The second largest settlement in the Commonwealth located in Scollay Square. Made up of self-styled "outcasts" (notably most of the Ghouls who used to live in Diamond City) who grouped together for protection against the dangers of the Wasteland. Goodneighbor has a bad reputation, with crime and chems being rampant, and its inhabitants being the rather amoral types who often value caps over people. Hancock is their self-styled mayor for life.
- 100% Adoration Rating: Everyone in town seems to love Hancock. Well, everyone except Bobbi.
- Anarchy Is Chaos: Averted. Despite being ostensibly under Hancock's control, the city is largely a state of anarchy, but seems to take care of itself well enough.
- Film Noir: The city in general has this as a pervading element (albeit to a degree), coming complete with gangsters and a nightclub.
- Foil: The city as a whole is one to both Underworld from the Capital Wasteland and the Mojave's Freeside.
- While both Underworld and Goodneighbor are heavily populated by Ghouls and are very popular towns, Goodneighbor is more of a Wretched Hive while Underworld was more respectable. However, Goodneighbor is also far more formidable than Underworld and is fiercely independent, whereas Underworld's fate is still unknown (with it being implied that the BoS lynched the city/encouraged its residents to move somewhere else).
- Although Goodneighbor is to Diamond City what Freeside is to the New Vegas Strip, Goodneighbor is, despite its rough appearance, far more organized, can fend for itself, and is actually safe. Though similarly to the Followers of the Apocalypse having a presence in Freeside, the Railroad's generally benign (if rather discreet) presence helps as well.
- Ironic Name: Goodneighbor...well, really isn't. It's a Wretched Hive and most of its population are chem dealers, or homeless drifters. It's also openly hostile to its closest neighbor, Diamond City, since it's mostly made up of people who were expelled from there. However, it's also the only Commonwealth settlement not set up by the player to welcome Ghouls to live alongside non-Ghouls, due to the bigotry held against Ghouls by most people.
- Neighborhood-Friendly Gangsters: Goodneighbor is protected by a gang called the Neighborhood Watch, who dress in three-piece suits, wield Tommy guns, and are technically Triggermen.
- Small Town Rivalry: Residents of Goodneighbor dislike Diamond City, which makes sense as most of them were exiled from there. The fact that the Mayors of Diamond City and Goodneighbor are brothers also helps. Diamond City's residents, if they mention Goodneighbor at all, tend to look down on it as a Wretched Hive.
- Suspiciously Similar Substitute: After a fashion to Freeside in New Vegas, though subverted in that it's actually rather livable.
- Wretched Hive: Amusingly subverted/downplayed. While its reputation isn't entirely unfounded (Chem dealers and mercenaries are both common and operate in the open, and the Triggermen have a strong presence), many of the inhabitants just want to live their own lives in peace and are (usually) pretty friendly once the Sole Survivor gets on their good side.
An ex-military Assaultron who sells weapons and armor to the citizens of Goodneighbor.
- Action Girl: Not by default, but if you have the third rank of the "Robotic Expert" perk, you can hack her and turn her into your companion, and she demonstrates how much ass she can kick with the Raiders and Super Mutants in the Financial District.
- American Robot: Like all Assaultrons, she has a distinct WW2 style green paint job with a white star on her chest.
- Arms Dealer: Goodneighbor's premier saleswoman of guns and armor.
- Comedic Sociopathy: Her bloodthirsty nature is quite successfully Played for Laughs.
- Crazy-Prepared: Her terminal reveals she's got plans to kill everyone of importance in town in a manner to keep suspicion away from herself.
- Deadpan Snarker: Between the constant innuendos, she's got quite a sassy attitude.Sole Survivor: So what kind of weapons do you have?KL-E-O: Anything that can kill a man, I sell. Except suicidal depression. That is unfortunately not packageable.
- Does This Remind You of Anything?: Speaks in a deliberately husky and sultry voice in the manner of a stereotypical Drag Queen and hates it when anyone suggests she's anything other than a woman.
- Fem Bot: All Assaultrons look feminine in a robotic fashion, but KL-E-O sounds like and thinks of herself as a woman, even going so far as to act flirty in order to sound more like one.
- Frickin' Laser Beam: As an Assaultron, her head can fire laser beam; should you hack her into your companion, she proves its efficiency with ease.
- "It" Is Dehumanizing: If asked what she is, she'll coldly insist that she is a woman.
