Characters from the various settlements across Fallout 4. For other factions, look at their appropriate characters.
- Sole Survivor and Family
- Fallout 4 Companions
- Fallout 4 Factions
- Island Citizens
- Nuka-World Citizens
Sanctuary Hills Settlers
A mechanical genius. He's one of the first settlers to reach Sanctuary Hills and later joins the Commonwealth Minutemen as their 'tech guy'.
- And Then John Was a Zombie: He will always have a Synth component on him on death (only available through console commands, as in-game he is marked as essential and thus cannot die). It seems that he's just plain unaware of the fact that he's a Synth.
- The Engineer: His specialty revolves around working with all sorts of machinery. Also becomes his main job upon settling down in Sanctuary.
- Gadgeteer Genius: In the Minutemen path for the main quest, he helps design a teleporter that takes you to the Institute.
- Heroic Build: A bit of a subversion. Sturges is tall and looks quite imposing, but he's also a pacifist by nature, only picking up the gun when forced to defend his settlement home. Instead, his heroism comes through indirect acts such as providing tech support to his frontline Minutemen buddies.
- Nice Guy: Sturges is an all around, honest-to-goodness fella - just like his comrade, Preston Garvey.
- Non-Action Guy: He'll give an offhand comment about how he's not the type to use the minigun, if the Sole Survivor is dawdling around instead of getting the fusion core.
- The Smart Guy: Serves this role to the original settlers and to the Minutemen in general, being their equivalent to Proctor Ingram and Tinker Tom.
- Southern-Fried Genius: He's got the typical look (suspenders and all) to go along with the accent, and certainly proves his intellect whenever needed. He's one of only three individuals in the Commonwealth outside the Institute with the requisite know-how to construct the Relay Interceptor.
- What the Hell, Hero?: In the Minutemen ending, he won't hesitate to call you out for leaving Synth Shaun to burn in the Institute. He'll do it on your orders, but will say point out how it's pretty harsh, though he'll be a bit understanding if you tell him that it's just a synth of Shaun, directing his disgust toward the Institute for creating such a thing.
An elderly woman who claims to be a psychic due to her extensive chem use. She is the only lead the Sole Survivor has to finding their lost son.
- Addiction-Powered: She uses Chems to fuel her clairvoyance.
- Brought Down to Normal: The player character can convince her to give up Chems in order to live longer.
- Cool Old Lady: Despite not looking that old, she behaves like a very fun grandmother.
- Cloud Cuckoolander: She's a drug-addicted, good-hearted "psychic" who dispenses advice in the Wasteland.
- Doom Magnet: The Raiders that attack the settlers at Concord were sent to capture her by a Raider Lord who knew her as a child and seeks to use her powers.
- Expy: Cyndi Lauper, of all people, has played numerous good-hearted but quirky psychics in various media which Mama Murphy seems to draw from. Mama Murphy even draws on her unique way of speaking.
- Famous Last Words: Give her all the chems she asks for, and she'll eventually die mid-visionMama Murphy: Oh! (cough cough) I should've seen this coming...(falls over and dies)
- Functional Addict: Outright claims her "psychic visions" can only work when she's high... which is why she demands chems for service fee. However, she'll eventually overdose if you give her too many drugs.
- Hint System: Mama Murphy's sight lets you get past certain obstacles. If you can't figure out to look for Nick Valentine in Diamond City, she says to "follow the heart." If you're on Nick's trail, she'll give you a code phrase to tell to Nick's enemy Skinny Malone that makes him back off and let you both go free. If you're looking for Kellogg's house key, she'll tell you a key fell underneath the house in the chair stands (and the key only exists there if she tells you about it). Once you get far enough in the game and have finally found Shaun she stops having useful visions, though, as your destiny is now up to you.
- Junkie Prophet: If it isn't already clear, drugs give her prophetic visions.
- Maybe Magic, Maybe Mundane: Her predictions are a little too good to be entirely random, like getting you Z2-47's reset code, but the game never confirms them one way or the other.
- Older Than They Look: Says she's actually a lot older than she appears.
- One-Woman Army: She claims she was one when she was younger. They called her "Murphy the Madwoman," and she shot up a lot of Raiders and other monsters. According to her, she once killed a Deathclaw with a single bullet from a pipe pistol by shooting it in just the right spot. If her powers are real and she was high on Jet at the time, that could even be true...
- Prophet Eyes: She's got them. Some fans theorize she was originally planned to be a Blind Seer, going by her cloudy blue eyes and unfocused gaze, but Mama Murphy gives every indication that she can see just fine even without The Sight.
- Race Lift: Was Black in her earliest concept art and appeared to be designed as a sort of post-apocalyptic voodoo priestess. Another bit of concept art had her as a ghoul. Given that the next game is rumored to take place in New Orleans, her design may have been changed to keep the old one in reserve for that.
- Retired Badass: States that she used to be a very capable Wasteland adventurer before old age caught up to her.
- Self-Fulfilling Prophecy: In a terminal at the Corvega Plant, the leader of the Raiders there mentions that Mama Murphy said he would grow up to be a monster. Considering he tried to kill the Minutemen and was plaguing settlements For the Evulz, she was right. He also appears to have reacted to her prophecy by... drugging himself up to the gills to try and replicate the phenomenon himself and then, when that didn't work, luring as many people as he could find to inflict the process on them instead.
- Team Mom: This is her role to the refugees... more or less.
- This Is My Chair: One of the first things she asks for when you start to rebuild Sanctuary Hills is her own special chair to sit in. After that, 90% of the time in the settlement, you'll see her plopped right down in it.
A couple who recently lost their son Kyle. Jun became an emotionally crushed man because of it, while Marcy responds by being angry and irritable at the world.
- Despair Event Horizon: When the Survivor first meets them, Jun's already close to shutting down from the emotional trauma of his son's death, only made worse by the sheer hopelessness of his group's predicament. Upon reaching Sanctuary, he is still sad, but decides he's going to stop moping.
- Freudian Excuse: Her husband explains that Marcy's current attitude is her own way of coping with the death of their son. This gets downplayed, though, when logs from their shop in the Quincy Ruins reveal that she's always had a short temper.
- Nearly 99% of what Marcy says is complaining or just being plain rude. Her first word to the Sole Survivor after he/she saves her group by murdering their way past a group of Raiders is an insult, saying she expected him/her to just drive the Raiders away by bleeding all over them.
- If you've raised Sanctuary's happiness quite high, one of Marcy's quotes is "I'll stop complaining when there's nothing to complain about!"
- Jerkass Has a Point:
- Marcy complains that Preston's decision to go to Sanctuary based solely on the "visions" of a chem addict isn't the soundest logic. Then again, it's not like they had an alternative.
- Additionally, terminal entries in Quincy showed that she was very dubious of the Minutemen's heroism and prowess when they came to protect Quincy, despite her son's excitement and Hero Worship of the Minutemen. As this chain of events all eventually resulted in the death of her only child and the sundering of her hometown in the now-infamous "Quincy Massacre," she was completely right to think the Minutemen weren't the people her son thought they were.
- Her insult towards the Sole Survivor upon wondering if they're just going to "bleed all over the Raiders" to drive them off may sound rude...but considering how the Sole Survivor is (for all appearances at this position in the game's story) a Vault Dweller, and most Vault Dwellers are infamous in the Wasteland for being Too Dumb to Live, she does make a good point about being dubious of the Sole Survivor's overall combat skill when facing against an entire city street's worth of Raiders.
- Pet the Dog: Squint really hard, and you'll find that Marcy does care about Jun; she helps to keep him together on the way to Sanctuary, and she resents working on the settlement because she has little leisure time to spend with him.
- Took a Level in Kindness: In recent patches, Marcy has lines with emotional range beyond "grouchy", such as expressing gratitude to the Survivor (in a grudging, somewhat backhanded sort of way) for improving Sanctuary. Apparently "it's still a hole," but it's better than where they were before. She will also occasionally note (in an optimistic tone) how "Life isn't perfect, but we're still surviving."
- Ungrateful Bastard: Marcy. She's the only one from Preston's group who shows no gratitude to the Sole Survivor for saving them, nor does she ever really stop being a jerk towards the Survivor (or everyone else) until she's slightly softened in some patch dialogue.
Diamond City Citizens
Bunker Hill Merchants
- Lonely at the Top: Kessler tries to strike up conversations with her citizens, but they just assume she's there to take their money.
A smart-mouthed, chain-smoking wandering junk seller, and likely the first travelling merchant the player will meet.
- Ambiguously Gay: Though her loving days have long since passed her, if you flirt with her as a male Sole Survivor, she'll call you a "Wiseass." What does she call a female Sole Survivor who does the same thing? Beautiful.
- Deadpan Snarker: She's finds it hilarious if the Sole Survivor flirts with her, and responds in kind.
- The Mole: SRB documents reveal that she's one for the Institute.
- Ms. Exposition: She'll help the player reach Diamond City, if they ask her.
- Oh, Crap!: Like all Bunker Hill merchants, she freaks out if approached by X6-88, revealing her as an informant for the Institute.
Bunker Hill's resident armour merchant - a portly, no-nonsense man who tours the Commonwealth's settlements with his pack brahmin, "Ol' Girl."
- Hell-Bent for Leather: He wears thick leather straps and padding over a leather jacket, though his choice of attire is more about practical protection than looking cool.
- The Mole: SRB documents reveal that he's one for the Institute.
- Oh, Crap!: Like all Bunker Hill merchants, he freaks out if approached by X6-88, revealing him as an informant for the Institute.
- Only Sane Man: He's the only one of the Bunker Hill merchants who actually seems qualified for the job, unlike the alcoholic Carla, the neurotic Cricket, and the plain not-really-a-doctor Weathers.
An erratic, emaciated arms dealer. From Bunker Hill, her caravan - and her brahmin, "Spot" - brings high-powered weapons to the wasteland.
- Addled Addict: It's heavily implied that her current mental state is the result of lots of chem abuse. In addition to looking like a strung out junkie she always sounds like she's seconds away from overdosing on Psycho.
