Characters from the various settlements across Fallout 4: Far Harbor. For other factions, look at their appropriate characters.
- Sole Survivor and Family
- Fallout 4 Companions
- Fallout 4 Factions
- Commonwealth Citizens
- Nuka-World Citizens
A collection of ornery fishermen, homesteaders and lumberjacks, the Harbormen are all that's left of the residents of The Island since the Fog pushed them out of their homes. Most of them are each so caught up in their own personal problems that nobody's capable of focusing on taking back the island or helping each other out. They have a vicious rivalry with the Children of Atom, who worship the fog that's killing the Harbormen.
The de facto authority of Far Harbor, a strong-willed woman who, despite the nature of her home, desperately (with moderate success) tries to keep the residents of her home from attacking the Children of Atom and Acadian Synths, as she believes that attacking them will do more harm than good.
- Action Girl: Downplayed. She's willing to take up arms to defend her home, but is a leader first and foremost.
- Dead All Along: Captain Avery was killed by DiMA many years ago. The Captain Avery whom you speak with is actually an Acadian synth, who replaced the original Avery so that the Synths coming to Far Harbor from the Commonwealth would be met with a friendly face instead of suspicion and fear from the locals.
- Deconstructed Character Archetype: As pointed out on the main page, both her and DiMA are pretty dark deconstructions of the "Reasonable Authority Figure Wasteland Elder" archetype the Fallout series has used since the very beginning.
- Due to the Dead: If you decide to blow up the Nucleus and the Children of Atom living inside, Avery will call for a moment of silence and even call Allen Lee out for his disrespectful comments about so many lives being lost.
- Reasonable Authority Figure: Doesn't want the townsfolk to attack the Children of Atom or Acadians, and also wants to make sure they don't give in to fear. Allen... has other ideas. On the other hand, it turns out she was programmed to be a Reasonable Authority Figure by DiMA, so it's ambiguous if one could say it's really a virtue she earned herself... Even so, once she finds out, she demands you find a way to bring DiMA to justice. She's also quick to point out to Small Bertha that homesteading is more than just putting Fog Condensers around a promising settlement.
- The Reveal: It turns out that Avery's really an escaped synth, and one of DiMA's earliest followers, although she's unaware of it, presumably having been mind wiped. The real Captain Avery has been dead for years.
- Wasteland Elder: In a sense, as she's the leader of Far Harbor and (visibly, at least) looks to be one of the older residents in town. Interestingly, however, most of the other Far Harbor residents look down on her ideas (behind their backs, at least) due to her having been living on the mainland for a long while before supposedly returning to the Island.
- What the Hell, Hero?: If you blew up the Nucleus and the Children of Atom living inside, Avery will demand an explanation from you and call you out on your decision, no matter what answer you give her.
One of two people you first meet at Far Harbor, and its resident "friendly" neighborhood arms dealer. He's... unpleasant, to say the least.
- Arms Dealer: He runs the local gun shop and stocks some of the deadly new toys Far Harbor has to offer. He even carries a few powerful unique weapons like the Admiral's Friend and The Fish Catcher.
- Blood Knight: If DiMA is brought to justice over the murder of the real Avery, Allen immediately screams for the blood of everyone living in Acadia, despite the fact that the Synths there had nothing to do with Avery's murder. The only way to defuse this situation is to have helped the people of Far Harbor prior to this encounter, who will stand by you against Allen. Otherwise, he riles up a crowd and marches on Acadia, killing everyone inside including Kasumi unless the player kills him. Doing this will put you at odds with Far Harbor, however.
- Conspiracy Theorist: He is the one peddling the idea that the fog became more pronounced only since the Children of Atom showed up. He has no proof of this, and Old Longfellow (who actually has more of a reason to hate the Children of Atom) states that he has experienced worse fog than this, so no one is responsible for its current intensity.
- Fantastic Racism: He really doesn't like Synths. In fact, he wouldn't (and doesn't) shed any tears if Acadia is wiped out. In fact, he even congratulates you if you did just that.
- Jerkass: There really isn't anything that one could say about him what could resemble "nice." Or even "decent." While he spends almost all of the adventure as an unrepentant jackass, it becomes clear he's just scared and irritable due to the horrible conditions on the Island. Still, he's cordial to people who frequent his shop.
- Jerkass Has a Point: For as acerbic as he is, he isn't exactly wrong when he says the Children of Atom are a threat to the town.
- Ungrateful Bastard: Doesn't have many nice things to say about you even after you've shot some of the Island's hostile wildlife to pieces and saved the town. Fortunately, unlike Marcy Long, he can warm up to you with a few speech checks. He actually praises you if you blow up the Nucleus.
- Well-Intentioned Extremist: While his methods are rather extreme, he does this because he believes he's doing the right thing.
A relatively shady merchant and a Synth working for Acadia who runs the Bait Shop.
- Badass Baritone: Not surprisingly, considering who his voice actor is.
- Brick Joke: He's the only merchant who'll accept Parker Quinn's charge card.
- Nice Guy: Compared to Allen, which is rather easy to be, he's rather cool, if a bit shady at times.
