This is a page for the members of the East Coast Brotherhood of Steel within the Fallout 4 Commonwealth. For other characters in other groups, look at their respective pages.
- "This campaign will be costly... But in the end we will be saving humankind from its worst enemy... itself."—Arthur Maxson
The same Brotherhood of Steel chapter from Fallout 3. Arthur Maxson has since become the current leader and the chapter has become an amalgam of the Western chapters and Lyons' version of the Eastern chapter. It is still friendlier to Wastelanders like before but no longer considers protecting the public their mandate; rather, the protection of the public has become an indirect benefit due to their emphasis on establishing order throughout the wasteland and attacking violent Super Mutants, raiders, ferals, and other threats that endanger the people of the wasteland. Additionally their recruiting tactics are fairly open compared to the original Brotherhood, who very rarely accept outsiders.
- Absolute Xenophobe: Their members are primarily recruited from the Capital Wasteland, a Crapsack World even when compared to the rest of post apocalyptic America where mutants, raiders, and artificial intelligence run amok. Needless to say, the Brotherhood would have no love lost if they succeeded in eradicating all feral ghouls and super mutants, and they certainly wouldnt allow freethinking artificial intelligence in the form of Generation 3 synths to exist due to the threat they pose.
- And since the Outcasts were reintegrated within their ranks, quite a few members look down on human wastelanders as well.
- Aesop Amnesia: In the interim between games the Brotherhood has gone back to the same agenda that led to the downfall of the West Coast chapter, though they at least keep some of Lyon's old policies such as recruiting wastelanders.
- Badass Army: The most powerful faction in a straight-up fight what with the air support, power armor, and laser weapons.
- Black and White Insanity: Unlike with ghouls, all synths, no matter the circumstance, must be destroyed according to them as they believe advanced AI will lead to the extinction of humanity. They take everything at face value, when they discover Danse is a synth they immediately plan his execution, rather than question the data or consider Danse's loyalty to the Brotherhood. However, this is actually justified considering the synths are often used as infiltrators for the Institute. Though the synths have a history of replacing people, infiltrating institutions, and destroying entire settlements thanks to the Institute and the extinction of humanity is often the result of advanced AI in other media, including even franchises like Mega Man, escaped synths, for the most part, are content to live their lives in peace.
- Captain Crash: Their vertibird pilots seem to want to plow their vehicles into any structure they can find. This is mostly due to Artificial Brilliance on the part of enemies, who will ignore the armored vertibird and instead shoot the unarmored pilot, sending the vertibird and anyone in it to a fiery demise.
- Catchphrase: "Ad Victoriam", which means "To Victory".
- Composite Character: Owyn Lyons lived on the East Coast in the Capital Wasteland and eventually moved his chapter away from the West Coast's self-destructive policies. After his death, Sarah took over as Elder... until she died in combat. Once Maxson took over, it became an amalgamation of West and East Coast ideals without the NCR to engage in a Hopeless War. The latest incarnation of the Brotherhood of Steel combines a relentless pursuit of establishing order, gathering technology, and nation building that has never before been seen in their organization.
- Curb-Stomp Battle: Their only possible defeats come from player intervention. From the beginning it's made clear that the Brotherhood of Steel outmatches any other faction in the game, with the largest army, the best troops, the greatest industrial capacity, (they built a 40,000 ton warship!), the only Air Force, and the option to rebuild the unstoppable Liberty Prime. In a play through where a Sole Survivor sides with them, they suffer no setbacks at all throughout the course of the story and are never in any danger nor does the narrative ever pretend like there's any chance the Institute can ever defeat them; the only reason the story lasts the length of the game is they don't know where the Institute is. When they find out and attack, it's over.
- This can be reversed if the player goes for the Minutemen ending and decides to wipe out the Brotherhood, in which they can suffer a downright humiliating defeat at the Minutemen's hands. Their Cool Airship is shot down by mere artillery fire, and with fully upgraded defenses, especially with DLC installed, their attacking vertibirds can be shot down without the Sole Survivor needing to fire a single shot.
- Deadly Graduation: When Danse is discovered to be a synth, Arthur orders you to execute him in exchange for a promotion. Danse is the entire reason you're in the Brotherhood and if you turn against the Brotherhood, Danse will attack you. So this mission becomes a test of loyalty and devotion to the cause.
- Death Cry Echo: More than any other human faction, in their last breaths the Brotherhood members cry out support for their belief in the sanctity of their cause and organization.
- Death by Irony: The Brotherhood is all about preventing advanced technology from falling into the wrong hands. The Minutemen defeat them using artillery cannons based on 19th century technology. The Institute uses the very same most advanced tech the Brotherhood has been using (Liberty Prime) to kill them.
- Didn't Think This Through: They never consider the dangerous levels of hydrogen within the Prydwen, or the dangers of having all your eggs in one basket by having most of their personnel on the airship. In all endings involving the Brotherhood's destruction, the Brotherhood is defeated when the Prydwen is destroyed since they never spread out their soldiers, or conquer areas to use as a base and backup plan.
- Dramatic Irony: The West Coast Brotherhood is all but annihilated with the Lost Hills and Mojave Chapters potentially the only survivors (and even the latter can get wiped out by the Courier). This is due to the ludicrously self-destructive policies they followed to the letter. By contrast, the East Coast Brotherhood is at the height of its power and has decided to start following the West Coast Brotherhood's policies.
- That said, the East Coast BoS is still significantly more open about recruiting than their West Coast counterparts, which was by far the worst of the old Brotherhood's missteps. In addition, it still professes to uphold some of Elder Lyons' concerns for the people, in their own way at least (For example, they do not interfere with Minuteman operations or try to seize their weapons, and the only way they become hostile to the Minuteman is if a Minuteman-aligned player starts attacking Brotherhood patrols or fully commits to the Institute). The best way to describe them is as a mix of the West Coast and East Coast policies.