- Arms Dealer: Her job, which she seems to have an unhealthy attachment to.
- Blood Knight: She loves selling all manner of weapons to the various maniacs and wastelanders roaming the Commonwealth. Probably the only reason she doesn't join in is because of all the caps she makes off of her merchant business.
- Comedic Sociopathy: Her unhinged and psychotic personality is played completely for laughs.
- Expy: She's a fast talking, somewhat manic woman sporting an unhealthy obsession with firearms and explosives, voiced by Ashly Burch. Sound familiar?
- The Mole: SRB documents reveal that she's one for the Institute.
- Oh, Crap!: Like all Bunker Hill merchants, she freaks out if approached by X6-88, revealing her as an informant for the Institute.
A slick and shifty traveling doctor, who - with his brahmin, "Idiot" - offers medical supplies and services to the settlers of the Commonwealth.
- Back-Alley Doctor: Not quite to the extent of Dr. Ada Straus, but still not a guy you'd want treating you if a better option happens to be available.
- Dr Feel Good: He sells hard chems alongside actual medicine and some of his dialogue even implies that he uses some of his chems on himself.
- Dr. Jerk: While is isn't the meanest guy around he's also far from being the nicest. He even named his loyal pack brahmin "Idiot" rather than the more affectionate names the other caravaners use.
- Getting High on Their Own Supply: It's implied he uses a few of his chems himself, though this doesn't seem to impact his ability to perform medicine.
- The Mole: SRB documents reveal that he's one for the Institute.
- Oh, Crap!: Like all Bunker Hill merchants, he freaks out if approached by X6-88, revealing him as an informant for the Institute.
A wealthy merchant owning multiple caravans based out of Bunker Hill (Such as the ones listed above) - also a contact to the Railroad in charge of smuggling Synths to various safehouses and away from the Commonwealth.
- Horrible Judge of Character: Despite all this, it turns out that every single merchant working for him is an Institute informant, though as with many Institute informants most of them are likely doing it for the money rather than any ideological loyalty.
- Nice Guy: He does a lot for the Railroad, and even adopted a freed Synth as his daughter.
- Properly Paranoid: It's mentioned that even by Railroad standards, Old Man Stockton obsesses with security measures, passcodes, and drop off points. But considering the Institute knows about Bunker Hill...
- Children Are Innocent: Averted. Don't let that cutesy picture she's drawing fool you, Meg wastes no time trying to scam you when you first set foot in Bunker Hill.
- Con Artist: Meg is one of these...kind of. For ten caps she'll offer to give the Sole Survivor a "tour" of Bunker Hill. The player can either pay up or pass a hard Charisma check, but either way Meg will only provide vague directions to places of note and ultimately leave the player to find their own way around, essentially fleecing them.
- Mr. Fixit: Deb boasts that she can fix anything with anything.
- Open Heart Dentistry: Kay's upfront about being a veterinarian first and foremost, but she treats humans too.
- Sole Survivor: If you killed everyone else in Bunker Hill, not only will Meg be the only one left alive by virtue of being a child (and therefore considered Essential by the game) but unlike children at other settlements (Nordhagen Beach, for example) she will not leave and will still remain in the settlement.
- Straight Gay: According to the Creation Kit, Deb and Kay are a married couple and Meg is their daughter. However, this is not alluded to in-game beyond their sharing a residency.
- Fantasy-Forbidding Father: Tony is a Railroad sympathizer, but Joe thinks risking death to help people - especially Synths - is ridiculous.
- Irony: Joe often criticizes the Railroad for being overly idealistic (to what he sees as a suicidal degree). Despite this, he has a fondness for the similarly idealistic Minutemen, to the point where he will enlist the Sole Survivor to recover his grandfather Brent's hat (Brent Savoldi was even a Minuteman and fought in the "Battle of Malden") from Old Gullet Sinkhole.
Vault 81 Inhabitants
A child living in Vault 81 who is eager to meet the Sole Survivor, being the very first outsider he gets to lay eyes on.
- Cheerful Child: Say "yes", and he'll happily walk you around Vault 81 as your tour guide. Austin is a bundle of enthusiasm.
- Children Are Innocent: The boy has never seen the harshness of the outside world before, and like any child his age, is filled with wonder and curiosity.
- Happily Adopted: Dr. Penske adopted him as her grandson after his parents' death.
- Ill Boy: He gets infected by The Plague after one of the secret laboratory's escaped mole rats bites him, leaving it up to the player to go save his life... or not.
- Infant Immortality: Averted. He will die if you don't give him the cure.
- Raised by Grandparents: Though not biologically-related to Penske, this trope still applies.
Austin's only friend and the second child whom the Sole Survivor meets.
Vault 81's resident schoolteacher.
The current Overseer of Vault 81.
- The Chains of Commanding: She had to make tough decisions for the safety and survival of the Vault.
- I Did What I Had to Do: She was willing to go extreme measures to prevent Austin's plague from breaking out.
- Ill Girl: She was diagnosed with Bronchitis as a child and given steroid anti-inflammatory inhaler to treat her infected lungs.
- Reasonable Authority Figure: She's the only truly responsible, competent and benevolent Vault Overseer in the entire series. She's not as paranoid towards outsiders as other Vault inhabitants to the point where she (1) lets the Sole Survivor come to the Vault through either payment of three Fusion Cores or a speech check, and (2) allows them a place to live should they give the cure to Austin.
Brother-sister twins. Robert works as the engineer of the Vault's generator and is a junkie, while Tina sells chems behind the Overseer's back.
- Black Market: Tina sells Jet from behind the Overseer's back. Tina is supposed to be a Level 4 salesperson that you can recruit, but because of a bug which causes the speech check to always fail, she will never join a settlement.
- Fantastic Drug: Bobby is addicted to Jet.
- Functional Addict: Bobby's addiction doesn't seem to hamper him, although Tina claims it is and Old Rusty, the Mister Handy who works with him does most of his job.
- Known Only by Their Nickname: Robert usually goes by Bobby.
- My Greatest Failure: Tina admits that she caused her brother's chem addiction. Not that this particular guilt stops her from selling to anyone else or supplying her brother the occasional hit.
- Unwitting Instigator of Doom: Bobby stashed his drugs in what used to be a secret laboratory filled with mole rats infected with viruses from experiments... and started a whole quest to get antidote there since Austin got bit by one of them.
- Your Cheating Heart: It's practically an open secret around the Vault that Tina is Mr. Combe's mistress, but neither Erin nor her mother seem aware.
A doctor located at Vault 81's entrance.
- Jerkass: She's shown to dislike virtually any person from outside the Vault.
- Jerkass Has a Point: Well, the Commonwealth is filled to the brim with Raiders and other malicious factions, making her xenophobia easy to understand. After succeeding in a Charisma check, her personal experience was based on being cheated out of money by an outsider who was last seen with a man in Diamond City.
- Jerk with a Heart of Gold: She warms up to the Sole Survivor if they give the cure to Austin.
- Lipstick Lesbian: Implied from her statement that may imply that a Commonwealth woman may have been her lover until she took her money away and last seen with a man in Diamond City.
The original Overseer of Vault 81. Her iron morals are why Vault 81 survived to the present day.
- For Science!: One of the very few Vault Overseers who wasn't okay with it.
- I Did What I Had to Do: Upon discovering the true purpose of the Vault, she purposely didn't phone the science staff when the bombs dropped, leaving them to perish. The scientists who did get there were locked away to die in an inaccessible area.
- Posthumous Character: Naturally long deceased by the game's present time setting.
- Screw the Rules, I'm Doing What's Right!: She had no clue why she got selected to be Overseer on account of her political stances being at odds with the prevailing ones in the US government. Being not morally bankrupt like so many other Vault-Tec employees, she opted to make the Vault into an actual functioning shelter community instead of a sick experiment laboratory.
The Castle Residents
A veteran Minuteman who left the organization when the Castle was lost and the last general died, disgusted at the infighting that was taking roots in the organization. She returns when she hears the Minutemen have re-taken the Castle and are united under a new General to see if they are worth re-joining.
- Action Girl: She's one of the most experienced fighters the Minutemen have left, won't take crap from anyone, and will incinerate everything foolish enough to attack the Castle with her trusty Laser Musket.
- Arms Dealer: A rare non-shady example. Once she's settled in at the Castle, she takes over the position of quartermaster and thus becomes one of the extremely few legendary weapons vendors in the game.
- Death from Above: She unlocks for you the true martial power of the Minutemen: artillery. After that, any settlement can become a firebase.
- Drill Sergeant Nasty: We never get to actually see it, but going by her persona and by how she talks about whipping the new Minutemen recruits into shape, she certainly comes across as one.
- Gosh Dang It to Heck!: Has a very pronounced habit of turning her swears into horrible monstrosities of themselves. It's especially noticeable during the speeches she gives before and after the two story-relevant "Defend the Castle" quests.Ronnie: Goldurnit!
- Never Mess with Granny: She's certainly far from young, having been a veteran already when the Castle fell decades ago.
- Screw This, I'm Outta Here!: She left the Minutemen previously, due to the previous infighting and internal struggles for power.
- Skeptic No Longer: The Survivor can convince her that the Minutemen are once again worth her blood, sweat and tears.
- Veteran Instructor: Pretty much her role as the most experienced Minuteman (even more so than Preston). Her first quest involves her showing the Sole Survivor what their new headquarters can actually do, as well as train the artillery operators.
A Sentry Bot that guards The Castle, and resides in the Castle Tunnels to attack any intruders.
- Alas, Poor Villain: Sarge is the de facto "dungeon boss" for the Castle, and he was a mascot/fixture of the old Minutemen at the Castle. Ronnie expresses lament over having to destroy him in his malfunctioning state.
- A.I. Is a Crapshoot: The years spent down there have done bad things to his A.I., and he immediately attacks the player and Ronnie when he activates, despite the latter being a recognized member of the Minutemen before the Castle incident.
- Killer Robot: He's a well-armed Sentry Bot and attacks the player upon activation.