- Ridiculously Human Robots: While she doesn't look that human, KL-E-O is one of the more sentient robots in the game, and even considers herself a woman.
- Robotic Psychopath: KL-E-O really likes violence.
A Mr. Handy robot who is also the bartender of the Third Rail.
- Affectionate Nickname: Fondly addressed as "Chuck" by Hancock.
- Does This Remind You of Anything?: His conversation with your robotic butler Codsworth sounds like something you might have heard between an aristocrat and a working class bloke in Victorian-era London.
- Deadpan Snarker: He's a pretty world-weary and bitter robot, that's for sure.
- Nice Hat: Has a bowler hat atop of his, er, "head".
- Odd Friendship: With Magnolia, as described below.
- He also has unique conversations with some of the Sole Survivor's companions; while he's fairly brusque to most of them, he is chummy with some others. Of note, he's respectful with Mayor Hancock, chummy with Deacon (at least once Deacon identifies himself), and tries to convince Cait that Tommy Lonegan was only looking out for her when he fired her.
- Unexplained Accent: While Mister Handy robots are programmed to speak with a British accent, the story of how Charlie came to develop a Cockney-sounding one is never told.
- This even gets Lampshaded when Curie immediately notes that he doesn't have a standard Mister Handy voice, but when she tries to question him about it, he bluntly tells her off.
A Ghoul woman who lived long before the bombs dropped, making her one of the oldest residents in Goodneighbor and perhaps the whole Commonwealth. She runs a general store next to KL-E-O.
- Bookworm: When she was a little girl she loved spending her days at the library and will offer the Sole Survivor a lot of caps to clear out a group of super mutants that have invaded the place.
- Nice Girl: Daisy is nothing but friendly to the Sole Survivor, and is very grateful if they clear out the library for her.
- Really 700 Years Old: She's pushing 300, which would make her one of the oldest Ghouls in the known world... pretty impressive for someone without any gray hair... or any hair at all really. Even so, she'll still be surprised if the Sole Survivor reveals themselves to be a similar age.
- Widow Woman: She had a husband who died sometime before the Great War.
A repairman and junk merchant who hangs out at the Hotel Rexford for most of the day but can also be found at The Third Rail. If asked for work he'll send the Sole Survivor out to the Shamrock Taphouse to acquire a special modified Protectron named Buddy that can serve cold drinks.
A bitter, weary Ghoul who had once been a salesman working for Vault-Tec before the War. He's the same salesman encountered in the Pre-War prologue.
- Broken Bird: As it turns out, while he knows a few fellow Ghouls from Pre-War America, he hasn't seen anyone from his old neighborhood, let alone Vault-Tec in over 200 years. The way he describes how alone he feels is particularly broken.
- Cursed with Awesome: He tends to see his ghoulified form as a freak show. Considering what happened to the rest of Vault 111, he might have actually lucked out.
- Gosh Dang It to Heck!: Back in the day, he was definitely aiming for this in his sales pitches. Two centuries later, not so much.
- I Am the Trope: He proclaims how he is Vault-Tec, given how he's all that's left of the company as far as he cares. Though it's possible for him to let it go at last if the Survivor offers him a job and home.
- Jacob Marley Apparel: A non-lethal variant - Even as a Ghoul, he's shown wearing the same Vault-Tec standard suit and hat (or at least a recreation of it) from his days as a regular human.
- No Name Given: His identity is limited to his job description.
- Punch-Clock Villain: Back when he was human anyway, as a Vault-Tec employee. It's also revealed that despite working for the company for 20 years prior to the War, he was never let in on what was really going on in the Vaults, which adds even more to his bitterness as a Ghoul. He was just supposed to sign people up and win a set of steak knives.
- Screw the Rules, I Have Connections!: Averted. He tried using his status as a Vault-Tec employee to bypass security and get a spot into Vault 111. It didn't work.
- The Slow Path: He's stunned and bitter upon realizing that while he had to suffer through over 200 years of living in a wasteland since the last time he and the Sole Survivor met, the Survivor's barely aged a day."Well, I had to get to the future the hard way. Living through the...filth! The... decay! And the bloodshed!"
- Shut Up, Kirk!: Gives a pretty succinct one if the Sole Survivor tries to cheer him up in Goodneighbor:Sole Survivor: Goodneighbor seems like an okay place. Just make the most of it!Vault-Tec Sales Rep: (coldly) You know, if you heard that same "keep your chin up" shit for two centuries, you might feel a bit different. Just... just leave me alone.