- Ridiculously Average Guy: He behaves almost like a generic shopkeeper the first time you meet him and there's nothing noticeably interesting about him apart from being a bit shady. This strongly contrasts to the very colourful personalities you meet on The Island.
- The Nondescript: Nothing about him really stands out and he's generally not interested at all in sharing stories. He is a Synth lookout from Acadia, however.
- We Buy Anything: All merchants do, but Brooks is the only one who'll take Parker Quinn's phony credit card.
The owner of the Last Plank, Far Harbor's bar.
- The Fatalist: Remarks that all people are going to die, and it's better to go out fighting with a belly full of booze.
- Nice Guy: Most people in Far Harbor are prickly towards strangers. He's not, to the point that he gives the Sole Survivor a round on the house when they first meet.
- Oh, Crap!: His friendly facade hides the fact that he's deathly terrified of the island, and thinks everyone should flee it for safer shores.
- Thicker Than Water: He cares deeply for his uncle. If the Sole Survivor is unable or unwilling to get Ken to leave the Visitor's Center, Mitch will get some buddies of his to head out there and help him hold down the fort.
Far Harbor's resident doctor
- Dr. Jerk: Downplayed. He's pricklier than most doctors, but nicer than the others in Far Harbor. He's also dismissive of Bertha, but he comes around when she gives her speech.
- The Medic: His job, although his skill isn't enough to help the critically injured Andre.
- Secret Keeper: If you find the real Avery's skull, you'll show it to Teddy to verify the identity. If you choose, you can have him keep the secret.
- Took a Level in Kindness: If you save Andre, he's a lot nicer to the Sole Survivor.
The original owner of the docks on which Far Harbor is situated. She maintains the Hull, the wall which protects the town form the irradiated creatures within the fog.
- Animal Nemesis: Though she only brings it up at a certain point in her questline, one of the things The Mariner is desperate to do before her illness kills her is to rid her home of a menace she calls the Red Death who had been terrorizing Far Harbor and haunting her dreams for as long as she could remember. She's in for a big surprise when she finally catches up with it.
- Cargo Cult: Not to any kind of extreme, but she talks about the Hull with the same kind of reverence as Abbot from Diamond City does when he talks about the Wall.
- Everyone Calls Him "Barkeep": Her real name is never mentioned.
- Ill Girl: She's suffering from some sort of fatal disease, but wants to live long enough to make sure Far Harbor is safe after she dies.
- Meganekko: One of the few non-scientists to have eyewear, and she fits the type to a T, being very pleasant, fairly intelligent, and, in comparison to nearly everyone else in Far Harbor, quite friendly.
- Never Live It Down: In-Universe. When the Red Death is discovered to actually be a tiny Mirelurk with glowing red eyes, she wonders what to tell the others living at Far Harbor. If convinced to tell the truth about the Red Death, she'll complain that she'd be made into a laughing stock by everyone for as long as she lives. When she and the Sole Survivor return to the town, it turns out she was right. Unless of course you and she decide to..."exaggerate" the story a bit, in which case she is hailed as a hero, though she still isn't too pleased with herself doing so.
- Ungrateful Bastard: She considers the Harbor(wo)men taking refuge in Far Harbor to be this. She's not entirely wrong there, either, since most of them refuse to help defend the town, despite essentially squatting there.
- Your Days Are Numbered: The Mariner is dying from a terminal illness, and her questline focuses on making sure that her home is as safe as humanly possible before the end.
The last living member of the prestigious Dalton family who sends the Sole Survivor on a quest to get justice for her family by bringing down all of the things that the island used to kill her kin. It's never really made clear if she is just going insane in her old age or if there really is some force on the island that wants to eradicate the Daltons.
- Alternative Character Interpretation: Invoked In-Universe. She points out at the end of the quest that whether she's telling the truth or lying is up to the Sole Survivor to decide.
- Animal Nemesis: Her second job tasks the Sole Survivor with slaying the Fog Crawler that killed her beloved Grandpa George.
- Long-Lost Relative: Ambiguously. She claims to be the only Dalton still alive, but there's a Railroad member in the Commonwealth named Ricky Dalton. Given that he swears "By the Wall", Cassie may not be the sole Dalton after all. Alternatively, they could just share the same last name, without any relation to each other.
- Old Money: Implied to have been descended from this.
- Roaring Rampage of Revenge: She hates the island for all it took from her and sends the Sole Survivor out to kill the monsters and Trappers who claimed the lives of her various family members to get even.
- Sole Survivor: She claims to be the only Dalton still alive. Every other member of her family was killed by the many dangers native to the island.
A Mirelurk hunter who was hunting with his husband, but was ambushed in the fog by a Mirelurk Hunter, and got turned around. He was badly poisoned and is on Death's door at the beginning of the DLC unless the Sole Survivor heals him.
- Badass Gay: Downplayed. You've gotta be pretty tough to survive on the island, but he was ambushed by higher-level Mirelurks.
- Crusading Widower: Wants to purge the island of hostile creatures to avenge his dead husband. It's a suicidal plan, but he can be talked out of it.
- Death Seeker: Plans on arming himself to the teeth and killing every creature on the Island until they're all dead or he is.
- Ill Boy: He's suffering from radiation poisoning at the beginning of the DLC and will die unless the Sole Survivor helps.