- They still have some huge oversights due to their doctrines, however, as the Minutemen can beat futuristic laser technology and power armor with 19th-century artillery, due to the Brotherhood's lack of defenses against long-range weapons.
- They do have a glaring flaw in their doctrine - most notably how they handle the rare case, when reckless science creates sentient life - especially sentient life that is, for all intents and purposes, just as human as the rest of the wasteland. Synths in particular, highlight this flaw spectacularly. But the ability for one faction to destroy the others is a lot closer to Gameplay and Story Segregation than any actual flaw.
- Dynamic Entry: One method of deploying their power-armored troopers via Vertibird is for them to simply jump out of the hovering aircraft and land without worry of fall damage thanks to their power armor. They then get right to gunning down the enemy.
- Eagle Land: They see themselves as the"beautiful" type, while many Commonwealth residents, including Preston Garvey, view them as the "boorish" type. In actuality they are the "mixed flavor" type.
- Expy: With their power armor, drop tactics, use of overwhelming force, and hatred of non-humans, the Brotherhood of Steel is doing a passable imitation of Warhammer 40,000's Space Marines. The comparison only gets stronger when you find out there are cults dedicated to worshipping Elder Maxson, which the Elder is not a fan of and deliberately suppresses. This mirrors the Emperor's relationship with his Space Marines, most notably the Word Bearers Legion.
- Fantastic Racism: This was an Informed Attribute of the Brotherhood in Fallout 3 and previous titles, and in Fallout 4 it rears its ugly head, with the Brotherhood planning to exterminate all Synths, Feral Ghouls, and Super Mutants, although ferals and the FEV variant of Super Mutant in this region are all violently hostile. Also, while they don't seek to exterminate sane ghouls, they're still racist towards them, viewing them as freaks, as shown by their interaction with Hancock if you bring him to the Prydwin.
- Feeling Oppressed by Their Existence:
- The Brotherhood find the very idea of Synths to be a threat to the very existence of humanity and Maxson argues that the Brotherhood are attempting to prevent another apocalypse by destroying all synths. He thinks that synths can bring about another human Armageddon.
- One terminal has a BOS member offer to go "Feral hunting" with his companions, stating that he finds the very existence of ferals disgusting.
- To the West Coast Brotherhood of Steel. The new Brotherhood of Steel has merged the ideology of the West Coast Brotherhood of Steel and Elder Lyons due to the reformations of Elder Maxson. Elder Lyons came to the East Coast to find a missing contingent of Brotherhood soldiers and to investigate the reports of Super Mutants in the D.C. area, and ended up trying to move his chapter to follow the 'spirit' of the Codex. Elder Maxson's pragmatic enough to retain some of Owyn Lyons' reforms and not stick too blindly to the Codex, allowing the East Coast Brotherhood to avoid the fate that befell the Mojave chapter. This is evidenced by their willingness to recruit outsiders and their work at establishing order throughout a chaotic wasteland.
- The Minutemen, as the organization, is very similar to how they used to behave in the Capital Wasteland, only lacking technology. The Minutemen have also adopted a Revolutionary War image and iconography while the Brotherhood utilizes pre-War power armor to adopt a feudal image. Both groups openly recruit wastelanders, and both have a problem with having bigoted members (though in the Brotherhood's case this is more because of dogma and less because of individual prejudice).
- To Caesar's Legion. Much like how the Legion emulates Rome (or at least cherry-picks what suits them), the East Coast Brotherhood of Steel is evoking feudal/medieval imagery, albeit infused with technology and memories of its US military origins. But whereas the Legion's ultimately unstable and desperate to firmly establish its "New Rome" in New Vegas, the Brotherhood under Elder Maxson have already managed to pull it off in the Capital Wasteland without making life hell for the locals.
- The Friend Nobody Likes: Most of your Good Aligned companions (including Garvey) have a mild-to-severe dislike of the Brotherhood of Steel — even if you're a member and traveling with others. Still, for all their faults, the Brotherhood's forces are at least reliably non-hostile towards the player and neutral Wastelanders when encountered out in the Wasteland (so long as you don't antagonize them), and will helpfully fight any Raiders or hostile mutants they come across.
- The Fundamentalist: Arthur Maxson is much more like his ancestors than his mentor Owyn Lyons.
- Genocide Backfire: If the PC chooses to side with the Railroad, their stated goal to wipe out all Synths gets them eradicated.
- Good Is Not Nice: They're a group of xenophobic, dogmatic KnightTemplars who don't hesitate to destroy any group that tries to interfere with or attacks them, (Like with the Railroad and/or a anti-BOS Sole Survivor led Minutemen) are willing to Shoot the Dog if they view it as necessary, plan to exterminate every synth they find and generally tend to look down on human wastelanders. Despite all of their faults, they are good as they genuinely want to bring peace and stability to the Commonwealth and it's inhabitants and protect humanity from dangerous threats to it's existence. (including even human factions like the Institute, Raiders and Gunners) They regularly send out patrols to take out anything that could pose a threat to normal wastelanders.
- Gratuitous Latin: "Ad Victorium" a.k.a "To Victory"
- Guilt-Free Extermination War: Played straight with the Super Mutants and feral ghouls who, at least in the East Coast, are portrayed as being Always Chaotic Evil monsters with a few exceptions. Zig-zagged with the Synths, while the Gen 1 and Gen 2 synths are nothing more than emotionless robots on par with Protectrons in terms of intelligence , the Gen 3 synths have shown to be capable of free will and independent thought, with many choosing to escape the Institute and seek freedom in the wasteland even forming colonies for runaway Synths such as Acadia. Despite this, the Brotherhood does not make any distinction between the groups and will send out a patrol to wipe out Acadia if you inform them of it's existence.
