trog plague, he saw the chance to stop having to rely on slave labor to increase their ranks once the people were cured of their mutations by finding out how his daughter is immune.
- Well-Intentioned Extremist: He's committing terrible atrocities in the name of trying to get civilization back on its feet.
A Pitt slave working with Wernher to begin an uprising, she's the player's contact in The Pitt.
- Hidden Depths: The Fallout 3 official game guide mentions she's been raised a slave her whole life, and has a lot of survival and combat skills. If she wanted too, Midea could probably fight in the arena and win her freedom, but she's chosen to remain a slave to make conditions better for them as best she can.
- The Heavy: While Wernher is the leader of the rebellion, he stays off-screen for most of the DLC, leaving Midea to be the one who gives you your directives and helps execute the plan.
- Informed Attribute: Her mentioned fighting prowess? She won't get to show it; she has no weapon, no armor, and her skills and HP are no higher than any normal civilian.
- A Lighter Shade of Grey: While Wernher is a power-hungry Jerkass more interested in taking Ashur's place than doing any good for the slaves, Midea earnestly wants to improve conditions for them. She also comes to care for Marie, though annoyed her crying keeps her awake at night.
- Number Two: Wernher's right-hand woman in organizing the slave revolt.
A Pitt slave manning the ammo press, he snitches to his superiors about what the other slaves are up to for lighter treatment and rewards.
- Gameplay and Story Segregation: You can tell him straight that you're an outsider Wernher has sent into The Pitt to help him and Midea start a revolt. Nothing comes of it. The only effect snitching to him has is that if you tell him another slave, Macro, is secretly making weapons for the revolt, Macro is killed. But then that just means you can't get a weapon from him if you hadn't before, the slaves still seem pretty well-armed when the attack begins.
- Rewarded as a Traitor Deserves: When the revolt starts, unless he manages to hide he'll be killed by the attacking slaves.
- The Stool Pigeon: A Betrayer Barry type, ratting on his fellow slaves for personal gain.
- Token Evil Teammate: He sells out the other slaves for his own sake.
A Pitt raider in charge of overseeing the collection of steel ingots from the steelyard.
- Armor of Invincibility: The reward for finding all 100 ingots is one of the best armors in the game, the Tribal Power Armor.
- Collector of the Strange: An assortment of random junk trophies adorns the shelves behind his desk. For collecting ingots he gives the player choice pieces from his collection.
- Token Good Teammate: For a given value of "good" anyway, but unlike the other Pitt Raiders, Everett isn't marked as having Evil Karma. He's also about the only Pitt raider to act friendly (if a bit cynical) towards you before you become one of them. If you side with Wernher and help the slave revolt, they leave Everett alive possibly thanks to this trope.
- Took a Level in Kindness: When you first meet him he's as rude and arrogant as any other raiders. As you gather ingots and prove your worth as a worker, though, he starts warming up to you and becomes much more friendly.
Point Lookout characters
- Voiced by: Craig Sechler (English), Alexey Mikhailov (Russian)
The main antagonist of the Point Lookout DLC. Formerly a member of the highly influential Calvert family, the professor has outlived his mortal body with the miracles of SCIENCE, and is now simply a brain in a jar. He desires psychic domination of Maryland and revenge against his nemesis, Desmond.
- Big Bad: Of the Point Lookout questline.
- Brain in a Jar: His current state.
- Black-and-Gray Morality: The conflict between him and Desmond, with Calvert as the black.
- Card-Carrying Villain: He's open with how evil he is.
- Historical Character's Fictional Relative: The Calverts are a real family, who indeed own an estate in the real Point Lookout.
- Large Ham: "It is I! Professor Calvert! I have been kept alive through the MIRACLES OF SCIENCE!"
- Mecha-Mooks: The only things he can directly control are the Robobrains, Protectrons, and Turrets in his bunker.
- Mad Scientist: He's completely amoral and nuts.
- Really 700 Years Old: Like Mr. House, he's an influential pre-War political figure who managed to survive 200 years into the apocalypse through the miracles of science.
- Smug Snake: He believes Desmond cannot hope to defeat him.
- Surrounded by Idiots: Has nothing but contempt for his Tribal minions/worshippers. Granted, his disdain is fairly justified given how most of them really are complete idiots, since joining the tribe involves having a piece of your brain cut out.
- Telepathy: 200 years of existence as nothing more than a disembodied brain has allowed Calvert to develop the ability to communicate with and influence the minds of others over long distance via telepathy.