- I Owe You My Life: He's grateful if you save him, particularly if you don't ask for a reward.
- Unexplained Accent: He has a French accent for reasons that are never elaborated on.
A poor girl who lives on the docks, taking care of her traumatized family member.
- Cloud Cuckoolanders Minder: Tony, another child and possibly her brother, sits around traumatized. Bertha takes care of him.
- Determined Homesteader: She invokes this attitude in others, and believes that if they remain squatting on the docks, Far Harbor will bleed out and die. She reasons that, if there was land the people could call their own, people would stay, or even return to the island.
- Keep the Reward: Defied. You can try to refuse Bertha's (meager) compensation for helping her secure settlements, but she more or less stuffs the money into your hand and bluntly says you deserve it and she doesn't care if you don't want it.
- Wise Beyond Their Years: Bertha's a child, but she's more mature and practical than most people.
A mountain observatory in the middle of what was once a National Park, Acadia is now a colony for runaway Synths lead by what may be the very first runaway Synth. Caught in the middle between the Nucleus and Far Harbor, they need the help of an outsider to tip the balance and (hopefully) regain peace.
A mysterious, modified Synth that co-founded the refuge at Acadia with Faraday and Chase.
- Alas, Poor Villain: If you inform DiMA that the Institute has been destroyed, he laments the loss of the means to make new Synths, but he does not condemn the player for destroying, in his own words, "a great evil".
- Armor-Piercing Question: A couple of them. When you first converse with DiMA, he asks the Sole Survivor if they are a synth. Regardless of their answer, DiMA then asks them what their earliest memory was, to which the Sole Survivor describes the day the bombs fell (or refuses to answer). DiMA quickly points out that the Sole Survivor's earliest memory isn't all that early compared to the rest of their life.
- Also, interestingly, one of the answers the Sole Survivor can give to the "Are you a synth?" question is that they've thought about that being a possibility.
- Beware the Nice Ones: He's one of the more friendly and polite people you'll meet on the island, even if you admit to working with the Institute. He also killed a woman in cold blood to protect the peace between Far Harbor and Acadia and has contingency plans to more or less destroy everyone on the whole island if he's ever backed into a corner.
- Body Horror: He's basically what you would get if you stuck a whole lot of 50s computer hardware into Nick. It does have a purpose though: it expands the memory that's available to him. Faraday's terminal states that he's close to reaching his limit before his internal battery can't keep up with his upgrades.
- Crazy-Prepared: He put measures in place to exterminate the other factions from the island if they become dangerous to his people. He hid these even from himself, as he felt they were too horrific to use.
- Deconstructed Character Archetype: As pointed out on the main page, both him and Captain Avery are pretty dark deconstructions of the "Reasonable Authority Figure Wasteland Elder" archetype the Fallout series has used since the very beginning.
- Expy: Of Data. An artificial life form that was activated as a "blank slate", in comparison to his much more humanlike "brother", Lore, and is extremely curious as a result. Prone to speaking in Creepy Monotone and occasional Sesquipedalian Loquaciousness, and unflinchingly loyal to a fault in protecting other innocent artifical life, even if he must lay down his own life to do so. Inverted in the case of morals, however: DiMA has done many morally questionable acts compared to straight-laced Nick, while Data is far more lawful and Lore is a Jerkass with a murderous streak.
- Face Death with Dignity: If you convince DiMA to turn himself in to the people of Far Harbor for his murder of the original Captain Avery he does so without complaint, even though it meant his death. He only asks that Acadia does not pay for his sins (and it doesn't help that Allen tries to incite a lynch mob after his confession). And his final words before somebody puts a bullet in him? "I'm sorry."
- Foil: To Nick Valentine, his "brother". Whilst Nick is warm, upfront about who he is, and about as human as a synth can get, DiMA is stoic, isolated, and favors his robotic side. However, both of them are good at heart, and both want to help people, just in...different ways.
- Hypocrite: He himself admits it. Especially wiping a Synth's mind to make her pass for Avery, authorizing the mind-wipe of Jule (who used to be named Victoria), and planning to wipe Cole to turn him into a replacement for Confessor Tektus, when it's the very thing he hates about the Railroad and the Institute.. He got rid of the memories of his own actions to get rid of the guilt.
- I Did What I Had to Do: He's done a lot of morally questionable stuff he's not proud of, but he defends all of it by claiming it's the only way that all the factions on The Island can live in peace.
- Keeper of Forbidden Knowledge: In fact, it's so forbidden that not even he knows what it is; at least, not anymore: he offloaded the memories he thought were too dangerous to keep into a VR simulator. Said knowledge includes the location of the real Captain Avery's remains, the code to turn off the Fog Condensers, and the key to a nuclear submarine (along with a cache of some nice armor).
- Long Lost Sibling: In a sense. He's one of only two prototype Synths created by the Institute. The other is Nick. Unlike Nick, however, DiMA was allowed to freely create his personality, while Nick was an experiment on the human mind in a Synth body.
- Not So Different: To the Institute. DiMA is more than willing to murder people and replace them with synths to achieve his vision of what harmony and life on the Island should be like. The Sole Survivor can help DiMA go further down that path, or make him admit that he's gone too far. He also laments the Institute's destruction should you complete the main quest for another faction, as the event means that no new synths will be created, though he doesn't judge the player for it, as "a great evil has been wiped out".