Youngest of the Cabot family, she is prone to boredom and flightiness.
- Hidden Depths: A surprising case. Not only is she is a very capable hacker and fighter, but her utter boredom with her immortality has resulted in her becoming a thrill-seeker.
- Mugging the Monster: In the immediate aftermath of the Great War, the house bodyguard tried to evict her and her mother at gunpoint while Jack was off dealing with containing Lorenzo while the apocalypse happened. Thanks to the powers conferred by the Mysterious Serum and her own prowess, Emogene dispatched him, to the surprise of both her mother and brother.
- Really Gets Around: She's prone to going out for a hookup without telling anyone as part of her boredom with immortality.
- Ungrateful Bastard: She appears to be one when the Sole Survivor gets her out of the Pillars of the Community's control, but it's more a result of her never needing to be "saved" in the first place.
- Who Wants to Live Forever?: Emogene is, simply put, bored. Even before the Great War destroyed society, she became a master hacker simply out of boredom.
A wealthy scientist who employs the Sole Survivor's services.
- And the Adventure Continues: After the quest is complete, he plans to head to the Mojave Wasteland to search for another buried alien city.
- Badass Bookworm: He's more of a scholar than a fighter, but that doesn't mean he can't handle a laser pistol.
- Butt-Monkey: Despite he's done for his family. His mother throws him under the bus when Lorenzo returns to the Cabot house and Emogene mistreats him.
- Imported Alien Phlebotinum: The Mysterious Serum is mentioned by him as being ultimately of alien origin.
- Momma's Boy: Even when he's over 400 years old, he still lives under his mother's thumb.If you betray him by freeing Lorenzo then his mother will spinelessly throw Jack under the bus.
- Nice Guy: While he's somewhat eccentric, and can be abrupt when annoyed or panicked, he's overall one of the more pleasant characters in the game.
- Really 700 Years Old: The Mysterious Serum prevents him and his family from aging. He actually predates the Sole Survivor, being born four hundred years ago.
- Sealed Evil in a Can: He keeps his father Lorenzo, who has become both superhumanly powerful and homicidal through the Serum's side effects, locked up in the Parson Asylum. That is, until raiders come along and attempt to free him. Then it's up to you to decide who to join.
- Sherlock Scan: When he first sees the Sole Survivor, he immediately guesses the Survivor is from before the war based on their posture, manner of speaking and apparent health, though he only reveals it later.
The Patriarch of the Cabot family who is locked inside Parsons State Insane Asylum due to his mental instability. Before the war, he discovered an alien artifact that gave him superhuman abilities, however this caused him to become dangerously homicidal, or at least this is what Jack wants you to believe.
- Affably Evil: Despite his mental condition, he's very well mannered, and if you help him take revenge on his family, he'll genuinely treat you as a friend and offers you his blood whenever you need it. Of course, whether or not he's actually "evil" at all depends on your own view of the quest.
- Ambiguously Evil: It's hard to tell how much of Jack's story regarding his father is true, but at the very least, Lorenzo isn't as insane as Jack implied him to be. Though he's all too happy to take bloody revenge on his family, his reaction can come off as understandable depending on your own views, considering how the family has been keeping him locked up for 400 years for his blood. Most notably, a few of your morally good followers approve of the decision to let him out of his cell.
- If freed from his cell, he can be encountered later on in the Wasteland, having killed a group of Ghoul settlers so he can study their condition. He remains unfailingly polite to you, but it's clear he's a very dangerous man.
- Awesome Anachronistic Apparel: His unique 19th-century style suit is quite distinct from the the 1950s-style suits that can otherwise be obtained.
- Ax-Crazy: The reason the Cabots currently have him locked up, or at least according to Jack.
- Hollywood Psych: He's described as too insane to be allowed to go free - Jack specifically uses the phrase "homicidally psychotic." However, Lorenzo never displays any symptoms of psychosis, and remains perfectly lucid throughout his appearances. Ruthless, yes, and possibly possessed by an ancient alien intelligence, but not an outright lunatic.
- Kick the Dog: One of the first things the Sole Survivor will find Lorenzo doing after being released is brutally killing a group of innocent Ghoul settlers because he was interested in studying how Ghoul physiology differed from baseline humanity's.
- Mind over Matter: He can perform telekinetic force pushes in combat.
- Pater Familicide: The very first thing he does if you let him out of his cell.
- Sealed Evil in a Can: If Jack's story is to be believed, he ended up like this rather than on Death Row only because of the family's influence.
- Shout-Out: His blood produces a serum that has incredibly powerful regenerative effects. Lorenzo's Oil, anyone?
- Super Serum: His blood is the source of the Cabot family's eternal youth. Besides just slowing down aging, the serum is also one of the most powerful drugs in the game — giving +50 damage resistance, the ability to heal radiation and a +5 Strength bonus for an hour.
- Super Toughness: Lorenzo has more health than a Deathclaw and innate damage resistance greater than a full suit of combat armor.
- With Great Power Comes Great Insanity: Apparently, he's been driven mad by the artifact fused to his head.
- Voiced by Bill Holmes
A Ghoul who serves as the mouthpiece during your dealings with the Cabot family. Also their longtime bodyguard.
The Slog Residents
Founder and leader of the ghoul community of The Slog.
- A Father to His Men: The other residents all look up to him and Jones outright owes him his life.
- Good Name For A Rock Band: When somebody told him it was "Quite a slog to get to here.", he decided to name the community "The Slog".
- Meaningful Name: Almost all of your followers will comment on how clever it was to make a old swimming pool into a tarberry bog. The Slog is the only location where you can have farm-able tarberries.
- Wasteland Elder: Leads the ghouls of the Slog.
A flirty ghoul resident.
- Bi the Way: Flirts with your character regardless of gender.
- Really Gets Around: One conversation you can hear is her asking Wiseman if she can setup a stall outside of Diamond city to sell the food they grow. Wiseman quickly points out she would only use it to meet guys. Another has her request Wiseman pick up some perfume for her from some traders.
- Shameless Fanservice Girl: Regards herself as quite sexy. If you ask about the goods, she'll respond with "You're looking at them, hot stuff."
- The Tease: Propositions your character on first meeting them. Unfortunately you can't romance her, as the Sole Survivor always says they are still grieving, even if you've romanced other companions.
The former head of toy development for Wilson Atomatoys. Glass lost his job after protesting the direction his company was about to take, and then witnessed the world end the next day. Despite all odds, Arlen survived as a ghoul, and can be found tinkering with the Giddyup Buttercup toys he invented long ago in The Slog, a ghoul-run farmstead.
- Absurdly Dedicated Worker: One of the few non-robotic examples in the series. When you find him, he's trying to assemble a Giddyup Buttercup just like in his old job, and wants to be able to start selling or distributing them to children of the Wasteland again. The Sole Survivor can point out this hobby is likely a way of avoiding his trauma, by holding onto one feature from his old life.
- Driven to Suicide: When he finally escaped the chaos following the nuclear detonations and hurried home, he found his entire neighborhood at ground zero. With his entire family dead and nothing left to live for, he just went to sleep in his house's irradiated ruins, hoping he'd never wake up. That failed though, resulting in his ghoulification.
- Early-Bird Cameo: If you stumble upon the Wilson Atomatoys HQ and read all the terminals, Arlen just seems like another posthumous character in a tragic pre-war tale you'll often find when exploring. Unlike most of those recorded stories, the author of these ones is still alive.
- The Last DJ: Spoke out against the toy factories being converted to making landmines, forcing the board to fire him.
- Never Got to Say Goodbye: He did get to say "goodbye," but he never got to spend the final days before the war with his family, instead focusing more on his career as before. Fortunately, the player can at least bring him a message from his child that he never received at work, which will move him to joyful tears.
- Screw the Money, I Have Rules!: What originally got him fired. The CEO of Atomatoys was pursuing a lucrative deal with the Defense Department to covertly alter toy production factories into landmine production factories. A staunch idealist, Glass called the CEO out in front of the whole boardroom, prompting his immediate dismissal.
- Shout-Out: His terminal entries at the Atomatoys HQ are an extended one to My Little Pony: Friendship Is Magic, making direct references to episode synopses and dialogue, and proposing developing pegasi and unicorn Buttercups, along with princess variations. After all, his job was all about developing small robotic ponies for a major toy company.
- Trauma Conga Line: The man lost his job, caught a front seat for the apocalypse, found his suburb and family at the ground zero of a nuclear explosion, and finally became ghoulified, all in less than a week.
- Video Game Caring Potential: Since Glass never got to properly say goodbye to his daughter, the player can bring him an invoice left by her when searching the Atomatoys HQ. Just hearing her voice again causes him to burst into tears as he's overcome with emotion, and he thanks you profusely. Furthermore, if you cleared out the HQ in the process, you can direct him to its location, so Glass can continue his passion of building Giddyup Buttercups for wasteland children in honor of his child.
- When You Coming Home, Dad?: Arlen wasn't around often, prompting his daughter to send messages at work to tell him how much she loved him, asking when he'd come home. When Glass did return home, he found his house reduced to just a crater.
- Workaholic: Formerly. Arlen focused so much on his job, even missing his daughter's school plays for overtime, and now he deeply regrets not having spent time with his family when they were alive.
Raider Lords and Subordinates
Jared is the Raider boss who sent Gristle and his team to Concord to capture Mama Murphy & deal with Preston's Minutemen so that he can learn the secret of her Sight. Jared controls one of the biggest Raider gangs in the Commonwealth, and operates out of the Corvega Assembly Plant in Lexington. Unfortunately for Gristle, the Sole Survivor soon finds a nifty suit of Power Armor and a minigun which makes short work of him.
- The Dragon: Gristle's one to Jared.
- From Nobody to Nightmare: When Jared was a kid, Mama Murphy predicted that he would eventually end up becoming a monster. Several years later he leads one of the biggest groups of Raiders outside Nuka-World.