- Too Dumb to Live: At the end when you face him, he is just a brain in a glass tank, while you along with Desmond could already have a gun out pointing at it and he STILL believes himself victorious and completely beyond your power.
- Not to mention, his Protectrons are the weakest robots in the game and since Point Lookout is a late DLC, you could be wearing Power Armor while equipped with some of the most powerful weapons in the game, and Calvert still believes the Protectrons can take you down along with Desmond. How insulting.
- You Have Out Lived Your Usefulness: If you help him, he will reward you... with DEATH. Or at least he tries.
- Zero-Effort Boss: He is a literal Brain in a Jar with no combat abilities. His only defense in his room is about 8 Protectrons (the weakest robot-type enemy in the game), most of which don't even work.
- Voiced by: Jeff Baker (English)
The main "hero" (for lack of a better term) of the Point Lookout questline. He is the arch nemesis of Professor Calvert. His current goal is to rid the world of Calvert and obtain all of the information Calvert has stockpiled.
- And the Adventure Continues: If he's still alive at the end of the main quest of Point Lookout, he departs to continue hunting the rest of his enemies.
- Badass Mustache: Like Raul, it survived ghoulification.
- Badass in a Nice Suit: His suit might not be the most practical outfit for the setting, but it doesn't really seem to bother him.
- Cluster F-Bomb: You'll be hard pressed to find anyone in the history of Fallout who cusses as much as him.
- Cold Sniper: He uses a sniper rifle with deadly efficiency when the second wave of tribals attack his mansion.
- Crazy-Prepared: He has several turrets and mines set up around his mansion to repel tribals, and he even gives you a perk that increases your defense skills. He also has a bomb shelter under his mansion just in case Calvert decides to blow it up. Calvert does.
- Evil vs. Evil: Okay well, this is rather subverted as he's not a full villain, and Calvert is definitely the evil monster of the relationship, but Desmond is hardly a hero for opposing him.
- The Greatest Story Never Told: We get only the slightest glimpses into his history and past, but it's abundantly clear that there is a lot of backstory that Desmond simply refuses to elaborate on.
- Good Is Not Nice
- Guttural Growler: Jeff Baker uses his "chain-smoker" voice that once graced all male Dark Elves in The Elder Scrolls III: Morrowind.
- Hero of Another Story: You pretty much catch him while he's at the tail-end of his century-spanning feud with Calvert, the details of which are never made clear. And when that matter's resolved, he still has more enemies to deal with.
- Jerk with a Heart of Gold: He makes no effort to hide the fact that his goals are entirely self serving, but he's a much better alternative than Calvert. When you earn his respect, he gives you a couple of warm lines, and despite his personality, he has Good Karma.
- Ooh, Me Accent's Slipping: His British accent is a bit inconsistent, but he has lived in America since well before the bombs ever fell, so his accent may just be naturalized at this point.
- Old Soldier: Being a ghoul and all, he is several hundred years old. He's also a great shot with a sniper rifle and an expert at setting traps. When you're strong enough to keep up with the Tribals, you know you've got to be badass.
- The Mean Brit: He's a British expat from before the war, and has quite the attitude problem too.
- Monster Progenitor: Of a sort; it's mentioned in background text that his case of ghoulification was deliberate, due to a small arms race between nations of who could live the longest after the war. Due to being exposed to small bursts of radiation, Desmond was a "winner".
- Pet the Dog: Literally. He's extremely upset when Calvert blows up his mansion and kills his pair of dogs, and storms off right that second to kill the brain.
- There's also the small (small!) thanks he gives you if you kill Professor Calvert.
- The Remnant: He and his enemies in intelligence continued their battle (or "The Great Game" as they call it) despite the interests they represent no longer existing.note
- Sir Swears-a-Lot: He curses a lot, even for Fallout.
- Sophisticated as Hell: Pretty much everything that comes out of his mouth is some combination of eloquence and profanity.
- The Spymaster: He's a former high ranking intelligence officer. The Fallout 3 guide even points out that Desmond may even have been directly involved in the decision to launch nuclear weapons during the Great War. Probably worked for the Top Brass of the former United Kingdom of Great Britain.
- Ungrateful Bastard: He's unwilling to admit how much he needs your help or to give you wholehearted thanks for fighting alongside him.
- Weak, but Skilled: He maintains that the main reasons he's such a good fighter is because he's "got a 100 years of experience on your ass, and don't you forget it".
Tobar the Ferryman
The captain of the Duchess Gambit who transports various travelers to and from Point Lookout for a modest fee.
- Asshole Victim: He truly has it coming to him when The Lone Wanderer discovers that he was the one who violated their body.