- Throw the Dog a Bone: If you offer him a spot in Sanctuary, he'll be happy to live in a familiar community run by someone he recognizes from his old life where he can feel useful. And he's a 'Level 4' Trading person, giving you the best goods.
- Video Game Caring Potential: Being nice to him in the prologue. Also, offering him a job and community later on.
- Video Game Cruelty Potential: Shutting the door to his face in the prologue, and generally making fun of his misery later on.
A Ghoul born before the Great War who operates the Silver Shroud radio station from inside the Memory Den. Is a huge fanboy of The Silver Shroud.
- Adorkable: Even the people at the Memory Den let him stick around pretty much for free, simply because they like him so much.
- Beware the Nice Ones: Despite his goofy demeanor, Kent is surprisingly bloodthirsty, encouraging the Survivor to murder several prominent criminals in the name of the Silver Shroud. This is probably due to his obsession with a superhero who's already pretty violent in his own right.
- Drowning My Sorrows: A non-alcoholic example: Irma's terminal entry on him mentions that while most people see the Den as abusing Kent's technical skills, he's actually the recipient of their charity. Kent is a Pre-War Ghoul, and he hates the Post-War world. He's not a fighter, so basically anyone can threaten him. He's been chased out of Diamond City along with the other Ghouls (some of whom were lynched) when Mayor McDonough took over, and now is stuck in a Wretched Hive filled with chem dealers where people kill each other in the streets. And he can't leave since he lacks the combat prowess to survive the moment he'd leave the front door. So Kent spends his entire days using the memory lounger to re-live his pre-war memory and escape the world he lives in. He spends so much time in it that Dr. Amari had to put a safeguard so he can't stay so long he forgets to eat. Basically Kent's post-war life has been crap and he'd do anything to forget it.
- Fanboy: Kent's obsessed with a 1950s-style radio serial called "The Silver Shroud", even collecting props and memorabilia. He's been a dedicated fan of the character since his childhood, going so far as to find and broadcast as much of the surviving episodes as he could find.
- Holotapes you find in West Virginia show that he was as much of a fanboy towards the Mistress of Mystery too, even warning the voice actress for that character to not break the established lore.
- Forgets to Eat: Irma's terminal mentions that she had Dr. Amari put a safety on Kent's Memory Pod because otherwise he'd spend all his time in it and starve to death.
- For Great Justice: Part of his reason behind bringing the Silver Shroud to life is to bring some old-fashioned vigilante justice back to Goodneighbor, and the Commonwealth in general.
- Gadgeteer Genius:
- Not only has he assembled a working replica of the Silver Shroud's Tommy Gun, but if he's kept alive and persuaded to continue fighting the good fight after his harrowing experience he can upgrade the Silver Shroud costume to be better armor.
- Holotapes found in West Virginia in Fallout 76 reveal that hed unknowingly assisted the husband of the Mistress of Mystery in crafting armor and weapons for her too. It was in fact through this endeavor that he learned about the ballistic weave that he uses to improve the Silver Shroud armor.
- Nice Guy: He's one of the more pleasant characters in the game (despite his more bloodthirsty tendencies). Not even the chaos that followed the War or centuries of living in a wasteland have dampened his demeanor and upbeat attitude.
- Non-Action Guy: It's really a miracle that he's survived two centuries and some change, as he doesn't have a single lethal bone in his body.
- Really 700 Years Old: He's been around since before the Great War and is pleasantly surprised if you tell him that you're also from the Pre-War world.
- Screw This, I'm Outta Here!: If the Survivor manages to save him from Sinjin, a shaken Kent comments how he's not cut out for the whole "vigilante justice" shtick and considers ending the whole thing. The Survivor can convince him otherwise, however.
- Stuffed in the Fridge: He's kidnapped and tortured by Sinjin, and will be killed unless the Survivor can rescue him in time. It's noticeably difficult to actually save Kent. The trick is to either convince Sinjin to 'kill him last' or convince the gang to flee. If you convince the gang to flee, you can kill Sinjin with one perfectly timed critical headshot with your mightiest damage-per-shot gun.
- Too Dumb to Live: Maybe advertising that the Silver Shroud is your ally, and giving the exact person and location of where the Silver Shroud will kill someone isn't the best idea...
A female Ghoul resident of Goodneighbour, she plans to dig a tunnel under Mayor McDonough's strongroom to get back at his racism towards Ghouls. Except she's actually trying to rob Hancock, the other Mayor McDonough .