- Hoist by His Own Petard: It's heavily implied that Gristle's gunfire attracts the Concord Deathclaw to the town. The Sole Survivor can then just wait on top of the Museum of Freedom and let Gristle & his men get shredded to bits.
- Orcus on His Throne: Despite being one of the more powerful and ambitious Raiders in the Commonwealth, Jared's content to let his underlings take care of things while he sits in his base doing drugs in the hopes of gaining the Sight. According to some of the terminal entries found at the plant, some of his people have even complained to him about this.
- Scary Black Man: Jared wears creepy skull-like facepaint, abuses drugs in an effort to gain the Sight, and runs a massive Raider operation from inside an old abandoned factory.
- Starter Villain: Gristle's the first Raider boss the player fights and leads a small army in Concord, but compared to the other raider groups and his boss, he's small potatoes even without the player getting some Power Armor and a minigun right before their fight.
Ack-Ack is a Raider Lord hiding out in USAF Satellite Station Olivia and extorting supplies from the nearby Abernathy Farm. During a recent raid, her group killed one of the Abernathy's daughters and stole a locket from her body, which prompts Blake Abernathy to send the Sole Survivor to retrieve it.
- Dark Action Girl: She's a vicious Raider boss.
- Evil Is Petty: After killing Blake Abernathy's daughter Mary she stole a locket off her corpse that had been in the family for generations. Given that the locket isn't very valuable the only reason she had to do this was spite.
- Girlish Pigtails: The most feminine thing about her is her hair.
- Glass Cannon: She's about as squishy as your typical Raider and can be taken out in one shot with the right weapon, but her minigun will absolutely shred the player's health, especially at the low level she is likely to be encountered at.
- Meaningful Name: The British nickname for anti-aircraft fire in World War II is Ack-Ack, for their then phonetic alphabet term for AA.
An extremely deadly Raider found at Outpost Zimonja, who wears Raider Power Armor and wields a Fat Man. His close proximity to the starting area means it's dangerously easy to stumble upon him unprepared and underleveled.
- Bad Boss: He'll happily blow up his own men if it means getting a shot at the Sole Survivor.
- Beard of Evil: Though you probably won't have time to see it before he turns you into a pile of radioactive ash.
- Glass Cannon: Believe it or not, despite having both power armor and a fat man he has very limited ammo and no back up weapon. If the Sole Survivor can survive his first couple of shots he'll be forced to mindlessly rush the player with nothing but his pathetically weak fists, making him easy prey for any half decent counterattack.
- Mad Bomber: A Raider armed with a miniature nuke launcher!
- Meaningful Name: He sure isn't called Boomer for nothing, as that Fat Man of his is guaranteed to wreck the day of any poor bastard that stumbles upon him that isn't a walking armory.
A muscular Raider running the Beantown Brewery just outside Diamond City. After getting into a fight with rival Raiders at the Federal Rations Stockpile, he managed to kidnap the lead Raider's sister and hold her hostage in exchange for food. Unfortunately, he accidentally killed her shortly after she attempted to escape and must now forge letters to keep her surviving sister unaware.
- Accidental Murder: Though he probably doesn't feel too broken up about it, he managed to accidentally kill Red Tourette's sister Lily when she attempted to flee the brewery.
- The Alcoholic: The man set up his gang in a brewery, what else could he be?
- Alcohol-Induced Idiocy: His first attack on the Federal Ration Stockpile goes poorly, except for the capture of Lily, which Red Tourette attributes to his raiders subsisting mostly on the Gwinnett beer made at their base.
- Dead Person Impersonation: After he kills Lily, he begins forging letters to her sister Red to extort the rival Raider group for food supplies and prevent any further transgressions between the two groups.
- Does Not Like Spam: He spends an entire (forged) letter ranting at Red Tourette when she sends him Yum Yum Deviled Eggs instead of Fancy Lads Snack Cakes.
- I Have Your Wife: He kidnapped Red Tourette's sister Lily and is holding her hostage to extort food out of the Federal Rations Stockpile Raiders. Unbeknownst to Red, her sister Lily was actually killed during a botched escape attempt and the letters she receives are actually from Tom himself.
- I'm a Humanitarian: He dumped Lilly Tourette's body in one of the beer vats. Commenting that the beer now "tastes better".
- Real Men Wear Pink: He seems to have a great fondness for Fancy Lads Snack Cakes and a copy of Picket Fences magazine can be found in his personal quarters.
- Trademark Favorite Food: Fancy Lads Snack Cakes.
Two Raider sisters holed up in the Federal Rations Stockpile along with her sister Lily until she was captured by Tower Tom's Raiders during a fight. Now Red Tourette sends food rations to the Beantown Brewery in the hopes of keeping her sister safe until she can rescue her. Unbeknownst to Red, her sister was already accidentally killed sometime before the events of the game by Tower Tom when she attempted to escape.
- Dark Action Girl: Red's a raider leader who has her own gang at the FRS.
- Even Evil Has Loved Ones: Red genuinely cares for her sister and wants to rescue her from Tower Tom's group. And it's implied Lily loved her sister just as much in return.
- Evil Redhead: It's even a part of her name.
- Red and Black and Evil All Over: Red's outfit consists of a black leather jacket and black pants along with a red undershirt, hair and red and black face paint. She isn't named Red Tourette for nothing.
- Posthumous Character: Lily died before the game started and her body can't be found anywhere inside the brewery.
Slag leads the Forged raiders out of Saugus Ironworks and is notable for being one of the few Raiders motivated by more than just caps and bloodlust. His Raiders have formed a cult based around fire and metal and are some of the fiercest in the Commonwealth due to their deadly flame based weaponry.Meanwhile, Bedlam's a Raider under Slag working to mine supplies for Saugus, and who ends up stumbling upon something that should have remained buried. She leads the crew found at Dunwich Borers.
- Arc Villain: Slag is the main antagonist of the "Out Of The Fire" sidequest.
- Authority Equals Asskicking: While Slag isn't necessarily the most influential of the Commonwealth's Raider Bosses, as the only one with a fully functional suit of Power Armor (and a proper pre-war suit as well, rather than the scrap power armor suits used by some other Raiders), he's definitely the toughest in combat.
- Bad Boss: Did you mess up? Prepare to be fed to the forge! Did you flee from battle? Prepare to be fed to the forge! Did you refuse to change your name to better fit with the fire theme of the gang? Prepare to be fed to the forge!
- Bald of Evil: Goes nicely with his...
- Beard of Evil: Sports a thick beard to go with his shaved head.
- Dark Action Girl: Bedlam leads the massive group of Raiders that have taken over the Dunwich Borers mining facility.
- Flaming Sword: He wields a Shishkebab in combat, which is actually the reason why the Sole Survivor comes after him in the first place. The weapon belongs to a small farming family who live a short ways from Saugus Ironworks and they want the sword back along with their son.
- If You're So Evil, Eat This Kitten: When the player first encounters him he is in the middle of initiating a new recruit by demanding that he kill a defenseless prisoner just to prove that he is willing to kill.
- Madness Mantra: Bedlam has one, with "I'm safe in the light. I'm safe in the light. I'm safe in the light. I'm safe in the light..."
- Sanity Slippage: Heavily implied given the state of Bedlam's terminal.
- Villain Respect: Certain dialogue choices have Slag praise the Sole Survivor for their toughness and courage.
An insane Raider who has a crew set up inside D.B. Technical High School and resides deep within the lower levels. He was always vicious, but after a recent dog attack he seems to slowly be losing his mind.
- Absurd Phobia: He's afraid of water, which is the main reason why he hasn't had his forces take Libertalia. And considering how a common symptom of rabies is hydrophobia, it heavily implies that Bosco's actually suffering from rabies.
- Bad Boss: His illness has caused him to become this and has made him attack his own people.
- Beard of Evil: Which also fits with his savage personality.
- Cool Helmet: He has a unique head item called the Mascot Head that can be looted off his corpse after he is killed.
- The Dreaded: Bosco was feared by his own people due to his rabid attacks, they had to give him a mascot head in the hope that he'd stop attacking them. The other raider leaders are relieved with the knowledge that he's been put down.
- The Friend Nobody Likes: If Bosco is killed early on, then subsequent Raider leaders, such as Slag and Tower Tom, will express relief at his death.
- Royally Screwed Up: He is the leader of all the raiders in downtown Boston and is outright insane. This was a result of being bitten by a dog with rabies, which caused him to become schizophrenic and attack his own men during his blackouts, and believing that there is a beast in the base.
- Sanity Slippage: He's lost his mind to a disease he picked up from a dog attack and has become violently paranoid as a result.
- Space-Filling Empire: Of a sort, as all of the Raiders in Downtown Boston (outside of Back Street Apparel, Hardware Town and Hyde Park) are under his control, making him command the largest Raider tribe in the Commonwealth.
A sick and twisted man who is forming a massive gang out of East Boston Preparatory School through his blood contracts and acts of torture. He was in an agreement with Bunker Hill not to attack their caravans, but breaks this deal and causes Kessler to send the Sole Survivor after him.
- Blood Oath: He forces his victims to remain loyal to him under penalty of torture and death with his blood contracts.
- Hypocrite: His whole operation is based around forcing people into binding blood contracts with him under penalty of torture and death. Despite this, he breaks his own contract with Bunker Hill not to attack their merchants despite agreeing to their terms.
- Torture Technician: He forces people to stay loyal to him by torturing them until the point they can't take any more, after which he forces them to sign a blood contract swearing their life and loyalty to him under penalty of further torture and death.
James Wire was once a loyal Minuteman soldier serving under General Becker until his death in 2282. With no leader and dwindling supplies Wire tried to find a way to make an honest living out of Libertalia as the Minutemen began to fall apart. After being forced to execute two of his best men for stealing from a caravan Wire slowly begins giving in to the Raider lifestyle. By 2287, he has embraced this fully and is no better than any of the other gangs raiding the Commonwealth. Meanwhile, Gabriel's an escaped Synth formerly known as B5-92 who had his memory wiped and name changed by the Railroad after escaping the Institute. Unfortunately, his new persona fell in with the group of Raiders living at Libertalia and quickly became their new leader. According to Father, he has taken many innocent lives as Gabriel and needs to be stopped as soon as possible. He only appears during the "Synth Retention" sidequest.