- Back-Alley Doctor: He cuts out pieces of people's brains and keeps them as trophies.
- Collector of the Strange: He collects pieces of brain he cut out himself.
- Evil Cannot Comprehend Good: He's rather quick to try and paint his own egregious crimes in a much better light and demonize you, only said claims are quite null & void for a Lone Wanderer who has high Good Karma.
- Faux Affably Evil: He remains polite and cheerful right up until the Lone Wanderer confronts him over his past crimes, such as cutting out a part of their brain. At that point he condescendingly taunts them and then attacks.
- Lack of Empathy: He show absolutely no hint of remorse for his actions towards The Lone Wanderer or to anyone else he's ever hurt.
- Nice Hat: He wears a Roving Trader Hat.
- The Unapologetic: He never once says sorry or shows signs of regret for violating The Lone Wanderer.
A kindly old man living alone in his manor house deep in the Point Lookout swamp who asks the player to retrieve a family heirloom of his stolen by the mutated swampfolk who roam the bog. Naturally, this "family heirloom" turns out to be an evil book of dark and terrible power that the player must choose to return to its former owner or destroy forever.
- Even Evil Has Standards: He's very vehement about his scorn for the swampfolk, deriding them as mindless, depraved animals.
- Evil Old Folks: What he ultimately turns out to be.
- Faux Affably Evil: His manners and gratitude disappear the minute you hand him his book.
- Hoist by His Own Petard: His only way of reclaiming his book rests in your hands, and nothing is barring you from taking it to the Dunwich building and destroying it, or if you have second thoughts after you hand him his book and he reveals his true nature, blowing the bastard's head off and then taking it to either dispose of or keep for yourself.
- Non-Action Guy: He's just an old man with an extremely low Strength attribute who has to rely on you to retrieve his stolen property from the swampfolk. Despite this, he is one of the creepiest bastards in the whole game who somehow managed to kill enough people to fill his basement with corpses.
- Smug Snake: To be fair, he's so old and decrepit that he has to rely on you to do his dirty work and even then is somewhat full of pleasantries. But when all is said and done, he starts acting like you're a worm and talking down to you as if you're beneath him. But absolutely nothing is stopping you from putting a round in his skull and taking the Krivbeknih either to destroy it or keep it for yourself.
- Tome of Eldritch Lore: His book is this.
Took the ferry to Point Lookout to see the world. Much to the distress of her mother, Catherine, who asks the Lone Wanderer to bring her back.
- Action Girl: She manages to survive the horrors of Point Lookout all on her own and was even willing to confront Tobar before the Lone Wanderer shows up and she decides to let them have the honor themselves.
- Fiery Redhead: She definitely fits this trope and even made Tobar consider throwing her off the boat before they got to Point Lookout.
- Hero of Another Story: Like the Lone Wanderer, Nadine also took the ferry to Point Lookout in search of adventure, and as your paths cross during your time, it's clear she's doing fine too. When you return to confront Tobar, she's already beaten you to it.
- Jerk with a Heart of Gold: She can come off as rude and aggressive when the player first meets her but is genuinely thankful for their help setting things right and lets them ride the ferry for free after they kill Tobar and she takes control of it.
- Major Injury Underreaction: She doesn't seem to be too bothered by the fact that her head is missing a chunk of its brain], though, like the Lone Wanderer but unlike many of the Tribals, it hasn't lobotomised her though she does want to get revenge on the person who did it.
The main inhabitants of Point Lookout. Unlike the inhabitants of the capital wasteland who live in small towns, the Tribals live in tents/ruins and are very low tech. They usually carry weapons like hunting rifles, double barreled shotguns, axes, and knives, and make most of their money off of trading a sweet tasting, easy to grow, very versatile fruit called the "Punga" fruit. They are currently being manipulated by Calvert into getting rid of Desmond.
- Authority Equals Asskicking: Inverted; Jackson, their "leader", is the weakest tribal there is.
- Fake Difficulty: For no reason at all, they get an unblockable +35 damage boost.
- Improbable Power Discrepancy: Strangely, many of these unarmored tribals are significantly tougher than the Power Armor-wearing soldiers of the Enclave.
- Made of Iron: They have hundreds of HP at higher levels, almost as much as deathclaws.
Mothership Zeta characters
- Alien Arts Are Appreciated: Invoked about their bizarre obsession with the children's robotic horse, "Giddy-Up Buttercup". Although at least one room implies this is because they're trying to weaponise them.