- Hoist by His Own Petard: If the player sides with the Institute, they turn the Brotherhood's own Liberty Prime against the Prydwen.
- I Did What I Had to Do: Elder Maxson still professes to uphold some of Owyn Lyons' virtues, and despite his pragmatism is clearly shown not to really savor some of the things he and the Brotherhood have to do.
- Jerkass Has a Point: The vast majority of the nonhumans you encounter in the Commonwealth are Always Chaotic Evil monsters but the fact that some members of the Brotherhood are racist against sane ghouls is a Kick the Dog moment, although prejudice against ghouls is very widespread in the Commonwealth, with every major faction having members who are racist against them. By that same token, hatred of Synths is hardly unique to The Brotherhood, either.
- Mundane Utility: As uptight as they are, even they can't resist having a little fun with their tech. Among other things they hold contests to see who can withstand the longest drop in power armor (current record holder jumped from the Prydwen), and their pilots apparently like to go Brahmin tipping... using the propellers of their Vertibirds.
- Noble Bigot: The Brotherhood believes that in order to protect the Commonwealth they must ruthlessly exterminate its feral ghoul, Super Mutant, and Synth inhabitants. Despite this and their racist attitude towards sane ghouls, the Brotherhood does not target non-feral ghouls for elimination, and are content to keep their presence out of ghoul-friendly settlements like Goodneighbor and The Slog.
- Not So Different:
- To the Institute. The Brotherhood of Steel is a descendant of a Pre-War organization with advanced technology they intend to use to make the Commonwealth a better place (through force). And the two groups hate each other.
- Ironically given their history with the group, they've become this trope to the Enclave. Like the Enclave, they are now invading an outside territory that doesn't want them around, (though not out of conquest like the Enclave) claiming they are here as benevolent liberators to bring peace and order to the Commonwealth, and they see themselves as humanity's one true hope to restore civilization. This is accentuated by their prominent usage of vertibirds and the darker color scheme they've adopted for their power armor; when a player sees a vertibird land in the wasteland and disembark a patrol of power-armored troops to take control of the area, it really echoes Fallout 3 where the Enclave would do the same thing. Fortunately the key difference between the two groups is that the Brotherhood is a good group at heart and they truly mean what they say as these patrols are done to eliminate threats to wastelanders and provide safe travel as opposed to the Enclave who detain random civilians for mandatory genetic scannings and kill them if they fail the test.
- Obligatory War Crime Scene: If you side with them and accompany their storming of the Institute, the Brotherhood troops are inherently hostile to the Institute scientists, even the cowering unarmed ones, and will ruthlessly gun them down. Especially weird since they recruited Institute scientist Dr. Li earlier in the game (though they only recruited Li because they needed her help to restore Liberty Prime).
- On top of this, they are the only faction that does not give you crap for not sounding the evacuation. And even if you do sound the evacuation, they outright state that they will shoot the ones that try to run to the teleporter.
- Principles Zealot: The Brotherhood's more or less become this. Still, Elder Maxson insists that it's for the good of the Commonwealth and its people.
- Prodigal Hero: What the East Coast Brotherhood's become compared to its benevolent Renegade Splinter Faction tendencies in Fallout 3. Symbolically, they once more answer directly through Elder Maxson to the original West Coast Elders in the Lost Hills. This split in communication occurred after the Elders of the West Coast learned of the East Coast Brotherhood's new mission of helping the citizens of the Capital Wasteland by support of advanced technology and putting the acquisition of technology on hold.
- Pet the Dog: During the "Kid in the Fridge" quest, a BoS soldier with no scripted dialogue may inexplicably be present in the house with Billy's parents. Not only does he not harm the Ghoul family, he'll even help the Sole Survivor defend them from the Gunner squad that shows up wanting to enslave the kid. Though this is possibly a result of emergent gameplay rather than a scripted part of the sidequest. Danse, however, has scripted dialogue (if he accompanies you) where he makes it clear that he thinks they should protect Billy and his ghoul parents.
- Properly Paranoid:
- The Brotherhood of Steel believes the Railroad needs to be dealt with before the Institute despite they're a Ragtag Bunch of Misfits, and there is reference (in a terminal) to the Railroad "hampering" their operations. They can blow up the Prydwen without firing a shot if the PC has high Charisma and a suit of Power Armor.
- Subverted with the Minutemen. While some members of the Brotherhood look down upon common settlers, they aren't considered a threat to be eliminated like the Institute or Railroad, and Kells, in particular, will chew out a player aligned with the Brotherhood but completing the main quest with the Minutemen for needlessly putting human lives at risk. This while the Minutemen have the one advantage even the Institute does not: the capability of bombarding the Prydwen.
- Punch-Clock Villain: If you side against them.
- Reality Ensues:
- The Brotherhood airship is their primary base and nobody considers spreading out their soldiers or conquering new areas to use as a new base. So when the other factions decide to attack the Brotherhood, they simply blow up the Prydwen. Hydrogen gas is extremely flammable and the resulting explosion eradicates the Brotherhood of Steel.
- The Brotherhood of Steel is able to figure out the password for The Railroad's headquarters, why? the Brotherhood has an education system. The scribes are extremely erudite and able to figure out the password. Also, the password is "Railroad", because in the post-nuclear society people are largely illiterate due to the erosion of the education system.