- Really 700 Years Old: Is at least a hundred years old.
- Talking to Himself: Has the same voice actor as Nick. This isn't a coincidence.
- The Fog of Ages: His prototype synth brain can only hold so much memory before he has to dump it to free up more memory. It also helps him cover up the fact, even to himself, that he deliberately removed some memories out of guilt.
- Well-Intentioned Extremist: He killed Captain Avery and replaced her with a synth, so as to allow he and his fellow Acadian synths to live in peace from the terrified citizens of Far Harbor.
- What the Hell, Hero?:
- He has one towards the Railroad, if confronted by a Sole Survivor aligned with them. While he approves of their goal, he finds their method (wiping a Synth's mind and giving them new faces and new memories) almost as bad as what the Institute does. It basically murders the person that Synth was, and the side effects of a failed wipe (as seen on Curie's synth body and Jule) or of a wipe that reverses itself over time (causing the Synth to suddenly realize everything they know is a lie) is monstrous. Not that this reasoning has stopped him from doing it to Jule and synth Avery. He does, however, understand if the player gives an I Did What I Had to Do answer.
- He'll call you out if you reveal that you're aligned with the Institute or Brotherhood, though he only asks that you not reveal Acadia to them, and says that they'll fight to the last should you bring either faction to their doorstep.
- If you wipe out Far Harbor and/or the Children of Atom without convincing him first, he'll be utterly furious at you since Acadia will now have to live with the consequences of your actions.
An escaped Gen-3 Synth who came to the Island and eventually became one of the co-founders of Acadia, along with DiMA and Chase.
- Ambiguously Gay: His general attitude towards DiMA (especially his over-protectiveness) when speaking with him or you possibly reminds one of a man and his lover. Also, when speaking to him after convincing DiMA to turn himself in for killing Captain Avery and then replacing her as a Synth, he begins to sound as though he's in mourning.
- The Smart Guy: Is responsible for most, if not all, of the things that keep Acadia running that involve the use of science. He's also responsible for DiMA's upgrades, as well as certain "medical" concerns the Synths living at Acadia might have.
- Undying Loyalty: Has this toward DiMA.
A renegade Institute Courser who came to the island and eventually became one of the co-founders of Acadia, along with DiMA and Faraday.
- Action Girl: Her uniform as well as what she does for Acadia suggests that Chase used to be a Courser before she decided to escape her creators and came to the island. She even suggests infiltrating a military submarine base filled with cultists armed to the teeth by herself in order to retrieve DiMA's stored memories like it was no big chore.
- Badass Longcoat: Despite defecting from the Institute, Chase still sports the same black trenchcoat that all Coursers wear.
- Hunter of His Own Kind: Besides keeping Acadia safe her other job is to look for escaped synths and help bring them to Acadia where they could be safe. With varying success.
- Machine Monotone: Averted. Every other Courser encountered by the Sole Survivor speak in a Creepy Monotone. She doesn't.
- One Of These Is Not Like The Others: She does not drop a Courser chip upon her death, so players looking to get the Courser chip from her to reach the Institute instead of going to Greentech Genetics are going to be disappointed. This is justified, as that Courser chip would have enabled the Institute to easily reclaim Chase by just locking onto her and transporting her back.
- Pick Your Human Half: Coursers are more "machine-like" than other synths. They operate on cold logic and lack emotion (or are really good at hiding it) as well as...well, humanity. Chase, however, doesn't show such traits, and indeed she shows she has more in common with other Gen-3's like Glory, more than her fellow coursers like X6-88. Most likely because DiMA was able to get through to her and reverse her indoctrination.
- Punny Name: A former Courser, whose primary job is to locate and bring runaway synths back to the Institute, who calls herself Chase.
- The Squadette: Is the only female Courser in the game, as well as the most 'militant' of Acadia's ruling triumvirate.
- Still Wearing the Old Colors: She wears her worn-out Courser uniform from her days with the Institute.
A girl who ran away from her home to Far Harbor. Kasumi believes she's a Synth who replaced the original Kasumi, and thus joined the locals at Acadia.
- Ambiguously Human: The game never confirms if Kasumi really is a Synth or a human. While the game does lean more towards her being human, it still leaves it unclear.
- On the Synth side, she has this recurring dream of waking up in a lab, with people talking about her around her. She has missing memories she can't quite explain and a feeling of not belonging with her family. Her account matches many Synths' own account of their own fake personalities and memories. Her parents are also eerily protective of her, with the recordings of her grandfather sounding especially odd. DiMA also claims to know she's a Synth, though he doesn't elaborate on how, so it's ambiguous if he was being honest or just justifying her being allowed to stay. Further adding to this is that if you ask the Railroad about her they say they don't know about her, but the Railroad's records aren't perfect due to them having to rebuild their organization after the Institute's recent attacks left them having to retreat with a lot of data being left behind as a result.