- Bad Boss: Berates her workers often, especially after her original workers ran away after finding Mirelurks at the dig site.
- Irrational Hatred: Hancock has never actually done anything to her to justify her hatred for him.
- Karma Houdini: Not only can you help her rob Hancock, but when he sends you after her you can convince her to walk away in exchange for the remaining caps she has. If you tell Hancock about it, he'll even let it slide.
- Made of Iron: Not only is she one of the rare characters in the game to scale up with you in level, and one of only a handful of characters that scale past level 50, but her level of scaling is also significantly higher than most other characters (she'll have a little over 1000 hit points at a level where your companions have only about 300 and even Conrad Kellogg has about 800 to 900). She doesn't wear any armor though, and has a pretty mediocre gun, so while she makes a decent temporary ally, as an opponent you can mow through her relatively quickly.
- Manipulative Bitch: She easily manipulates the Sole Survivor (and Mel) into doing stuff for her, including busting Mel out of Diamond City's jail and digging a tunnel to Hancock's strongroom.
- Meaningful Name: She doesn't have a nose.
- Metaphorically True: Technically, she wasn't lying about breaking into Mayor McDonough's strongroom. She just lied about which Mayor McDonough it was.
- The Resenter: To Hancock. She absolutely cannot stand that he has the charisma to stay in the good books of the people of Goodneighbor and the muscle to put down any rivals.
- Smug Snake: Never once loses her self-assured, condescending tone even when it becomes painfully clear that she's bitten off a lot more than she can chew by messing with Hancock.
- Tall Poppy Syndrome: Her only beef with Hancock is that he's above her in the hierarchy of Goodneighbor. She doesn't even care that he got there by his own effort, and so she seeks to elevate herself by bringing him down.
- Too Clever by Half: Bobbi manages to actually break into Hancock's store room with the player's help, and is confronted by Fahrenheit leading Hancock's personal guard because he was onto her scheme the whole time.
- Ungrateful Bastard: Once you and Bobbi break into Hancock's vault, Fahrenheit admonishes her for betraying Hancock after he gave her sanctuary in Goodneighbor and likely saved her life in the process. Bobbi admits she is Driven by Envy of him and doesn't care.
A sharp-dressed Ghoul who serves as a greeter for The Third Rail. In addition to welcoming newcomers he also makes sure the customers all stay in line and don't cause any trouble.
- Bouncer: His primary job is to greet customers at the entrance of The Third Rail, but he is also tasked with throwing out drunks and troublemakers.
- Nice Hat: He wears a Formal Hat, which is one of the more fancy hats in the game.
- Sharp-Dressed Man: He's one of the most stylishly dressed men in the entire Commonwealth, wearing both a high class Tuxedo and Formal Hat. This is especially noticeable since he himself is a Ghoul.
An enforcer working for John Hancock in Goodneighbor.
- Action Girl: Her job description says it all.
- Blood Knight: She does a good job of hiding it behind an aloof demeanor, but Fahrenheit casually mentions that she's always itching for a fight. She can even be heard teasingly complaining to Hancock that he hardly ever lets her have "enough fun".
- Bodyguarding a Badass: She's a formidable fighter in her own right, but so is Hancock, who simply prefers to concentrate his energy on grander matters like leadership and tactics. Their partnership appears to stem from mutual respect of each other's abilities as opposed to a simple arrangement of "money for protection".
- Captain Smooth and Sergeant Rough: When compared to her more laid back superior, Fahrenheit is all business and gruffness.
- Chess Motifs: Uses them constantly as metaphors for how she sees the world.
- Everyone Has Standards: She's not exactly pleasant, but even she finds Bobbi's actions to be slimy.
- Fiery Redhead: Subverted. In spite of her fire-themed nickname and weapon of choice, she always keeps her cool and doesn't go beyond Tranquil Fury, even if she gets pissed off.
- Kill It with Fire: Carries a unique minigun, Ashmaker, that causes extra fire damage. Should you choose to turn on Bobbi No-Nose, Fahrenheit gives you the gun as a reward.
- Number Two: To Hancock. While the mayor is no slouch in a fight (far from it, in fact) he prefers to let his right-hand woman oversee much of the dirty work for him while he keeps up his (relatively) clean image. Judging from one of their idle talks, Fahrenheit is only too happy to do what her boss wants.
A lounge singer and most likely an escaped Synth at the Third Rail who can befriend the Sole Survivor.