- Suspiciously Similar Substitute: The East Coast Brotherhood of Steel has become a great deal like the Neo-Feudalist Midwestern Brotherhood of Steel. This wouldn't qualify for this trope if not for the fact the Midwestern Brotherhood of Steel is Broad Strokes canon for the Fallout First-Person Shooter series. They exist, but in a far diminished state than Fallout: Tactics indicated. It should also be noted the Midwestern Brotherhood of Steel was egalitarian to nonhumans and offered its membership to Super Mutants, intelligent Deathclaws, and Ghouls. The East Coast Brotherhood has adopted a Kill 'Em All policy toward non-humans except non feral ghouls.
- Tag Along Kid: The Brotherhood intentionally has squires (who are children) tag along on combat missions as a part of that squire's education of the Brotherhood's military tactics, in order for the squire to learn how to survive in a dangerous and inhospitable wasteland.
- Taking You with Me: Should a Minutemen-aligned player choose to launch an artillery strike on the Prydwen, the Brotherhood immediately knows who attacked them and swarm the Castle with dozens of Vertibirds in under a minute.
- Took a Level in Jerkass: Not quite to the point of a FaceHeel Turn, but they're now much more like the Brotherhood Outcasts and the Midwestern Brotherhood of Steel, which is neutral, although unlike the Midwestern Branch or the Outcasts they still protect wastelanders.
- Played straight with Proctor Teagan, who goes behind Arthur's back and asks the player to secure food from Commonwealth farmers "by any means necessary". Of course, it's still up to the player to decide how to accomplish this task, but Teagan's seeming indifference to what actually happens in the field suggests not everyone in the Brotherhood cares that much about civilians.
- Well-Intentioned Extremist: They want to liberate the Commonwealth from the Institute and stabilize it but to do so invading it with military force and intend to exterminate all Synths, including the non-hostile ones, because they view them as a danger to the existence of humanity.
- What the Romans Have Done for Us: In the eyes of everyone else, they're an antagonist faction trying to take over, but they do genuinely secure their parts of the region for civilian use against even the super-mutants, who roll pretty much everyone else in the game. They're also the only faction in-game that can and do reliably clear out areas of hostiles as well as protect trade routes, though the Minutemen are able to do so after destroying the Institute, which provides a significant boost to their ranks.
- Would Be Rude to Say "Genocide": The Brotherhood of Steel has made it their mission to exterminate all of the Super Mutants and synths viewing them as a threat to all of humanity. The Brotherhood of course doesn't view this as genocide, considering both to be little more than "abominations" as a result of "technology run amok". With synths it's left up to the player's discretion to decide if they are right or not.
- Zeppelins from Another World: Their headquarters in the Commonwealth is the Prydwen, a high-tech blimp.
Elder Arthur Maxson (MX-001E)
The leader of the Commonwealth Brotherhood of Steel and Captain of the Prydwen, originally seen as a young squire-in-training in Fallout 3. Unlike his predecessor Elder Lyons, he is much more aggressive and favors destroying all Mutants, Feral Ghouls, Synths, and the Institute itself.
- A Child Shall Lead Them: He is stated to have been in charge of the Brotherhood of Steel for ten years, which means he was an adolescent when he took over as Elder.
- A Father to His Men: He cares deeply for his men and one of the ways you can get him to spare Danse is to mention how many Brotherhood lives he saved.
- Alternatively, he can be swayed if the Sole Survivor makes it clear that they are willing to throw away their position in the Brotherhood, and all the respect that comes with it, if it means sparing Danse. He doesn't like it, but he accepts it, and still promotes them upon returning to the Prydwen.
- A God I Am Not: While he is worshiped as one by many Western Coast Brothers, he denies it, and their cults of worship are suppressed.
- Ascended Extra: He was just a kid back in Fallout 3, and a minor extra to boot!
- Authority Equals Asskicking: He has noticeably more health than the other Brotherhood members, and comes with a powerful Gatling Laser to boot. But since he doesn't wear any Powered Armor (unless you fight him as the Final Boss by siding with the Institute for the end of the main quest), he's about as tough as a Brotherhood Knight in armor.
- Badass Beard: He steadily grew one over the years, it seems. Helps emphasize his commanding presence and overall demeanor.
- Badass Longcoat: He wears a unique padded coat, which adds to his presence.
- Big Bad: If the Sole Survivor sides with the Institute he'll be their main antagonist.
- Big Bad Ensemble: With Father for a Railroad and potentially Minutemen aligned Sole Survivor.
- Big Good: For a Brotherhood aligned Sole Survivor and is also the leader of one the factions that opposes the Institute.
- The Chains of Commanding: The responsibilities that come with being Elder definitely weigh heavily on him.
- Child Soldier: If Proctor Quinlan's logs are to be believed, he's had quite the career as a soldier ever since he was 10. That scar on his face? He got it from a Deathclaw he killed at age 13 (which according to Danse, he fought with just a knife).
- Da Chief: For you in the Brotherhood of Steel missions.
- Expy: Of King Arthur. Besides sharing his name, he is the rightful heir to the Brotherhood of Steel, was sent to live with a foster father for his safety, reunited his divided faction, is the implied ruler of the Capital Wasteland, and is on a ship called the Prydwen.
- Fake Ultimate Hero: Subverted. All of his history reads like a Miles Gloriosus list of improbable achievements which talk about how he's the greatest badass who ever lived, which combined with the pseudo cult of personality springing up around him, may make a player think he's cowardly braggart who can't back up his reputation. Then at the end of the game, he leads from the front in the attack on the Institute (with a gatling laser and no power armor), gunning down synths left and right while having noticeably better stats than the other Brotherhood members (if fought during the Institute ending he takes to the field with Vertibird, gatling laser, and tricked out power armor after surviving a Vertibird crash), showing that it wasn't just talk. And even if his fight with a Deathclaw was exaggerated, he still fought one at age 13 and lived.