- On the Human side, her parents insist she is human, which is backed up by them making sure she stays home safely, meaning there is slim chances she could have been killed and replaced with a Synth. The Creation Kit also lists her as human and doesn't have her drop a Synth component if she dies, and unlike some cases of this being a glitch, nothing in the games files necessarily suggests she has a Synth component attached to her to begin with. Also, Dr. William Moseley from Advanced System in the Institute has no record of a Synth impersonating Kasumi, and given her sheltered upbringing and lack of value as a target, it makes little sense for her to be made one by the Institute. Furthermore, given that Kasumi's grandfather died recently, its very likely that, in her grief, she convinced herself she was a Synth as a way to cope with it, since if she was a Synth, it would mean she was never part of the family to begin with.
- Gadgeteer Genius: She's damn good at fixing machines, to the point where her father started to deliberately sabotage stuff around their house in order to keep her interested out of fear of her leaving and getting herself killed.
- I Have No Son!: Convince Kenji that Kasumi is a synth, and he kicks her out, disowning her.
- Kindhearted Cat Lover: A few pet house cats can be seen at her home back in the Commonwealth and her room is decorated with pictures of kittens.
- Living MacGuffin: Her leaving her home in the Commonwealth for Acadia is the main incentive that sends the Sole Survivor and Nick Valentine to the Island in the first place. However, after Nick and the Sole Survivor meet up with her in Acadia, she takes a much more active role in the story, with it being her who starts the investigation into DiMA's memories.
- Meaningful Name: Kasumi is a Japanese name meaning "mist." It's quite appropriate for someone now living on an island mostly shrouded in radioactive Fog.
- Nice Girl: She's incredibly friendly and sweet, and just wants both peace on the Island and to find out who she is. However, she's still not a Pollyanna on the level of someone like Miranda is.
- Wrench Wench: She loves machines. When her grandfather was alive, she worked with him on his boats, and still messes with Old World machines and appliances to get them working again.
One of the Synths at Acadia, Cole is a merchant. He serves an important role depending on the choices the Sole Survivor makes.
- Dead Person Impersonation: If the Sole Survivor supports DiMA's plan of peace, Cole will become High Confessor Tektus.
- Just Following Orders: He's not fond of turning himself into Tektus since he likes living openly as a Synth, but he does what he's told.
- New Meat: He's the newest member of Acadia, and doesn't know many others.
A friendly Synth who is very eager to see the outside world.
- Birds of a Feather: She thinks she's like this with Kasumi, since they both recently came from the Commonwealth. Kasumi, however, doesn't see it that way.
- Name's the Same: Shares a name with a prickly scientist in Vault 81. The two couldn't be more different.
- The Pollyanna: The weariness of the world never gets her down.
- Walking the Earth: What she wants to spend her life doing.
- The World Is Just Awesome: She loves the world, and wishes fervently to see more of it, and is overjoyed if you tell her things in the Commonwealth are getting better.
Acadia's resident trader, Cog is Jule's friend and believes Synths should forget about their past lives before Acadia, as it no longer matters.
A newer resident to Acadia, Jule is the result of a botched mind wiping operation.
- Easy Amnesia: Justified in the setting; Synths are given memories all the time, and such things can be removed just as easily.
- Jerkass: Jule constantly acts irritable, rude, and sardonic, presumably due to the pain brought on by her botched mind wipe.
- Terse Talker: The constant pain in her head from the botched mind wipe makes her unwilling to talk at length.
A Synth scientist who also works as Acadia's medic. She seems to be particularly fond of a certain type of flower that grows on The Island, which is also named aster.
- Back-Alley Doctor: Downplayed but still present. She claims to not know human anatomy very well and will suggest seeing an actual professional if possible, though she still manages to fix the player up just fine if they go to her.
- Only Known by Their Nickname: She likely chose the name Aster after the strange type of flower growing on The Island that she is researching and is obsessed with.
A nuclear submarine base built into the mountain that was given to the Children of Atom by DiMA. Though they were once merely harmless eccentrics, and are friendly to newcomers like the Sole Survivor, they've been stirred up by their new leader, High Confessor Tektus.
The leader of the Children of Atom on The Island.
- Affably Evil: He's friendly to the Sole Survivor once they have been accepted into the church, and is quite happy to teach them all about Atom if they ask.
- Bad Boss: Tektus' paranoia over his vanished predecessor, Martin, returning to usurp him, causes him to regularly conduct witch hunts in his organization to weed out possible threats to his power. Such threats, whether real or imagined, are generally "returned to Atom."
- Big Bad: Unless the player is siding with the Children of Atom, he's the main antagonist the player will have to deal with to end the conflict on the Island.
- Call-Back: If asked about why the Children are on The Island, he states that the "great prophet" Confessor Cromwell sent them up north from DC to spread the great word of Atom.
- Cargo Cult: He is the leader of a religion based around the worship of radiation and its sources.
- Facial Markings: He and most of the other Children Of Atom have nuclear themed markings or tattoos on their faces to show devotion to their religion.
- The Fundamentalist: Compared to his more moderate predecessor Confessor Martin, Tektus is more of an extremist. He sees the Fog Condensers built by the Acadian synths and used by the people of Far Harbor to protect themselves against the radioactive fog that blankets the island to be an affront to Atom that must be destroyed.