- And Then John Was a Zombie: She'll have a Synth component on her if she's killed.
- Bi the Way: Can sleep with either a male or female Sole Survivor.
- The Cast Show Off: Lynda Carter wrote and performed five Fallout-inspired jazz songs. Magnolia lampshades the fact that the Sole Survivor would've never heard them before, because she wrote them.
- The Chanteuse: A beautiful singing rose in a city of outcasts.
- Dark and Troubled Past: Magnolia has a Synth Component upon death, meaning she's actually a Synth, which may mean that she wiped her memories before settling in Goodneighbor.
- Developers' Foresight: She will subtly mention your highest SPECIAL stat when you first meet her. They consist of:Magnolia: (if your Strength stat is highest) Ah, of course. It's those powerful muscles of yours. My... I could get used to looking at those.Magnolia: (if your Perception stat is highest) It's your eyes. Quick and... intense. I bet you never miss a detail, hmm? (chuckles) Like what you see?Magnolia: (if your Endurance stat is highest) You're a survivor, aren't you? I bet the whole world could stand in your way, and you'd just keep going.Magnolia: (if your Charisma stat is highest) Hmm... I think I know a fellow performer when I see one. Good with your words? Know just the right thing to say at the right time?Magnolia: (if your Intelligence stat is highest) Ah, that's it. You have that "I'm the smartest one here and I know it" posture. There's something so irresistible about intelligence, don't you think?Magnolia: (if your Agility stat is highest) Huh. It's your hands. They move even when you aren't thinking, right? Quick on the draw? (chuckles)Magnolia: (if your Luck stat is highest) You've got the cocky smirk of a gambler. (chuckles) I can relate. Lady Luck is probably my second favorite lover.
- Lady in Red: Wears a red sequin dress.
- Married to the Job: Magnolia has a one night stand with the Sole Survivor if they're so inclined, but afterwards says that she can't be distracted from her work.
- Ms. Fanservice: She wears a revealing dress, has a sultry voice, sings seductive songs and can sleep with a Sole Survivor of either gender.
- Mythology Gag: She looks more than a little like Natalia Dubrovhsky, one of the pre-made player characters for Fallout.
- Mysterious Past: Her own backstory is never stated, though she obliquely claims that her own songs can tell you what her history is.
- Odd Friendship: Magnolia, the sultry lounge-singer, and Whitechapel Charlie, the Mr. Handy barkeep. Magnolia implies it's because they both don't go into the details of their pasts.
- Shown Their Work: Lynda Carter's lyrics to the songs are extremely accurate to the setting: incorporating things like bottle caps, Diamond City, Goodneighbor, the Institute, ghouldom, and more.
- Surprise Incest: You remember how all 3rd-Generation Synths are cloned from Shaun? Well, guess what you get to do with her if you pass the Charisma check!
One of the co-proprietors of the Memory Den. While her partner Doctor Amari runs things behind the scenes she serves as the "face" of the business and is the one who typically deals with customers. While she plays an extremely minor role in the main story she can be visited by the Sole Survivor before completing the quest "Dangerous Minds" to allow them to re-experience the memory of their spouse being shot and their son kidnapped.
- Everyone Loves Blondes: She's one of the sexiest woman in Goodneighbor and has a stylish blond hairstyle.
- Good Bad Girl: She seems to be trying to intentionally invoke this aesthetic to draw in more customers. She acts very flirty and styles the Memory Den similarly to a high class brothel, yet is a very kind individual who shows concern for her customers safety and will apologize if the Sole Survivor suffers trauma from reliving their brief time trapped in a crytopod.
- Graceful Ladies Like Purple: While her dress is mostly red it also makes use of a lot of purple as well to show off her sophistication and wealth.
- Lady in Red: Her dress is primarily red to symbolize her sex appeal and flirtiness, though it also has some purple for that high class look. (See above.)
- Ms. Fanservice: Again, she seems to be trying to invoke this as a part of her persona. She even wears a sexy unique outfit that provides a bonus to Charisma.
- Pimped-Out Dress: Proudly sports the Feathered Dress, a special one of a kind outfit that boosts Charisma and is unlike any other found in the Commonwealth.
- What the Hell, Hero?: She's extremely upset and dismayed when Kent is kidnapped by Sinjin. If you try to stay in character as the Silver Shroud when she gives you the news, Irma will firmly but gently ask you to cut the crap and treat the situation with the seriousness it deserves.