- Fantastic Racism: Openly dislikes Feral Ghouls, Super Mutants and Synths to genocidal levels with the Brotherhood of Steel not shying away from their opinion all three should be wiped out completely.
- Field Promotion: It's implied that he rose so quickly to the title of Elder because Sarah Lyons died in battle. His lineage would also likely have something to do with it, as the Maxsons are the founding family of the Brotherhood and are usually its designated leaders. One of the terminals on the Prydwen reveals that he was named Elder by the Lost Hills Elders, who had been out of contact with the Lyons Brotherhood due to the war with NCR.
- Final Boss: He's the closest thing the game has to one if you follow the Institute questline, since the Institute has no real equivalent (the closest being a trio of Elite Mooks with no dialogue or plot role) if you attack them by following any of the other factions. To clarify, in the final Institute mission he attacks you via Vertibird at the very end, and if you shoot him down he'll take to the field personally in a full suit of T-60f power armor, the second-best power armor in the game, which coupled with his enhanced health and customized gatling laser make him an especially tough fighter.
- Four-Star Badass: Because he's not on the Elders Council, he mostly serves as the frontline general of the East Coast Brotherhood.
- Gatling Good: His personal weapon, "Final Judgment" is a unique Gatling laser that happens to be one of the most powerful weapons of the game.
- The Good King: What the Brotherhood of Steel considers him to be. This is actually somewhat literal given he's implied to be the ruler of the Capital Wasteland as well as leader of the entire BoS. Though it could also be subverted given how it's implied that he's taking his cues from the original Brotherhood Elders back in the Lost Hills.
- Hypocrite: He leads an organization that was founded on the principles that a nuclear bomb was not to be used again. Only for him to give explicit orders to recover a nuke and use it against the Institute. In his rant against Danse, he says the line "The ethics it's trying to champion aren't even its own," forgetting the fact that the ethics Danse are championing are in fact his own.
- I Did What I Had to Do: For all his more jerkass tendencies, he nonetheless believes that what he's doing is for the good of the Commonwealth and its people, and doesn't take any pleasure in doing what he and the Brotherhood deem necessary.
- Jerkass Has a Point:
- While it can be unthinkable to some player characters to want to kill all Synths given the many good ones we've met — the vast majority of the ones you do encounter in the Commonwealth are Always Chaotic Evil monsters, and judging by the Broken Mask incident, even some of the friendly ones can "malfunction" and suddenly become mindless killers.
- Arthur is also right with his fears about science outpacing humanity and how dangerous it can be if mishandled. Humanity was nearly rendered extinct because the leading powers couldn't handle their technology with warfare, and the Super Mutants exist because of the Forced Evolutionary Virus (FEV). In fact, Edward Sallow is the only Big Bad of any Fallout game who doesn't use immoral old world technology in an attempt to destroy the bulk of humanity (the Master and his FEV, the Enclave and their bio-weapon, the Calculator and his robot army, the Institute and their C.I.T. tech, Elijah and the Sierra Madre, Calvert and his psionics, etc.). If this sort of thing continues with the Institute, then the rest of humanity may face another man-made extinction event. Though this also has a bit of hypocrisy given the Brotherhood's over-reliance on technology themselves, and their tendency to go off the rails as seen with the West Coast BOS attacking the NCR, one of the only factions capable of restoring civilization.
- Considering the Institute's normal "kill-and-replace" attitudes and the Broken Mask Incident in Diamond City, he isn't completely wrong about the volatility of Synths in Blind Betrayal; anything from a single order from the Institute to a software glitch can set them off into a murderous frenzy, and with Danse having access to power armor and energy weapons, one could imagine the level of destruction he could cause if set off.
- Kick the Dog:
- His New Era Speech that proclaims the Synths worse than the Atomic Bomb and that no thinking machine could ever be considered to be equal to mankind. This speech will always be after the Sole Survivor has met Nick Valentine and Codsworth.
- When confronting Danse about his status as a synth, he goes on an extended rant about the horrifying nature of Synths and refers to him as "it". Even Danse, his most loyal and dedicated soldier up until now, is upset at Maxson's ungrateful nature. If you don't successfully persuade him to spare Danse, but refuse to execute him personally, Maxson will do so himself by slashing Danse's throat with a combat knife.
- Last of His Kind: He's the last known descendant of the Brotherhood's founder, Captain Roger Maxson, US Army. And thus bears a significant burden.
- Nice Job Breaking It, Hero!: Arthur has reincorporated some of the West Cost Brotherhood's dogma back in, making it a mix of the West Coast and East Coast policies.
- Nice Job Fixing It, Villain!:He suffers a humiliating Curb-Stomp Battle which destroys the Prydwen if his opinion on synths offends the Sole Survivor enough to go against him.
- Noble Bigot: While he clearly has noble intentions and is comparatively better than his West Coast counterparts, Maxson still hates mutants and self-aware AI, though not quite to the point that he'll go out of the way to murder them pointlessly.
- Not So Different: He has quite a few similarities to his predecessor's Arch-Enemy, Colonel Autumn. Given that Autumn represented a slightly more "liberal" version of the Enclave, abandoning the group's original intent to exterminate all "impure" humans (a.k.a. anyone not from the Enclave or a Vault), while Maxson represents a more reactionary version of Owen Lyons' chapter of the Brotherhood of Steel, the two manage to somewhat meet in the middle. Both are conquerors who want to use their army to bring order to the Wastes "for the good of the people" (though Maxson at least seems to have a better grasp of what that actually means than Autumn ever did), and both are notable for their Badass Longcoat. Should you side with the Institute, Autumn and Maxson also both serve as the Final Boss of their respective games.