- Arc Villain: Gabriel serves as this for "Synth Retention," where he replaces James Wire as the leader of the Libertalia Raiders.
- Barbarian Longhair: It fits Gabriel's savage new persona as a Raider Lord quite well.
- Cold Sniper: Wire attacks all trespassers from the top of Libertalia with his rifle.
- FaceHeel Turn: Wire was once a loyal Minuteman soldier and tries desperately to hold onto their ideals after the organization falls apart. Eventually, he gives in and becomes just as bad as the other Raider Lords plundering the Commonwealth.
- Heel Realization: Wire's final terminal entry has him realize just how far his crew have fallen and how ashamed General Becker would be if he knew what he was doing now. He then closes the entry by saying that he doesn't feel like typing anymore.
- Klingon Promotion: It's heavily implied that Gabriel killed James Wire before taking over the gang himself (if the Sole Survivor hasn't already done so prior to starting "Synth Retention").
- Talking the Monster to Death: As a Synth, Gabriel can be defeated peacefully by simply using his recall code.
The leader of the dreaded L&L Gang, a nasty group of Raiders that specifically target Synths and Synth supporters. With the defeat of the Institute, she and her group have grown much bolder. However, the demise of the Institute also eased the burden on the Railroad, and the raider ring now has the wrong kind of attention from the operation.
- Arc Villain: For the "To The Mattresses" questline that opens up after the fall of the Institute.
- Dark Action Girl: She leads the L&L Gang, a massive group of Raiders united in their hatred of Synths and one of the Railroad's biggest foes.
- Fantastic Racism: Her entire gang is founded on the principles of hating Synths and murdering them whenever they can.
He's the leader of an upstart gang of bad guys terrorizing Goodneighbour.
- Arc Villain: Of the Silver Shroud questline.
- Bald of Evil: An upstart crime boss with nary a hair on his ghoulified head.
- Big Bad: Of the "Silver Shroud" questline.
- Big Bad Wannabe: In the greater scheme of things, as you put him down before he could really become a menace.
- Cold-Blooded Torture: Does this to Kent by shooting him in the legs.
- The Dreaded: Even Hancock is nervous about the guy, believing that if given a few years, he could become a Raider Boss on par with Caesar.
- Even Evil Has Standards: If you kill Kent yourself, even he's at a loss for words at your insanity.
- Flunky Boss: Although it's possible to scare away his friends by dressing up and acting as the Silver Shroud.
- From Nobody to Nightmare: By the time you confront him, he's in the process of becoming one.
- I Have Your Wife: Or "friend" in this case. He kidnaps Kent and takes him to Milton General Hospital, leaving it up to the Silver Shroud to go rescue him.
- Ironic Name: "Sinjin" is a phonetic spelling of the name "Saint John" Note but this dude is far from a saint.
- Large and in Charge: Ghouls, both ferals and sentients alike, are usually depicted with a scrawny (if not outright emaciated) physique. Not Sinjin, who's built like a tank.
- Names to Run Away from Really Fast: Sinjin really doesn't sound like the name of a good guy.
- Why Don't You Just Shoot Him?: Averted. The very first thing he will try to do after his speech is to shoot Kent in the head, if not stopped in time. He doesn't do it any earlier, however, as he wants The Shroud to watch his/her friend die. The player will either have to kill him before he does this or pass a high-difficulty speech check to goad him into attacking them first.
One of Sinjin's top lieutenants who accompanies him during the climax of the "Silver Shroud" quest in Milton General Hospital.
- Dark Action Girl: She is a high ranking member of Sinjin's raider gang.
- Dirty Coward: She is easily intimidated by the Sole Survivor pretending to be the Silver Shroud and will back down from the fight if the right dialogue options are chosen.
- Red and Black and Evil All Over: She wears black leather and facepaint and has a red undershirt and hair.
- Talking the Monster to Death: She can be talked down from fighting if the player intimidates her as the Silver Shroud.
- Villains Want Mercy: If the player manages to intimidate her as the Silver Shroud and kill Sinjin she will ask for mercy.
The leader of Gunner forces in the Commonwealth and their highest-ranking known member. He commands his troops from deep within Gunners Plaza, a massive base made in the ruins of an old broadcasting station to the south of Boston.
- Arc Villain: The leader of the most powerful and unambiguously evil group in the Commonwealth aside from the main storyline factions. Alongside the Institute and Raider bosses he poses one of the biggest threats to public safety in all of Boston, yet is entirely optional. However, most Minutemen supporting players will likely be gunning for him anyway after what he had his forces do to Quincy.
- Badass Mustache: He has some impressive facial hair, which is fitting for the leader of a large military-themed force.
- Orcus on His Throne: He directs his troops from inside Gunners Plaza, a massive headquarters located near the southern edge of the Commonwealth. The only way to even get to him is by fighting or sneaking inside past the dozens of armed guards and picking the master level lock on his door.
A formally loyal Minuteman who served for ten years until he betrayed his comrades in what would later become known as the "Quincy Massacre" where invading Gunners dealt a deathblow to the militia and effectively wiped the old Minutemen from existence. Impressed by his brutality, ruthlessness and skill the Gunners rewarded his treason by promoting him to leader of all Gunner forces stationed inside Quincy. He can be found in his makeshift command center on the overpass overlooking the ruins of the town.
- Authority Equals Asskicking: He earned his rank of Lieutenant by betraying and wiping out the old Minutemen for the Gunners. It's also why he now controls Quincy and commands its forces.
- Nice Hat: He still wears his old militia hat.
- Sinister Shades: He wears a pair of dark sunglasses that hide his eyes.
- The Social Darwinist: He thinks the old Minutemen became too weak to survive and thus deserved to be beaten by the Gunners, which he sees as a much stronger fighting force. As General of the new Minutemen the Sole Survivor can pay him a visit and personally prove to him that he was wrong.
- Still Wearing the Old Colors: He still wears his original Minuteman outfit underneath his suit of power armor even though he feels that they became too weak to survive and deserved to be wiped out.
A Gunner Sargent under the command of Clint in the Quincy ruins. He can usually be found on top of the old church where Sturges lived and takes shots at the player with heavily explosives.
- Bad Boss: He doesn't seem to care at all how many Gunner soldiers he blows up so long as he gets his target.
- Mad Bomber: He uses a Fat Man as his main weapon and will happily nuke half of Quincy and even his own soldiers to get at any unwelcome guests. He also carries a Missile Launcher as a backup.
- Nice Hat: He wears a Ushanka Hat.
A former raider who now serves Lieutenant Clint as one of the Gunner Bosses controlling the ruined town of Quincy. She prefers to get in close with melee attacks and beat her victims to death.
- Cool Helmet: She wears a DC Guard Helm for whatever reason. (Though as a former raider she may have taken it as a trophy from a guard she killed.)
- Dark Action Girl: A deadly raider turned killer mercenary who helped massacre an entire town.
- Even Evil Has Loved Ones: She has genuine feelings for Sergeant Baker, one of the other Gunner leaders controlling Quincy.
- Power Fist: She wears a special one of a kind power armor arm piece called Tessa's Fist which has enhanced stats.
A high-ranking Gunner mercenary encountered near the ruins of Quincy. He's looking for ghouls to enslave since their radiation immunity makes them very useful workers and will pay the Sole Survivor if they agree to hand over a ghoul child they just met.
- Arc Villain: He serves as the main antagonist of the "Kid In A Fridge" quest where he tries to buy or enslave a ghoul child the Sole Survivor found inside a fridge.
- Even Evil Has Loved Ones: He apparently has a raider friend who genuinely cares for him since killing him has a rare chance to activate a random encounter where said raider yells at you for "killing his best friend" and then attacks.
- Pragmatic Villainy: One of an extremely small number of Gunners who won't shoot the player on sight, not because he isn't violent, but because he wants to buy a ghoul child from them with as little trouble as possible.
- Would Hurt a Child: He sees nothing wrong with enslaving children and forcing them to do manual labor.
The Overseer of Vault 111 in 2077, only briefly encountered during the prologue. Since the vault's residents were all cryogenically frozen, he was responsible for controlling the vault's food rations, keeping tabs on the researchers, and managing the security staff. His incompetent leadership and refusal to allow anyone to leave the vault quickly led to conflict with the vault's security personnel, who were largely kept in the dark about the details of the vault's experiment. As the experiment was only meant to last for six months, food supplies rapidly dwindled, until the security personnel finally lost all patience with him and staged a mutiny, killing him and all of the researches. The Vault was subsequently abandoned, leaving its residents entombed in their cryo pods.
- 0% Approval Rating: Managed to piss off all the security guards enough that they slaughtered him and and all the scientists, and simply left the frozen residents to rot.
- Apocalyptic Log: Since he and all of the Vault's staff are long dead and the Vault has long been abandoned by the time the protagonist is unfrozen, information about the events leading to the Vault's downfall can only be gleaned from reading old computer logs.
- Beware the Nice Ones: Behaves in a very calm and welcoming manner to the Vault's extremely distressed and traumatized residents; it's all an act meant to placate them so they will not suspect what is about to happen.
- Gadgeteer Genius: In spite of his utter uselessness as a leader, he did create a pretty sweet unique weapon during the last few months of his life: the Cryolator.
- Mistreatment-Induced Betrayal: When the security personnel refused to listen to him anymore, he and the researchers locked themselves inside his quarters and hoarded all of the remaining food rations for themselves. It didn't end well for him.
- Posthumous Character: He's only briefly seen alive during the intro. When the main story begins, he's been dead for two centuries, and all that remains of him are his Apocalyptic Log and awesome freezing gun.
- Well-Intentioned Extremist: He adamantly refused to let anyone leave the Vault, believing the surface to be contaminated with lethal levels of radiation. Unfortunately, this meant everyone in the vault would instead be doomed to starvation.