- Holier Than Thou: Tektus is largely responsible for the Children of Atom's fanatical behavior, and views anyone who isn't a member of the church as a heretic. He also clearly considers himself better than Martin because Martin's title was "Confessor" and Tektus crowned himself High Confessor.
- Kill and Replace: A possible way to deal with Tektus is to work with DiMA to take him out and replace him with a Synth version who'll work to make peace with all the other factions. It's possible to convince him to leave the island forever, however, removing the "kill" part.
- Nice Hat: He wears a helmet with an Atom symbol on top of it.
- Sinister Minister: Openly calls for the destruction of Far Harbor in a sermon.
- Talking the Monster to Death: If you choose to replace him with a Synth, it's possible to talk Tektus into simply leaving The Island rather than killing him. Another option to deal with him and his cult is to convince him into enacting Division, aka launching the nuclear warhead in the Nucleus and getting the Children of the Atom to commit mass suicide.
- Well-Intentioned Extremist: He calls for his followers to do some pretty bad things, such as persecuting heretics and former followers of Atom as well as sabotaging the Fog Condensers so that the radioactive Fog can blanket the Island completely. But in his own eyes, he's doing nothing that his faith considers evil.
The leader of the Zealots and Tektus' chief enforcer. Further dialogue with him reveals he's a former soldier of the Enclave. Yes, that Enclave.
- Call-Back: He was previously a member of President Eden's Enclave before Tektus & the Archemist rescued him and he decided to join the Church of Atom.
- Church Militant: Richter is the leader of the Zealots, who are understood to be the militant arm of the Children of Atom. Their job is to protect the faithful, as well as to serve a role that could only be described as the Inquisition.
- Deadpan Snarker: Like Proctor Ingram, he can keep pace with a sarcastic Sole Survivor, even if Richter gets incredibly annoyed.Sole Survivor: I'm with Vault-Tec! Can I interest you in a new life underground?Richter: There's only one man/woman getting put in the ground unless I get my answer.
- The Dragon: He serves as Tektus' right-hand man.
- Even Evil Has Standards: Dialogue with Richter implies that he's not as comfortable with some of Tektus' actions as he'd like to pretend, at the very least where it concerns violence against their own members. His seeming Establishing Character Moment, where he pits two Children of Atom to the death to test their loyalty, is revealed to have been ordered by Tektus in a note, and Tektus' tone implies Richter was reluctant to do so. He also gets uncomfortable when talking about Edgar's death, as it's strongly implied he was murdered on Tektus' orders, and admits he'd rather bring Sister Gwyneth back into the fold instead of kill her as Tektus decreed.
- Facial Markings: Just like the High Confessor he and his Zealots all have atomic symbols on their faces to show their devotion to Atom.
- The Fundamentalist: Almost as much as Tektus.
- Hazy Feel Turn: He's a former Enclave soldier who's now the Grand Zealot of the Church of Atom. Unfortunately, its difficult to tell whether the Church at its present state is fundamentally really better or not.
- Knight Templar: With a title like Grand Zealot...
- Pet the Dog: Zealot Thiel recalls a story in which she lost her family during a terrible rad storm. When the woman woke up, Richter was holding her in his arms, nursing her. It's also hinted that he deeply cared for Sister Gwyneth, which is why he's so hurt when she loses her faith.
A Child of Atom Zealot who has grown worried over a fellow member that has started fasting and exposing himself to radiation in hopes of receiving a vision from Atom himself. Hoping to save his friend he tasks the Sole Survivor with convincing Devin to stop before he ends up killing himself.
- Badass Normal: He's one of the few Children of Atom who was born without the blessing of radiation immunity that many of his brothers and sisters have. Because of this, he makes a special brew that allows him to survive the intense radiation of The Nucleus and will share some of it (along with the recipe) to the Sole Survivor once they complete his quest.
- Church Militant: He's a member of the Zealot's, which are basically the Children Of Atom's own armed police force.
- Facial Markings: Despite not being the most devoted member of the church, he has marks similar to those worn by the others in the shape of concentric circles radiating from his left eye. Of course, these holy marks may be required for Zealots since they are high ranking servants of Atom.
- Only Sane Man: Everyone else sees Devin's dangerous fasting as a noble cause and a great way to honor Atom. Ware thinks it's completely nuts and will be relieved if the player agrees with him and offers to help.
- Token Good Teammate: He doesn't ask the player to do anything morally questionable and his quest revolves around preventing another member from hurting himself in his fevered devotion to Atom, which is a pretty big contrast when compared to his leader and most other members of his group.
A young woman who was caught in a powerful radstorm that nearly killed her, but was rescued and nursed back to health by Grand Zealot Richter. Now she serves Atom as a guardian of the Nucleus who is tasked with keeping the order and dealing with heretics.
- Church Militant: She's a Zealot like Ware and Richter.
- Dark Action Girl: As a Zealot, her job is to protect and serve the Children of Atom and deal with those who would interfere with their plans.
- Facial Markings: She sports these just like the other Zealots.
- Sole Survivor: She was the only member of her family to survive the radiation storm that ravaged their homestead and came close to dying herself. If not for the Children of Atom she most likely would have perished.
Children of Atom
A much-beloved member of the Children Of Atom who was cast out into the island after committing blasphemy against the church when she found an old textbook that revealed the true nature of the atom to her.