- Not So Similar: In spite of the above, Maxson and his version of the Brotherhood are ultimately much more sympathetic than Colonel Autumn and his version of the Enclave. Rather than shooting wastelanders on sight for crossing their path, they try to maintain at least a neutral relationship with most of them. Maxson also is never cruel just for cruelty's sake, keeps his word when he gives it, and can sometimes be convinced to be reasonable by a charismatic Sole Survivor, whereas Autumn would randomly shoot hostages to make a point and had a habit of pulling You Have Outlived Your Usefulness.
- Pet the Dog:
Arthur Maxson: Your true reward rests in the hearts and the minds of the people you've saved
- Can be convinced to exile the revealed-to-be-Synth Paladin Danse instead of killing him, sparing his life. He also hasn't forgotten Elder Lyons' lessons and still insists on upholding at least some of those virtues.
- If you tell him that you're only joining the Brotherhood to destroy the Institute because they killed your spouse and threaten the local civilians, instead of out of genuine loyalty to the Brotherhood's ideals, he's understanding and seems genuinely concerned for both the safety of the Commonwealth's people and the depravities of the Institute. He'll even still promote you and call you an exemplar that the other Brotherhood members should look up to.
- Puppet King: Subverted. It's implied that he's this to the Elders of Lost Hills, but otherwise he wields considerable authority and respect to the point where the men are loyal to him specifically.
- Reasonable Authority Figure: He's concerned with protecting the people of the Commonwealth and deploys his forces to fight the Synths, Super Mutants, Ghouls, and Raiders that have kept the place destitute. He'll also listen to objections from even low-ranked personnel, and can be convinced to stand down in even his most zealous beliefs such as the case involving Paladin Danse because, past a certain point, he trusts the Sole Survivor's judgement. That said, his attitude towards Gen 3 synths and Kill 'Em All attitude in regards to the Institute prevents him from being a straight hero.
- Revenge Before Reason: Upon the discovery that Danse is a synth, he demands his execution within a heartbeat despite Danse's years of loyal service to the Brotherhood.
- Royals Who Actually Do Something: His status of royalty is sketchy but he's a direct descendant of the BoS' founder, is the ruler of the Capital Wasteland, and has been in charge since he was ten. He participates in the defense of the Prydwen in the Railroad and Institute endings and will join you in fighting inside the Institute if you follow the Brotherhood ending.
- Rugged Scar: Sports one on one of his cheeks.
- Stop Worshipping Me: He is put off by the accidental cult of personality that essentially deifies him and tries to quash it... to no avail.
- Took a Level in Badass: Goes from an unassuming little kid in 3 to the leader of the Commonwealth Brotherhood in 4... over the course of 10 years. Heck, in 3 years time he went from fumbling his gun and accidentally shooting Sarah Lyons (fortunately she was wearing power armor) at age 10, to (supposedly) killing a deathclaw singlehandedly at age 13.
- Took a Level in Jerkass: Adult Maxson is noticeably more fanatical than he was in Fallout 3. Justified in that he has probably been indoctrinated over the last 10 years by the Brotherhood, as it's suggested the Lyons both died shortly after the events of Fallout 3.
- Unwitting Pawn: Arthur Maxson was appointed by the Elders of Lost Hills to be leader of the East Coast Brotherhood. It's implied he's been taking orders from them ever since and thus "his" godlike leadership is just a facade.
- Used to Be a Sweet Kid: Back in Fallout 3, anyway. He's definitely less optimistic and upbeat.
- What the Hell, Hero?:
- When Paladin Danse is revealed to be a Synth, he presumes that you, having been recruited by Danse, knew all along and were withholding this secret from the rest of the Brotherhood. He decides to chew you out accordingly... when, in reality, this is also your first time hearing about it.
- Later, if you decide to spare Danse's life instead of execute him, Maxson will confront you and question the wisdom in defying orders and allowing a synth to live.
- Worthy Opponent: Inverted when he finally sees the Institute up close; he apparently overestimated them.Arthur Maxson: This is the Institute? I'm disappointed. I expected more from them.
- Younger Than They Look: Despite his grizzled appearance, he's only 20 years old.
A Brotherhood Paladin and head of the failed Recon Squad Artemis.
- Character Death: You can kill him if he becomes hostile when first meeting him. He can also be killed if he rejoins the Brotherhood, he is non-essential and will participate in attacking the Railroad HQ if following the Railroad quests. He can be killed by enemies in The Institute if participating in the Brotherhood ending. He can also be killed if you shoot down the Prydwen in the Minutemen ending.
- Cool Old Guy: If you persuade him to rejoin the Brotherhood, and go through the Brotherhood ending, he will follow you inside the Institute and fight any enemies there. He notably has no level cap, either.
- A Father to His Men: He's distraught that he couldn't protect the other soldiers under his command.
- He's Back: Can be persuaded to return to the Brotherhood. In his first taste of combat after being cleared for duty, he'll join you in a full set of T-60 Power Armor and a Minigun to fight The Institute.
- He Cleans Up Nicely: He voices this almost word for word if you have him rejoin the Brotherhood.
- Old Soldier: Noticeably older than anyone else in the Brotherhood.
- Shell-Shocked Veteran: He's a bit unhinged when you first meet him. He recovers quite a bit if you persuade him to go back to the Brotherhood.
Lance-Captain Kells (KS-390LC)
Captain of the Prydwen and Arthur Maxson's second-in-command.
- Bread, Eggs, Breaded Eggs: The rank of "Lancer-Captain" describes his role in the Brotherhood quite succinctly, he is both The Captain of the Prydwen, and The Lancer of the entire organization behind Maxson. As the overall commander of the Prydwen, his authority on the ship is absolute (and even exceeds Maxson's, who's more like an admiral, who can order the captain to, say, move his ship to a particular place but can't order a crewmember to do any specific task), and he's fairly obviously Maxson's chief subordinate, possibly not including Paladin Danse and/or Brandis, should you convince him to return.