The woman in charge of the Memory Loungers in Goodneighbor's Memory Den. Secretly a member of the Railroad.
- Brain Uploading: It's how the memory loungers work, after all. It's the same method she uses to give synths new identities, and Curie her new body.
- Not in This for Your Revolution: Interestingly, she's never caught if you have to turn against the Railroad, like the other members.
- Not That Kind of Doctor: She won't patch you up like the other Wasteland surgeons. Amari is a trained scientist, not a physician.
- Odd Friendship: She is a serious-minded scientist who operates the memory loungers in a clinical fashion, while her boss/business partner Irma acts much like the madam of a burlesque house, and styled the Memory Den to resemble one. Irma mentions that Amari isn't particularly crazy about the aesthetic.
- Unexplained Accent: Similar to Carrington, she has an unexplained Indian accent.
Local mobster and owner of Rexford Hotel. Before his fall from grace, the man known only as Mr. Marowski held a respectable seat of influence in town. Nowadays, he's a walking reminder of the "better" fate that sometimes awaits those who get the short end of the stick in Goodneighbor's never-ending, violent power struggles. Left with nothing but his right-hand man, struggling chem business, and a rundown hotel staffed by three senior citizens, Marowski spends most of the present time stuck inside his office, all grumpy and in no mood for company.
- Can't Stand Them, Can't Live Without Them: Clair is always badmouthing him every chance she gets, criticizing him for his past mistakes, but no matter how annoyed he is, Marowski just seems to let it all slide. He doesn't exactly have much choice, owing to his status as a fallen mob boss who needs all the loyal people he can hold onto. And Clair, for all her cattiness, has loyally served his family in over forty years.
- Heterosexual Life-Partners: Stan Slavin, his right-hand, seems to be the only true friend Marowski has. This Yakuza-like thug has worked for him since age 15 and chose to stick around when all the other Triggermen have effectively abandoned him, going so far as to politely refuse his offer of an early vacation to allow Stan more time to spend with his girlfriend, the reason being "you still need me here, boss." Marowski himself expresses bewilderment at Stan's display of Undying Loyalty, and if nothing else, considers him "one of a handful of guys I allow to piss me off every now and then."
- No Respect Guy: Everyone in Goodneighbor (except Stan) appears to be treating him like a punchline, even his own disgruntled employees. You know you've plummeted hard on the social hierarchy system when the mayor can make a casual joke about you going on a date with a Ghoul, only for said Ghoul to claim "[you'd] wish" in front of the mocking crowd.
- Perpetual Frowner: The man always looks like he's nursing a really bad headache (which may indeed be the case). Not that anyone can blame him, considering all the criticism and mockery he regularly receives from the locals, including his very own hotel manager... and within earshot, no less!
- Reasonable Authority Figure: For such a grouchy character, Marowski is surprisingly lenient with folks who pester him while he's working, even dispensing sound advice should they persist on speaking to him enough times. And if he catches wind of you stealing from him, he's not so unforgiving as to have you immediately be put on ice like one would normally expect out of these Triggermen types. Instead, he gives you the chance to pay him back with cash (and can be convinced to lower his demand by half) with only a stern warning not to cross him again.
A petty crook who accosts the Sole Survivor when they first step into Goodneighbor and demands a protection fee. Afterwards he is shanked by Hancock.
- Asshole Victim: He gets stabbed to death right in the middle of town without a single resident caring. Given what an asshole he was during the short time the player knew him this isn't at all surprising.
- It isn't just limited to Hancock either - The Sole Survivor can exit out of the dialogue that appears immediately after his extortion attempt, and immediately respond with their trigger finger instead. Not only will nobody care, but Hancock will go so far as to show his approval for walking into a new place and making a show of dominance.
- Bald of Evil: Bald and a small time criminal that tries to extort newcomers for protection money and threatens them if they don't comply.
- Implied Death Threat: He gives one to both the Sole Survivor and Hancock. The second one gets him a knife to the chest.
- That is of course, if the first one didn't immediately lead to his death at the hands of the player.
- Too Dumb to Live: When Hancock puts a stop to his little protection racket and chews him out for threatening guests Finn decides to respond with a thinly veiled death threat. This gets him killed on the spot.
- He will always attempt this the first time the Sole Survivor enters Goodneighbor - regardless of the player's level or gear, and he will always be level 6. So this could easily be a case of Bullying a Dragon, with predictable results.