- Aliens Are Bastards: They abduct humans and perform random experiments on them, for no other reason apparently than simply because they enjoy doing it.
- Authority Equals Asskicking: Averted with the Alien Captain.
- Early-Bird Cameo: One of their crashed spaceships and a pair of corpses (where you can find the Alien Blaster) are found in the original Fallout as well as in Fallout 3 (though the ship there looks different than in Fallout).
- Glass Cannon: They move quickly and their weapons pack a kick, but they have very poor defences and little HP so they die quickly. However, higher-level aliens have "inertia suppression fields" that grant them bonus damage resistance to become Lightning Bruisers. Against a level 30 Lone Wanderer, a pack of aliens with such fields are more durable than a squad of Enclave Hellfire Troops and do at least as much damage.
- Greater-Scope Villain: To the Enclave, sort of.
- Humanoid Abomination: A literal case. On their ship the player can find enemies named "Abomination", which are humans who have been spliced with alien DNA. They look more alien than human now and are hostile to humans and aliens alike when encountered.
- Infinity +1 Sword: Once again, pretty much all of their equipment, especially the Alien Blaster.
- Insufficiently Advanced Alien: Despite their advanced technology, close observation shows them to be staggeringly incompetent. For starters, despite all their other advances, they possess no translation technology to communicate with humans effectively even when it would be helpful to them, as seen in many logs where they tend to hit their captives until they start talking. Many areas are littered with junk, they have the aforementioned bizarre obsession with "Giddy-Up Buttercup", they've somehow wound up with unwanted Brahmin and Yao guai on their ship, and their attacks are largely uncoordinated with aliens encountered in different sections seemingly unaware of the Lone Wanderer & Co.'s activities. They ultimately lose their ship to a handful of humans whom they're completely unable to stop with superior numbers and knowledge of the vessel's workings, and among those humans, the one doing the most planning is just a child whom they've repeatedly been unable to contain.
- Level Scaling: At higher levels, they wear inertia suppression fields and wield Disintegrators more often, as well as their shields increasing in damage resistance.
- Made of Iron: At Level 30, their level-scaling means their inertia suppression fields grant them a Damage Resistance of 110. Even a sneak-attack critical hit from the most powerful weapons in the game will barely take off half their HP, if that.
- Shout-Out: As stated above, they resemble stereotypical '50s and '60s aliens.
- The Unintelligible: Their native language. At least one prisoner (a linguist) was on the verge of figuring it out, but they responded to her attempts to communicate in their language by either killing her or knocking her out.
- Video Game Cruelty Potential: Not all the aliens on the ship are hostile, some of them are workers who run and hide from you, and when cornered wave their hands and seem to plead for mercy. You can kill them, and lose Karma for it.
- Zero-Effort Boss: The Alien Captain has lower health than pretty much everyone else onboard, and when the player has access to things like the Alien Disintegrator, he literally dies in one shot.
- Captain Ersatz: She's one of Newt, almost to the point of Lawyer-Friendly Cameo.
- Fish out of Temporal Water: But having been on-board the ship and frequently out of stasis long enough to explore the ship, she's pretty good about it.
- Genre Savvy: She notes she's seen alien movies before, and she obviously knows how these stories go, further helped by her knowing the ship layout well. She knows how to get around the ship and what goes on in eac harea, how to operate the controls on the bridge (complete with directing the rest of the party to their proper locations in accordance with the Captain Cosmo show's crew), and is generally good at intuiting what's going on with the aliens behind the scenes.
- Mission Control: To an extent, she often tosses out advice off-screen while she's in the vents.
- Really 700 Years Old: She was born sometime before the Great War, judging by her recognition of the Giddyup Buttercup on the alien ship. Sally herself states that she and her family were abducted by aliens as the bombs fell.
- Tagalong Kid: Invites herself along since you need her know-how to escape.
- Wise Beyond Their Years: She's very smart and sensible, even without her advance knowledge of the ship's layout that lets her guide you around.
- The Engineer: With a Repair skill of 100, she's the best mechanic in the game and can repair anything to perfect condition.
- The Lancer: Your first ally and the only one from the Wasteland like you.
- No Hero Discount: You can ask her why she insists on charging you for repairs, to which she replies you know how hard it is in the wasteland without money, and she's not gonna go home broke.
- Retired Monster: It's implied she may have been a raider or a slaver before being abducted.
- Sassy Black Woman: She's got quite an attitude on her, though she isn't mean.
- Shotguns Are Just Better: She finds one somewhere in the ship and uses it for the remainder of the exploration.