- Cool Airship: Prydwen' his baby.
- Expy: Of Tuvok from Star Trek: Voyager. Same voice actor, same dispassionate logical demeanor, same vocal intonation and mannerisms. As a human, he does have slightly more of an emotional side when really pushed, but overall he tries to remain as professional as possible at all times.
- Jerk with a Heart of Gold: While being almost as rude and curt as Maxson, his passion as a Prydwen commander is clear. He's constantly at his station on the bridge, visibly interacting with his staff, ensuring that the needs of the crew and the ground forces are met.
- Nice Hat: Wears quite possibly the coolest hat in the Fallout series — a naval officer's peaked cap with the Brotherhood insignia.
- Noble Bigot: He's as committed to Maxson's racial policies as Maxson himself, but is (like Maxson) a reasonable and decent person, if a bit of a jerk sometimes.
- Non-Action Guy: Like the Proctors, he's stuck aboard the Prydwen. He's also probably not entitled to wear power armor. Only Knights, Paladins, Sentinels, and Elders get power armor. Kells is a Lancer, who appear to fulfill all the miscellaneous roles that can't be filled by (or for which there aren't enough) Knights, including the role of light infantry.
- The Spock: Maintains constant composure and an even temperament, even if he's ordering you to slaughter an entire village just to get at some synths. The fact that his voice actor is better known as Tuvok might help things.
Knight-Captain Cade (CD-440KC)
The medical officer of the Prydwen.
- Fantastic Racism: Finds the idea of any human having sex with a "non-human" species like ghouls utterly disgusting. Cade also reacts with disgust to Hancock's presence.
- The Medic: He is the head medic for the Brotherhood detachment in the Commonwealth, and is responsible for ensuring the continued good health of the Prydwen' crew.
- Nice Guy: He is one of the friendlier Brotherhood members. Case in point, he takes it in stride if the player chooses sarcastic answers to his questions.
Knight L. Rhys (RS-104K)
A Brotherhood Knight in Paladin Danse's team. He's very distrusting of the player.
- Character Death: If you're siding with the Railroad, you'll have to kill him at the Cambridge Police Station as part of a quest.
- The Engineer: Serves as the team mechanic for his squad.
- Hidden Depths: If you tell him you're joining the Brotherhood to find your son, he briefly drops his Jerkass act. He also apologizes to you for his previous obnoxious behavior if you complete the main quest with the Brotherhood.
- Jerkass: He initially treats the player with contempt, in sharp contrast to Haylen. This is due to him viewing the Survivor as a mercenary, and Rhys suspects that they may have ulterior motives for joining the Brotherhood. If you destroy the Institute, either with the Minutemen or Brotherhood, he'll apologize for being such a jerk... before continuing being rude to you. Outranking him as a Paladin or Sentinel doesn't change his attitude, either.
- Married to the Job: When Haylen's asked about her relationship with Rhys, she tells the Survivor that she thought Rhys might have feelings for her, but when she questioned him he claimed that serving the Brotherhood was the only thing that mattered and that anything else was a distraction.
- Those Two Guys: With Scribe Haylen.
- Ungrateful Bastard: No matter how many quests you do for him or the Brotherhood, whether it's helping the BoS rebuild Liberty Prime and destroy the Institute, he'll still be a dick to you, even if you become Sentinel.
Proctor Ingram (IG-444PR)
Proctor (chief) of Engineers aboard the Prydwen and in the Commonwealth.
- An Arm and a Leg: Missing both legs above the knee. As a result, she's confined to a power armor frame.
- Deadpan Snarker: One of the few characters (and even fewer Brotherhood characters) who can keep up with a snarky Survivor.
- Fiery Redhead: She's even got the same hair color and style as Cait. She petitioned Maxson for field duty, but was denied. She defies those orders if you follow the Brotherhood questline and participate in the "Spoils of War" quest. Maxson acknowledges that completing the quest would have been very difficult without her, but warns her against disobeying future orders.
- Gadgeteer Genius: Ingram is a master of the kluge, fashioning inventive solutions out of insufficient parts. The Prydwen's an excellent machine, but requires a huge amount of maintenance, all of which ultimately falls on her.
- Handicapped Badass: She's got no legs, relying on her power armor to get around, and she joins the Sole Survivor on the Mass Fusion mission and invades the Institute alongside Maxson and the Survivor. And should you try to destroy the Brotherhood with the Institute or Railroad, she demonstrates her true strength with you.
- Hero of Another Story: Keeping the Prydwen operating comes off as a full-time struggle. She's just about the only Brotherhood character other than Maxson and the Cambridge PD gang who seems to have her own story. The other Proctors just kinda stand around.
- Non-Action Guy: Her lack of legs means she's off combat duty, which is probably a good thing, because the Brotherhood can't really spare her.
- Nerves of Steel: Bears up under huge responsibility and a lack of legs with considerable grace and outstanding competence.
- Science Hero: Nominally, Proctor Quinlan is the chief of the Prydwen's scribes, but he's more of a civilian academic. Ingram is a military scientist and uses her skills to great effect, proving to be a match for the great Madison Li, should you convince her to return to the Brotherhood.
- Super Wheelchair: Uses a power armor frame for mobility.
- What the Hell, Hero?: Like her other factional equivalents, she'll call you out for leaving the Synth version of Shaun to get nuked in the Brotherhood ending. However, she'll be more understanding if you tell her that he's actually a Synth.
Proctor Quinlan (QN-448PR)
Proctor of Scribes aboard the Prydwen and in the Commonwealth.