A Shakespeare-obsessed intellectual (of sorts). At the beginning of the game, Rex is captured by a gang of Super Mutants alongside his friend Strong, requiring the player to rescue them.
- And Your Reward Is Clothes: Thanks the player for rescuing him with a suit or dress that gives a considerable boost to charisma.
- Badass Bookworm: Rex is a brilliant intellectual who can easily quote Shakespeare; he's also competent in a gunfight against Super Mutants.
- Beware the Nice Ones: While he came to Trinity Tower to educate the Super Mutants, once they've killed his friends, he has no problem shooting his way out of the tower... with The Survivor's help of course.
- Large Ham: Talks in a theatrical manner, as if his dialogue was lifted from a play.
- Meaningful Name: Anyone who would, of their own initiative, attempt to uplift Super Mutants and turn them into productive members of society by introducing them to culture and learning, is certainly a good man. Not necessarily a smart man, but a good one.
- Nice Guy: Rex just wanted to help the mutants. Unfortunately, his misplaced benevolence almost got him killed.
- Odd Friendship: Rex, the Shakespearean poet, and Strong, the cannibalistic Super Mutant.
- Too Dumb to Live: Convinced himself that the reason why Super Mutants are so violent is simply because they don't appreciate Shakespeare, rather than the fact that they're giant mutant cannibals with low IQ's.
- Warrior Poet: Sort of. He'll quote Shakespeare non-stop during a firefight, but does so purely to keep himself from panicking.
- Wrong Genre Savvy: He seriously thought he was destined to be an "inspirational mentor" to a group of Super Mutants. Instead, he almost became their lunch...
A wandering little girl and her Sentry bot companion, respectively. Kat is a merchant who sells you stuff; Gus is her robot guardian.
- Badass and Child Duo: Rob or touch a hair on that kid... and the big, mean hulk of steel will blast you to smithereens.
- Fluffy the Terrible: Gus the Sentry bot.
- Killer Robot: Gus, although he's normally harmless unless you harm or do something to upset Kat.
- Noodle Incident: How Kat got her own Sentry bot is never elaborated on, nor is the question of where her parents are or why she travels across the Commonwealth with Gus.
- Robot Buddy: Gus is this to Kat.
- The Kid with the Remote Control: Kat to Gus.
- Troubling Unchildlike Behavior: A little girl traveling a nuclear wasteland with a killer robot (and seemingly without a care in the world) is not normal, whatsoever.
- Undying Loyalty: Gus to Kat.
A mysterious traveling vigilante who cosplays as a comic book hero known as Manta Man. He appears after the player completes The Silver Shroud questline.
- Animal-Themed Superbeing: Of a manta ray, of course.
- Badass Normal: Manta Man is just a man with a rifle traveling through the Commonwealth, fighting Ghouls, mutants and robots. His stats aren't even very good either.
- Camp: Acts like a Silver Age superhero.
- The Cape: In a Post Apocalyptic world, no less.
- Follow the Leader: In-Universe. After the player takes on the title of the Silver Shroud, this guy assumes the mantle of Manta Man.
- Suicidal Overconfidence: Will sometimes attack enemies who are much stronger than him, such as Deathclaws and Super Mutants. This tends to go about as well as one would expect.
An artist whose gallery is being invaded by raiders. It's clear from the first room that they might not be the most dangerous thing there.
- Affably Evil: He seems genuinely grateful when you save his life, giving you his knife as a gift and a rather powerful one at that, as well as a "thank you" note.
- Axe-Crazy: Not obvious at first, but once you get to the bottom of his "chosen profession", well...
- Badass in a Nice Suit: This deadly, cold-blooded killer is always seen wearing a light brown suit.
- Dissonant Serenity: He's always eerily calm and polite, whether he's speaking to one of his soon-to-be victims or describing his 'hobby' of collecting raiders' heads. May overlap with Soft-Spoken Sadist.
- Expy: A charming serial killer who artistically (and brutally) tortures and kills sick and evil people under the belief he's cleansing the world of evil. Are we talking about Pickman or Dexter?
- Knife Nut: Killing the raiders hunting him leads him to reward you with a unique knife.
- Mad Artist: Doesn't even begin to describe it...
- One-Man Army: Has managed to kill dozens of heavily armed Raiders with nothing but his knife.
- Pay Evil unto Evil: He's a serial killer who uses his victims as art supplies, though most, if not all, of said "victims" are raiders.
- Serial Killer: This is a guy who knifes people to death and uses their blood to create artwork.
- Serial-Killer Killer: On the other hand, he only kills raiders, who also decorate their hideouts with the remains of their victims, but don't draw any distinctions with who they murder.
- Shout-Out: Given his name, profession, and the game's Boston setting, he's without doubt one to the H.P. Lovecraft character and short story of the same name.
- Soft-Spoken Sadist: One needs only look at his artistic endeavors to see the sadism. One needs only talk to him to see how affable he is.
- Vigilante Man: Apparently. All of his victims are Raiders and if asked, he claims that they deserved to die. He's never seen killing anyone who isn't a Raider.
A Mr. Handy robot that was "liberated" by the Robot Liberation Front, and was programmed to "Just Be". As such, he's now floating in circles around the Sunshine Tidings co-op.
- Broken Record:
- Goodfeels only has four phrases (with various levels of stoned slurring): "Groovy", "Far Out", "Peace" and "Whoa, Man". A player trying to use the "Talk" function will only increase the number of repeats.
- It's possible to reactivate Goodfeels' combat programming. In which case, this adds a fifth phrase spoken in the same stoned slurring: "Exterminate!"
- Eye Scream: Downplayed, but one of his eye appendages has been ripped off.
- Shout-Out: His name is one to Dr. Feelgood.
- The Stoner: He obviously isn't doing drugs, but his "liberated" programming makes him sound like he's totally stoned out of his gourd."Groooovyyy."
- What Happened to the Mouse?: Will be absent the next time the player returns after placing a settlement beacon.
The first ghoul to be created, he was a notorious gangster back before the Great War. He's since hidden himself away in a makeshift bunker that had once been a hideout, even as his crimes slowly begin creeping up to him.
- Arch-Enemy: He was this to Nick Valentine back in his days as a notorious gangster. Still, he initially finds it hard to believe that the synth busting in to his bunker alongside the Survivor is none other than Nick himself (or, at least, a version of him).
- But for Me, It Was Tuesday: For Nick, Eddie killing his fiancee was a traumatizing memory, one that carried over into his present life as a Synth. For Eddie, however, it's little more than a dirty kill over 200 years ago.
- Deadpan Snarker: He "congratulates" the Survivor and Nick for finding his secret bunker and interrupting his "retirement." It just took a little over 200 years to do it.
- Fat Bastard: Exactly how he stayed fat while locked up in his bunker for 200 years is never explained.
- Fish out of Temporal Water: Downplayed, but it's made evident that he hasn't really gone out from his bunker in centuries. And that he still acts like a mobster straight out of The Godfather or Boardwalk Empire.
- The Irish Mob: He used to be one of Boston's most notorious crime lords back before the War.
- It Amused Me: He left behind a convoluted trail to his hideout before the War just to screw with the feds. And he doesn't seem to think too much of his murder of Nick's fiancee.
- Just a Machine: He dsmisses Nick as just some robot copy of the original Nick that isn't even alive.
- Last of His Kind: While he's the first known ghoul, he's also the last of Pre-War Boston's mobsters. And the last person left alive who remembers the original Nick Valentine.
- No Celebrities Were Harmed: Named after Howie Winter, one of Boston's most notorious crime lords, and based on his even more infamous successor James "Whitey" Bulger in both appearance and personality.
- Really 700 Years Old: He's been around since before the apocalypse. Not only that, but he willingly participated in a Pre-War radiation experiment meant to prolong life, which resulted in his ghoulification.
- Retired Monster: A reclusive mobster ghoul whose crime spree is long behind him, including his wanton murder of Nick Valentine's fiancee.
- Revolvers Are Just Better: "Eddie's Peace", his unique scoped .44 that you can loot from him.
- What the Hell, Hero?: He sarcastically calls out Nick (or rather, the synth version of him) for being obsessed with a crime that happened over 200 years earlier. And that whether or not Nick is the genuine article, killing him won't bring her back.
- Who Wants to Live Forever?: After over 200 years, he's starting to grow weary of living life as a ghoul. Granted, compared to other people in similar situations, he at least managed to keep his sanity.
A ghoulified Chinese naval captain who's been stranded in his Yangtze submarine off the Commonwealth coast since the Great War. Long remorseful for his own actions against the Americans, he longs to return to China but is unable to without the right fuel rods. The Survivor can help him, or put him out of his misery permanently.
- And I Must Scream: He's a Chinese naval officer who's been stranded on "enemy territory" since the War. But unlike his crewmen who turned into feral ghouls or the tragically degenerated raiders aboard the FMS Northern Star, he still tries to maintain some professionalism and sanity.
- Asian Speekee Engrish: Played completely straight and justified, given that English is definitely not his first language. Which makes his desperation all the more palpable as he's trying to find the right words that he could still remember. At the same time, his occasional Chinese is a bit off due to the isolation too.
- The Atoner: He's had over 200 years to regret launching his submarine's payload on American soil and just wants to go home.
- Badass Creed: He says he will rebuild China one house at a time when he gets back, until he can't build anymore.
- Dirty Communists: Not so much over two centuries after the War.
- A Father to His Men: He was this to the submarine crew under his command. Unfortunately, said crewmen turned into feral ghouls, forcing him to seal them deep inside the Yangtze as he couldn't bring it to himself to Mercy Kill them.
- Friendly Enemy: He's technically this, given that he still conducts himself as a Chinese naval officer.
- Just Following Orders: It's implied that he was the one who launched the nuke meant for Boston during the Great War. Instead, it landed in what became the Glowing Sea, his own crew turning into feral ghouls not long after.
- My God, What Have I Done?: He has had 210 years to ponder his complicity in the Great War, being tasked with deployment of Chinese nuclear weaponry against the United States.