- Ambiguous Disorder: Even before her "discovery of Nothing", it's implied that she wasn't all the way there.
- Crisis of Faith: She'd already become disillusioned of Atom teachings and religion itselfnote for a while ever since she found an old science textbook. But instead of becoming non-religious like everybody else, she tried created her own religious branch based on her former faith, but with her adding in nihilistic and atheistic overtones.
- Does This Remind You of Anything?: Her constant rants about how "Nothing is the only truth that matters" makes her come across as a nihilistic prophet/cult member straight out of a Cosmic Horror Story.
- Easily Forgiven: Despite committing blasphemy, one of the most sinful things a Child Of Atom could do, she's welcomed back into the church with open arms if the player convinces her to return and seek forgiveness. It's implied that the only reason she was accepted back at all was because everyone else really liked her and missed having her around.
- The Exile: By the time the player finds her, she's been cast out of the Children Of Atom and is taking shelter in an old church deep in the woods. Depending on the player's choices, she may be convinced to return to the fold, killed on the spot, or forced to leave the Island entirely to avoid Atom's wrath.
- Future Imperfect: Her misinterpretation of a Pre-War textbook on atoms is the reason for her quest of abandoning Atom teachings.
- Straw Nihilist: She has slowly been slipping into this ever since her discovery of an old science textbook revealed that Atom's infinite worlds don't exist and that the space between actual atoms is vast and empty. Depending on how the player interacts with her she can hold onto this belief or regain her faith and come back into the church."You have come to know the one real truth of this world. Nothing is the only thing that truly matters."
- Unwitting Instigator of Doom: Notes left behind by Confessor Martin show that she repeatedly went to him seeking support during her initial Crisis of Faith. While Martin was able to reassure her for a time about the existence of Atom, the notes imply that these visits actually helped plant doubt in Martin's mind about his faith and were part of the reason why Martin eventually left the Island, letting Tektus take over as the Children's leader. Downplayed because Martin's support within his own people was already waning due to him being seen as uncaring/incompetent after he failed to call for a retaliation upon Far Harbor when Allen Lee executed one of their preachers.
A close friend of Zealot Ware who is undergoing a dangerous fast while exposing himself to high amounts of radiation to prove his devotion to Atom and the church. Unfortunately, like Ware he is one of the few Children Of Atom members not born with a special immunity to Radiation and as a result has suffered some extremely adverse effects on his health and well being, leaving it up to the Sole Survivor to snap him out of his fevered loyalty to his god so he can begin the road to recovery.
- Addiction Displacement: When he first came to the church he was hooked on chems and seems to be using his religious fast as a replacement addiction of sorts now that he is clean.
- Facial Markings: Like many of the others, he has markings on his face based off of atomic orbits. In his case, he has concentric circles radiating from the center of his face.
- The Marvelous Deer: He claims to have found his faith when, while indulging his drug habit in the woods, a "verdant stag, wreathed in holy Glow" strode out of the sky and commanded him to give up his iniquities and devote himself to Atom. Given his wording, he almost certainly saw a radstag, a mutated two-headed deer, and specifically one of the glowing radstag variation, through a drug-induced haze. Unless Atom really did send a messenger in the shape of a glowing radstag — the game leaves the reality of Atom a bit ambiguous at times.
A gun merchant who has a shop set up on the upper floors of the Nucleus.
- Arms Dealer: He seems to be in charge of supplying the Children of Atom with guns and armor. Most notably, he is the owner of the deadly Kiloton Radium Rifle and will sell it to the Sole Survivor if they have a good (or at least neutral) standing with the church.
- Facial Markings: He has some pretty fancy ones, even for a devoted Child of Atom.
An elderly woman who used to reside in Far Harbor until she was cast out. She seems to have suffered some great injury or affliction in the past that has left her in a weakened state, though she still manages to perform her duties as Atom's doctor.
- Dark Is Not Evil: She is definitely one of the creepier Children of Atom, but also one of the most friendly and compassionate. If not for the fact that she is part of a militant cult she would be a straight up heroic character.
- Facial Markings: Which are partially hidden by her surgical mask.
- Mysterious Past: She hints at a traumatic past involving an ex-lover and some sort of punishment given to her by Atom but doesn't share many details about it.
- Only Known by Their Nickname: The Archemist seems to be her professional title, rather than a name.
- Mutual Kill: His "mistress" turns out to have been a government agent sent to pry the missile launch code from him. When she threatens him at gunpoint, he shoots her and gets shot himself.
- Screw This, I'm Outta Here!: Deserts from his sub and tries to run with his mistress when ordered to launch nukes at China.
- Stupid Good: While he was well intentioned in not wanting to nuke China, he doesn't fathom that his target is Chinese missile silos that are launching at America. It is implied that the East Coast was hit because of his inaction.
Though the Vault Experiment for 118 was originally to see what happened if a bunch of rich people were forced to co-habitate with a bunch of poors next door, funding problems and the imminent nuclear war changed things (the "poor" side of the vault was never finished). One of the residents, Bert Riggs, was a lead designer on the team that developed Robobrains and convinced his fellows Vault Dwellers to stick their brains in robot bodies (minus the usual brain-washing that Robobrains got) so they could have indefinitely long lifespans and wait out the war. Nobody ever got the all-clear signal, so the end result is a vault of eccentric robots acting like upper-crust billionaires. Then, one day, one of them is mysteriously murdered and the Sole Survivor is summoned as a detective to help them out.