- British Stuffiness: One wonders how he crossed the Atlantic.
- For Science!: He's a civilian academic dedicated to squeezing as much knowledge and technology out of the Commonwealth as possible. He assigns you to hunt down technical documents and to accompany his scribes on research patrols.
- Kick the Dog: If you take out the Institute with the Minutemen, he refers to them as cannon fodder and never seems to get the idea that maybe you attacked the Institute with them because you have faith in their abilities as their General.
- Non-Action Guy: To the extent the Brotherhood has a civilian side, he's it. He appears never to leave his office.
- Not So Above It All: He's a huge fan of Grognak the Barbarian and his scribes have standing orders to salvage any comics they find.
- Right-Hand Cat: Emmett, who, by himself, manages to humanize the Brotherhood considerably.
- Only Sane Man: Quinlan is one of the few Brotherhood members to respect you for choosing to side with The Minutemen in taking out the Institute. He believes that if the BoS were to do it, there would be a lot more casualties than anticipated. He isn't wrong.
Proctor Teagan (TG-477PR)
Proctor of Logistics aboard the Prydwen and in the Commonwealth.
- Arms Dealer: He sells equipment to members of the Brotherhood, including the Sole Survivor after joining the faction. He carries mostly energy weapons, plus the odd minigun. After certain quests, he carries the unique plasma gun "Sentinel's Plasmacaster" that has the "Instigating" legendary effect and the legendary T-60 legs "Honor" and "Vengeance", which have the and "Powered" and "Punishing" effects, respectively.
- Catchphrase: Teagan is fond of ending his sentences with a promise to "put a smile in your face." Ingram's terminal also reveals that he used it as a pick-up line when he invited her to a romantic dinner.
- Corrupt Quartermaster: He's a deal shadier than most of the Brotherhood, going behind Arthur's back to assign a unofficial mission to 'requisition' the harvests of local farmers for the Brotherhood, though not quite a bad guy.
- Jerkass: He speaks very condescendingly about the people of the Commonwealth and thinks they ought to be glad to give all their crops to the Brotherhood, encouraging the Sole Survivor to intimidate the farmers into giving them for free. (Luckily you have the option to buy them for a fair price instead.)
- Jerk with a Heart of Gold: He has a hard time empathizing with Wastelanders, but he's affable enough to the survivor. Speaking to him after destroying the Institute explains quite a bit of his bitterness.
- Non-Action Guy: Like all Proctors, he's there to give orders and supply you with aid, not to participate in daily battles alongside the grunts.
- Glass Cannon: If you fight him he is one of the most dangerous Brotherhood members. He doesn't take much punishment, but you really don't want to be hit by his Gauss rifle.
- Pet the Dog: He's a lot more humanized when revealing there was this Wastelander recruit whom he befriended and who, upon gaining his own Vertibird to pilot, gave him a bottle of whiskey to celebrate. Said recruit shortly afterwards got killed during a mission in the Commonwealth. He'll share a bottle with the Survivor after telling them about this, and then let them get back to enjoying their victory.
- Pragmatic Villainy: For a given level of villainy. He suggests defending some caravans with vertibirds to gain their favor to get better prices for supplies for the Brotherhood.
- Victory Through Intimidation: He assigns the Sole Survivor a unofficial mission to 'requisition' the harvests of local farmers for the Brotherhood, by any means necessary. He's clearly hinting that you should intimidate them into doing so. You can pay them for the harvests, but they can cost more than 1000 caps, and you only earn about 100 for each mission.
Senior Scribe Neriah (NR-490SS)
Senior Scribe of Biomedicine aboard the Prydwen.
- Evilutionary Biologist: She plays this straight and averts it. Averts, because Arthur Maxson's Brotherhood believes tampering with evolution to be a massive crime (they see ghouls, mutants, and synths as the product of unnatural and monstrous evolution). Plays straight because she exploits that evolution to help the Brotherhood's regular humans adapt, albeit with pharmaceuticals and only for a limited time per dose. And to do the latter, she notably experiments on live specimens, including synths and Super Mutants.
- For Science!: Less so than Quinlan, as her experiments on various Commonwealth flora and fauna are dedicated to synthesizing an advanced radiation therapy for Brotherhood troops in the field, a project in which she succeeds. She sends you to collect blood samples from dead organic enemies to help her create the therapy.
- Nice Girl: She's notably perky and excited about her work.
Scribe Haylen (HN-118FS)
A Brotherhood Scribe in Paladin Danse's team. Haylen was born outside of the Brotherhood and was sponsored to join by Rhys.
- Character Death: If you're siding with the Railroad, you'll have to kill her at the Cambridge Police Station as part of a quest.
- Hidden Depths: Although she appears completely loyal to the Brotherhood, the player can find one of her audio logs, which reveal that she has serious misgivings about their methods and wonders how long she can stomach serving it.Haylen: I originally signed up seeking protection and comradeship but I'm worried that I've traded away a bit of my humanity in the process. The Brotherhood's message of hope for the future is idealistic and noble but their methods leave a lot to be desired. The leadership seems especially misguided. Instead of diplomacy, they wield violent confrontation to exert control... I suppose only time will tell how long I can stand the sight of spilled blood over my own moral fiber.
- The Medic: She's the medic of Paladin Danse's squad, and is first introduced giving a wounded Knight Rhys medical attention.
- Nice Girl: She's openly welcoming to the player, unlike Rhys. She's also one of the few who supports Danse despite him being a synth.
- Support Party Member: Scribes are mainly tasked at studying and research rather than combat. She's mainly tasked with acquiring tech for the Brotherhood, as well as providing medical assistance.
- Those Two Guys: With Knight Rhys.