- Nice Hat: If a little worn after all this time. You can pick one up for yourself off his feral First Mate.
- Not So Different: He's probably the first real character that represents China in Fallout, and not a simulated one like General Jingwei, who is heavily implied to be inaccurate and also falls victim to Interchangeable Asian Cultures. In past games, they were represented as nothing more than Dirty Communists. Turns out they're not that much different from the prewar US Army.
- His promise of returning to China to try to rebuild also mirrors the actions of a Minutemen-aligned Survivor.
- Video Game Caring Potential: The Survivor can let bygones be bygones and help Captain Zao on his way.
- Video Game Cruelty Potential: Then again, the Survivor can also put him out of his misery like the "Commie enemy" that he supposedly is. Or, if the player is feeling especially petty, he could be sent on his way back home with nothing except his pair of tightey whiteys.
The leader and presumably only member of the "Salem Volunteer Militia". Barney can be found on the roof of his family home shooting mirelurks, and then instructs the player to reactivate his turrets. He'll reward you with a powerful sniper rifle that does extra damage against mirelurks.
- Cloud Cuckoolander: Barney is the only remaining member of the Salem Militia and proud of it. He's defending an abandoned town against giant mutated crabs and talks about his rifle like it's a person.
- Cool Old Guy: An old sniper whose job is to massacre mirelurks.
- I Call It "Vera": His guns, Reba and Reba II.
- Jerk with a Heart of Gold: A curmudgeonly old fart who constantly throws shade on your competence in a way that makes pistol-whipping him a very tempting option. At the same time, he also seriously believes he's protecting you, and gives you a nice rifle in return for helping him out.
- Perilous Old Fool: Barney genuinely thinks his rifle is the most powerful gun in the Commonwealth and that he saved the player's ass from certain death because of his own combat prowess. The reality is that he'd likely get himself killed if he did anything other than snipe Mirelurks from the roof of his house.
- Ungrateful Bastard: Claims he saved the Sole Survivor all by himself as you just stood there in shock. This is most likely not the case.
The proprietor of the Combat Zone, a fighting arena built inside an old theater. When the Sole Survivor comes and kills the raiders who've overrun the place, he's initially upset at the loss of revenue, but then decides to use the opportunity to pass on Cait's contract to them.
- Blood Sport: Owner of a Post-Apocalyptic pit fighting ring.
- Brains and Brawn: The brains to Cait's brawn while she was headlining the combat zone. Savvy enough of a businessman that he managed to keep a small army of raiders paying for entertainment and following his rules even after they chased off his more "respectable" clientele.
- Jerk with a Heart of Gold: Has something of a vitriolic relationship with Cait, and uses the deaths of his clientele to pawn her off as a "liability". Pass a speech check and he'll admit that it's because she's becoming careless in the ring, and he doesn't wanna have to give color commentary when her luck finally runs out. Cait will also ponder if Tommy purposely gave her to you in hopes that you'll help her clean up.
- Large Ham Announcer: You only get a brief glimpse of his announcing style during Cait's fight, but he oozes this.
A man that hangs out around the South Boston Police station. At first, he seems like a friendly fellow, and offers you to purchase a "charge card", equivalent to 100 caps, for use at any merchant in the Commonwealth. It's quite obvious it's all a scam, reinforced by the fact that he'll call you a retahd if you fall for it.
- Blatant Lies: His cards aren't worth crap. At least not in the Commonwealth.
- Brick Joke: In Far Harbor, Brooks gladly accepts Parker's charge card.
- Con Man: Tries to sell you a worthless card for 110 caps.
- Creator Cameo: He's voiced by Emil Pagliarulo, lead designer for the game.
- Deadpan Snarker: He's got that going for him.Parker Quinn: Cause I think we both know most conversations these days are like, "Hello." And then someone gets stabbed in the liver.
- Snake Oil Salesman: Sells you a phony credit card.
- Too Dumb to Live: For some reason, he hangs around South Boston, a territory infested with Super Mutants and Raiders, but will even call the Sole Survivor a retard to their face.
Greygarden is a hydroponics facility set up a few days before the Great War, created to be a facility entirely staffed by robots. As the nuclear explosion was too far away to destroy them utterly, they continued their work. Most of the robots are worker Mister Handies with generic personalities, but the three supervisors, inspired by their creator's love of television, have very distinct personality traits.
- Audio Erotica: Subverted. Supervisor White was programmed to be this, but her constant use of "darling" just gives males the creeps.
- Expy: Supervisor White is one of Eva Gabor's character in Green Acres. Supervisor Greene is a Game Show Host, with vocal tracks similar to Rod Roddy. Supervisor Brown has a working-class British personality littered with English idioms.
- Fem Bot: Zigzagged with Supervisor White; she thinks of herself as an alluring woman, sounds female and likes to flirt with guys, but she still has the chassis of any other Handy/Nanny model — a robotic bubble with eyestalks and tentacles.
- Game Show Host: Supervisor Greene's modified personality.
- Shaped Like Itself: The supervisors are named after the color of their paint job.
- Undying Loyalty: They still speak fondly of their creator, 200 years after his death.
See: Fallout 4 Companions
The Big Bad of the Automatron DLC, the Mechanist has created an army of robots which are terrorizing the Commonwealth, killing everything in their path, while he simultaneously broadcasts a message with his array of Eyebots telling the people of the Commonwealth not to fear them and that they will bring about a new age of peace and justice.
- Arch-Enemy: Like in the comics from where the character originated, the Mechanist is an enemy of the Silver Shroud and will have special dialog if confronted with the Shroud costume.
- Authority Equals Asskicking: Unlike in Fallout 3, this time around the Mechanist is actually a legitimately skilled combatant if you decide to end the quest with violence instead of negotiation, and the Mechanist suit is actually relatively powerful armor (better than mid-tier Combat Armor). Somewhat justified in that this is an entirely different Mechanist, wearing an entirely different Mechanist suit she built herself.
- Big Bad: The Automatron DLC revolves around finding and stopping them. Although she ends up not being malevolent, just oblivious.
- Crouching Moron, Hidden Badass: The Mechanist acts like a ditzy comic book villain, but they're still highly intelligent and in possession of an army of killer robots built from scrap. Also, if you opt to fight them instead of negotiating, they're a reasonably tough combatant.
- HeelFace Turn: It's possible to convince Isabel that her robots are flawed, causing her to give up her crusade, hand over control of her factory to you, and become a trader.
- Ignorant of Their Own Ignorance: The Mechanist initially refuses to accept that they used faulty logic in programming the robobrains. They also failed to recognise that they'd display cruelty and creatively interpret their base programming as was documented by an ample number of pre-war computer logs in their lair.
- Intelligence Equals Isolation: Like in Fallout 3, the Mechanist is a lot better with robots than they are with people. One of the reasons Isabel chose to adopt the Mechanist persona is because she felt too shy and awkward with people when interacting with them as herself.
- Large Ham: They based their identity on a comic book supervillain, after all. With the Silver Shroud outfit, the Sole Survivor can match them.
- Legacy Character: Despite sounding almost exactly like the Mechanist from Fallout 3, she turns out to be an entirely different person with no apparent connection to the previous Mechanist. This makes sense, as both individuals were Wastelanders who based their identity on a pre-existing pre-war comic book character.
- Mike Nelson, Destroyer of Worlds: Isabel honestly believed her robot army was out protecting innocents and bringing peace and justice to the Commonwealth. She had no idea she had programmed her Robobrain commanders with directives that were just vague enough to allow their sadistic minds to decide killing innocent people was the best way to "save" them (after which they were no longer suffering or in danger).
- Mix-and-Match Critter: All of the Mechanist's "swarmbots" are made from mix and matched versions of other, standard robots. There's a Handy-Truster, Robobrain-Torso, machinegun-wielding bot, a melee bot with construction claws and a Mr. Handy eye, a Sentry Bot with a Protectron head and so on.
- Nice Job Breaking It, Hero!: If she'd closely examined the pre-war evidence that robobrains were ridiculously defective and instead stuck to simpler robots, the Mechanist would've have likely made a positive difference in the Commonwealth instead of being an accidental mass murderer.
- Non-Action Big Bad: It's possible if you forgive her for accidentally releasing the killer robots onto the Commonwealth.
- Robot Buddy: The Mechanist has a little Eyebot called Sparks who carries out orders.
- Robot Master: The Mechanist's main power comes from the army of robots they have at their command.
- Samus Is a Girl: After being unmasked, she's revealed as a young woman using a voice modulator to sound like the male Fallout 3 Mechanist.
- Talking the Monster to Death: After dealing with their robot army, the Mechanist can be very easily talked down without the need to pass any skill checks.
- Video Game Caring Potential: If you wear the Silver Shroud outfit and confront the Mechanist as the Shroud, after unmasking, the Mechanist will begin to have a Heroic BSoD as she realizes the consequences of her actions. The player can then give her a You Are Better Than You Think You Are speech, as the Shroud, in a manner that evokes that trope's page image.
- Vocal Dissonance: The Mechanist uses a voice modulator to sound intimidating and dramatic, but occasional spikes imply a higher-pitched voice behind the mask. Justified, as the Mechanist Is a Girl.
- We Have Reserves: Says this about their suicide bomber robots.
- Zerg Rush: How the Mechanist tries to kill The Sole Survivor.
A Robobrain who has been captured by the Rust Devils. The Sole Survivor rescues her in exchange for the location of The Mechanist's underground base.
- A.I. Is a Crapshoot: The Mechanist built her and the other robobrains to help the Commonwealth, but they decided that the most effective way to "help" the Commonwealth was by "mercy"-killing its inhabitants.
- Asshole Victim: When you find Jezebel, she's been captured by the Rust Devils, who're torturing her for information, though it's hard to feel bad for her, considering that she's a Killer Robot and a bit of a jerk.
- When she was a pre-war human, she fell from an army scientist to a test subject by killing superiors.
- And, of course, she's a non-essential NPC, so the Sole Survivor can make her a definitive example whenever they finally get tired of her crap. To reinforce that point, Codsworth will like it if you smash her right after she insults him.