- Silly Rabbit, Idealism Is for Kids!: Listening to her talk to Sally or Elliot shows her to be a very cynical person. When Sally makes a comment she wishes someone would "fix" the problems down below, Somah replies there's no one left to fix it, and she doesn't see how they could if there was.
- Combat Medic: Though he doesn't get to show the latter as all his medic's equipment is gone, he was a frontline field medic in the army.
- Conspiracy Theorist: A shining example of pre-war citizens. When you first unthaw him he suspects you're an alien taken on human form to trick him, and you have to talk him down.
- Crouching Moron, Hidden Badass: Talking to him or listening to the others chat him up shows him a bit silly and naive. Take him into battle though and out comes the assault rifle and Hot-Blooded shouting.
- A Father to His Men: He is not happy when he finds aliens dissecting his squad members.
- Fish out of Temporal Water: He takes it the hardest of them, partially since he was involved in the conflicts that lead to The End of the World as We Know It. This results in him staying aboard the ship, feeling there's no point to heading back to Earth.
- Foreshadowing: Subtly drops some for Fallout 4. While examining the aliens' cryostasis technology, he notes that he was studying cryogenics for the government before he was drafted, hinting towards the background of the Sole Survivor. He's even in the same military unit as the male Sole Survivor.
- Kick the Dog: He's the only ally of the expansion who will attack alien workers, even though it's emphasized that they're helpless and killing them is a hit to your Karma. By contrast, Paulson and Somah just ignore them.
- More Dakka: Guns down aliens with an assault rifle.
- Really 700 Years Old: He's from just before the Great War and is implied to have fought at Anchorage.
- The Smart Guy: He learns about the alien technology around you pretty quick, and is able to refine weapons and consumables from the stuff you find. He mentions at one point that he was actually a medical researcher before the war in Alaska.
- Cowboy: He is one, straight from the old west.
- Fish out of Temporal Water: Though comparing the Capital Wasteland and especially the Mojave to the Old West, he'd probably be able to adjust.
- Heartbroken Badass: The reason he's so eager to shoot up the aliens? He wasn't alone when they abducted him, he had a wife and son. He survived to get taken aboard the ship—they didn't.
- Interchangeable Asian Cultures: He refers to Toshiro as "the Chinaman" until Sally corrects him.
- Nice Hat: Wears a typical western cowboy hat.
- The Power of Hate: What's motivating him due to the loss of his family to the aliens.
- Really 700 Years Old: He was abducted from the Old West, so he's at least 400 years old.
- Revolvers Are Just Better: It's actually quite potent, and the strongest variant of it you can get without nuking the Citadel in Broken Steel.
- Everything's Better with Samurai: Can you think of any other reason for his inclusion?
- Fish out of Temporal Water: But he's completely unaware of it, seeing as how you're unable to talk to him to explain the situation, and he appears to assume he's just been captured by magic monsters.
- Gameplay and Story Segregation: If he dies and you take his armor off his corpse, you will see that he is actually wearing the same modern undergarment (boxer briefs and a t-shirt) as every other male NPC rather than the fundoshi that would have been more accurate for a feudal-era Japanese man to wear. This is due to the fact that all male characters, player included, share the same "naked" body (the skin tone being the only difference).
- Katanas Are Just Better: His sword has lower base damage than other melee weapons, but has higher critical damage and lower AP cost, so depending on your fighting style, yes they are. And considering who he fights against, Kago gets bonus points for Rock Beats Laser.
- Really 700 Years Old: From the dates provided by the period-accurate symbols on his armour, Nukapedia speculates that he was born sometime before 1562 and abducted sometime after 1603, making him around 715 years old by 2277. This would make him the (technically) oldest living person encountered in the Fallout series.
- Shown Their Work:
- His armor and the symbols on it are period-accurate to the time in history the Fallout 3 game guide says he's from. And as mentioned, he speaks actual Japanese.note
- The Japanese dub has it so that he's speaking historically-accurate Middle Japanese (which, like Old English, is extremely different from its modern counterpart), to preserve the joke of nobody understanding what he's saying.
- The Sixth Ranger: Since you can't speak to him to explain what's going on, he just loiters around the deck meditating and looking for his katana and no one is sure what to do with him since they can't talk to him. Either when you return it or when you destroy all three generators, he takes off on his own. You can find him later however, surrounded by alien corpses, and during the climactic battle on the bridge he performs a Big Damn Heroes moment to help you fight off the aliens.
- The Unintelligible: Due to no-one else being able to speak Japanese. The Lone Wanderer may be a skilled in multiple fields, but it seems that language isn't one of them.