- Cannot Tell a Lie: Succeeding in the persuasion check reveals that her programming forces her to never tell a lie, ever. Despite the fact that she has a human brain in bio gel. She's probably lying about being unable to lie, though, as in the same conversation, she admits she's been stringing along the Rust Devils to keep them from dissecting her brain.
- The Friend Nobody Likes: After building her a body, she sticks around whatever settlement she was built in as a worker. This doesn't stop her from complaining about how worthless humans are, though.
- Jerkass: One of the most unpleasantly-mannered characters in the game who isn't inherently hostile.
- According to the Medical Observation Terminal, there's a female subject that was an ex-military convicted to manslaughter, and is highly intelligent along with being a solid candidate. If this implied that Jezebel was the very same woman, she was likely an jerk before becoming a Robobrain.
- Names to Run Away from Really Fast: She's named after a blasphemous false prophet from the Hebrew Bible, and isn't a nice person.
- Reassigned to Antarctica: The player can do this to her after rebuilding her, as she's subject to the full range of settler commands. This includes using her as a provisioner.
- Ungrateful Bastard: Give her the very best parts when you reconstruct her body? She'll still deride it as a piece of crap.
Far Harbor DLC - Commonwealth Characters
A family of Japanese descent and the reason why you're roped into going into Far Harbor. Kenji and Rei have differing opinions on their daughter's sudden disappearance. Kenji believes that Kasumi should've stayed at their home, while Rei believes that he coddles her too much and finds comfort that her daughter made the choices to do so.
- Bumbling Dad: Rei certainly thinks her husband's this sometimes.
- Get Out!: If the player convinces Kenji that Kasumi is a synth he'll angrily tell her to get out of his house and never return.
- Papa Wolf: While Rei is certain her daughter made that choice to go to Far Harbor, Kenji on the other hand fears for her safety, to the point that he had to call Nick, who's an old friend, to find her.
- Unexplained Accent: Both of them speak with faint Japanese accents, an accent that Kasumi herself does not have.
Vault-Tec Workshop DLC - Vault 88 Characters
The Overseer for Vault 88 who became trapped behind a cave-in when the bombs fell. The Vault was never finished, and the radiation from the nearby uranium deposits ghoulified her and the rest of the construction crew, but she was the only one who managed to avoid going feral.
Upon being rescued by the Sole Survivor, Barstow decides to let them have full run of the place as thanks for rescuing her, on the condition that they help her rebuild the Vault and let her run some Vault-Tec experiments vital to the preservation and improvement of society.
- Bald of Evil: Her hair didn't survive her ghoulification.
- But Now I Must Go: If you make the tests go off just as she intended, once everything's done she'll decide to leave Vault 88 to find other Vaults to experiment on. However, you can convince her to stay with a Charisma check.
- Call-Back: She mentions Dr. Braun a lot, the madman trapped in virtual reality from Fallout 3 and the chief designer of all the Vault-Tec experiments.
- Crazy-Prepared: Had absolutely nothing to do for centuries except plan her experiments. The culmination of her research is...a slot machine.
- Evil Cannot Comprehend Good: If you go for benign experimental machines, she's very disappointed and upset with the Sole Survivor. If you point out that this means the experiments succeeded, because they made everyone happier and healthier, she cries out "Are you even speaking English?!"
- Faux Affably Evil: She tries to be as polite as possible, but still isn't that good at hiding her darker side to the other Vault Dwellers.
- Insane Troll Logic: Most of her experiments run on the same "logic" that gave us a Vault full of Garys. To wit:
- "Exercise is a social ill that must be eliminated, because it promote longevity, which is a drain on society's resources! So let's make people generate power for us on exercise bikes!" You can add a bit of your own madness to it by making bikes that drug their users with Buffout.
- "Water cooler breaks promote useless socialization. Let's drug the soda machine to screw with peoples' minds!"
- "The Hippocratic Oath is such a burden. Optometrist visits merely provide better eyesight. Let's see what happens when we insert mind control devices or mind-reading devices in the big thing hanging over people's eyes!" Dr. Braun's notes for this experiment to his staff were literally for them to go nuts and come up with whatever they could.
- "Let's harvest human vices for our own needs!" A gambling machine that provides revenue at the cost of the inhabitants, or possibly monitors their mind and takes pictures of them.
- Insistent Terminology: According to her, the Vault-Tec manual for Overseers strongly discourages the use of the term "guinea pigs" for Vault Dwellers, no matter how accurate.
- Jerkass Has a Point: The "Evil" options for the Slot Machine make sense from a real world perspective, as no business would ever just give away money. Pity you can't just take the second option without the camera and "Degenerate" sign.
- Laughably Evil: Her utter enthusiasm for Vault-Tec's horrific experiments and No Social Skills make her come across as more amusingly goofy than outright evil.
- Mad Scientist: She's completely devoted to the idea of bizarre social experiments and is frustrated if you use relatively safe and benign experiments that don't harm the subject.
- Most of her experiments really will kill the subject, or have a chance to, if you take the non-benign options. About the only one that can't hurt anyone is the Slot Machine.
- My Brain Is Big: Her bald Ghoul head looks a bit bulgy.
- Lack of Empathy: Like most Overseers, she's utterly loyal to the Vault-Tec experiment's plans. She emphasizes over and over that all of the more sadistic tests and machines will result in a "greater good" which never actually result in anyone being happy or productive, and making all of the equipment work as intended disappoints her terribly.
- This gotten to the point that any of the Good-aligned Companions will not give a shit if she's killed.
- If you call her a psychopath directly, she says "We don't approve of name-calling in the Vault, but if you are referring to my lack of inhibition regarding outdated morality, you are correct."
- Lean and Mean: She's skinny even for a Ghoul. And also morally corrupt.
- No Social Skills: Is unused to there being... "Ugh...*people*..." in her Vault.
- Not the Intended Use: Or rather, Actually The Intended Use. Making all of the experiments function as advertised to the subject (and in the Slot Machine's case, making it pay out money instead of collect it) results in a happier, healthier Vault with a lot of people wanting to come in... and a furious Overseer Barstow.
- Screw This, I'm Outta Here!: If you consistently go against her wishes and use the safe experiments that keep your Vault Dwellers happy, she gets pissed off and decides to leave with no possibility of convincing her to stay.
- Undying Loyalty: A literal example. She claims that it was her loyalty to Vault-Tec's directives that kept her from going feral.
The first of the three first Vault Dwellers you accept into Vault 88. She's an unnamed Settler woman who appears alongside Clem and B to settle there. She's overly suspicious of your intentions but welcomes the chance at a new life with a safe place to eat and sleep.
- The Cynic: Barstow even described her as such.
- Screw This, I'm Outta Here!: She has to participate directly in the third experiment, the Phoropter. If all of the experiments are of the non-harmful variety, she'll stay in the Vault without any problems. If you make it into a mind-reading or mind-altering machine (neither of which seems to work all that well) you'll need to pass a speech check with her to convince her to stay. If both of your first two experiments were non-benign, you'll have no chance to convince her to stay, and she advises Clem to leave.
The second of the three first Vault Dwellers you accept into Vault 88. He has a tendency to lie, and only came into the Vault under the opportunity of water, food and shelter. That's all there is.
- Out of Focus: Despite being one of the three Vault Dwellers you meet, there's not much interaction outside of the first meeting.
- Butt-Monkey: Being dumb, unquestioning and gullible, he's the perfect guinea pig and always the one that Barstow uses for the tests. Subverted however if you use the safe experiments, in which case nothing bad happens to him.
- The Ditz: He is the dumbest of the Vault Dwellers, which makes him a perfect test subject.
- Functional Addict: If you make the Power Cycle 1000 inject Buffout into his system, he becomes addicted to it and keeps talking about how he needs to get back to it.
- Hair of Gold, Heart of Gold: He's extremely friendly, perhaps the friendliest person in the wastes. And he has dirty blonde hair.
- The Pollyanna: He's not just a glass half-full kind of person, he'd be happy just to get a glass. And not be eaten by Mole Rats.
An unseen Vault-Tec developer who decided to make inventions that actually helped people. Everyone else hated him.
- Cut Lex Luthor a Check: A caffeinated soda better than Nuka-Cola and an optometry station so fully automated that even Clem can operate it? His team's inventions could have turned a nice profit. Too bad that's not what Vault-Tec was interested in.
- Reassigned to Antarctica: What one of Vault-Tec's scientists wished he could do to Ted.
- The Friend Nobody Likes: Another developer notes that the soda from his machine tasted really good. "God, I hate Ted."
- The Ghost: Since he's long dead, we don't know anything about him other than the development notes for the experimental machines.
- Only Sane Man: Ted wasn't a Mad Scientist; when asked to design something, he made it work as advertised, and usually very effectively and in a way that was safe for the test subjects. This made him unique in, and highly frustrating to, Vault-Tec corporate culture.
- Token Good Teammate: One of a handful of people who worked for Vault-Tec without being completely morally bankrupt and/or obsessed with dubiously useful scientific experimentation.
Nuka-World DLC - Commonwealth Characters
A Raider boss from the Commonwealth who takes offence at the Sole Survivor establishing Raider settlements, seeing it as muscling in on his turf.
- Elite Mooks: He always brings two Raider Veterans and two Raiders in Power Armor with him.
- From Nobody to Nightmare: Not outright said, but very heavily implied. When the Sole Survivor leaves for Nuka World, nobody from the Minutemen, Gunners, or even the Brotherhood of Steel mentions Sinner and he isn't on anybody's radar, including the other Commonwealth raider bosses. Yet, when the Sole Survivor returns just a few days/weeks later, he's apparently made enough of a name for himself that he has several Raider mooks under his thumb, including a few with Power Armor.
- I'm a Humanitarian: He threatens to slice the Sole Survivor open and eat their heart.
- Skull for a Head: The skull face paint he wears is supposed to invoke this.
- Talking the Monster to Death: It's possible to scare him into leaving your settlements alone by passing a hard speech check.