A Mr. Handy who first greets you upon finding Vault 118 and asks for your help in solving a murder mystery that is plaguing its residents.
- Beware the Nice Ones: He's a friendly Mr. Handy unit and is always polite to you. Also, if you reveal to him who the murderer is instead of dealing with them personally, he'll immediately rally any nearby robots into chasing them down and executing them personally.
- Robot Maid: He's a Mr. Handy, so this should be obvious.
- Worthless Yellow Rocks: He and Pearl pay you for your services in Pre-War Money. Subverted in that Pre-War money tends to be worth at least 6 caps with most vendors.
A Ms Nanny who runs the store in Vault 118. If the player takes too long to discover the Vault on their own she will appear in Far Harbor and escort them there herself.
- Be as Unhelpful as Possible: If the Sole Survivor encounters her outside of vault 118 they'll need to pass a few speech checks to get all of the relevant information out of her. Otherwise she'll just tell them to wait until they get back to the vault to ask questions.
- Fish out of Temporal Water: Like a lot of Mr. Handys/Ms. Nannys, she has no idea the war happened and regards the ghouls in the hotel as patrons who get "handsy" with her.
- Nice Hat: Her shop sells a unique fedora called The Dapper Gent which gives the player a +15% damage reduction from robots. Needless to say, it is indeed a very nice hat.
- Robot Maid: She's a variant of the Mr. Handy model and runs the store in Vault 118.
- Unexplained Accent: For reasons unknown, Pearl speaks with an American accent instead of a French one like other Ms. Nannies.
- Worthless Yellow Rocks: She and Maxwell pay you for your services in Pre-War Money.
A rich entrepreneur who owned the Cliff's Edge Hotel before the bombs fell and funded Vault 118. He is found as a murder victim at the beginning of the "Brain Dead" quest.
- Arc Villain: Of the "Brian Dead" quest.
- Batter Up!: He was killed with a special unique baseball bat. In truth, he actually used the bat to kill Julianna.
- Dead Person Impersonation: Parker murdered Julianna, then pretended to be her to cover up the murder.
- Faking the Dead: He killed Julianna, but made it look like he was the victim instead. Depending on player choices, he may get away with this scot free or face instant justice.
- Posthumous Character: Or so it would seem.
- Taking the Bullet: A plaque in his trophy room claims that he did this to save someone before the war and that he was saved by a silver locket kept in the pocket of his suit.
- Too Dumb to Live: If the player fails the speech check to convince him to share his loot in exchange for helping him escape, he'll offer you zero compensation for allowing him to get away with cold blooded murder. Naturally, this is the point where even most evil players decide to hand Parker over to Maxwell to face justice.
- Trophy Room: He has a small one set up in the vault that the player can visit to learn a little bit more about his life and legacy.
- Walking Spoiler: He is much more than just a random murder victim and his actions greatly impact the quest he appears in. Especially since that body you find isn't really his.
- Worthless Yellow Rocks: Downplayed, since Pre-War money is still worth something in the post-apocalyptic world. He tries to bribe you with a truly huge amount of Pre-War money. If only someone had told him most of his wealth was worthless in the outside world, the incident may never have happened.
A famous actress from before the Great War who seemed to have a bit of a rivalry with Vera Keyes due to the latter getting a part in the movie "Love Sets Sail!" instead of her.
- Continuity Nod: As pointed out above, she apparently had a rivalry with Vera Keyes before the Great War.
- Fiery Redhead: Not anymore obviously, but she claims to have had long red hair when she was still a human and is one of the most outspoken and passionate members of Vault 118.
- Nice Hat: Her identifying piece of clothing is her hat.
- Really Gets Around: In addition to having romances with both Keith and Santiago she can also get with the Sole Survivor and likely had several more lovers before being reduced to her current state.
- Your Cheating Heart: She had an affair with Santiago for "a few dozen years" as she puts it. With some speech checks, she'll even (somehow) sleep with the Sole Survivor despite them being a human and her being a Robobrain.
A famous Hollywood actor who starred in the pre-war film "The Fightin' Furies: Last Stand At Fort McGee" which played at the Eden Meadows Cinemas.
- Ambiguously Bi: He's been hiding a secret love for Ezra, of all people, though you only find this out by asking him certain questions. However, it appears that he might have been in a genuine romance with Gilda for a while before the story's beginning.
- Gay Cowboy: He isn't really an actual cowboy, just an actor who plays one in movies, but he is at least bisexual given that he has had a romantic relationship with Gilda and is hiding a secret crush on Ezra.
- Red Herring: Two. The murder weapon belonged to him (but could have been taken by anyone) and when you first walk in on him, he's reciting part of a play with Gilda about a criminal who just killed a guy.
A painter who most famous and popular pieces are a series of cat paintings that he sold under an alias. Despite making enough money to retire for life and buy a spot in Vault 118, he continues to paint in the hopes of leaving behind something when he dies.
- The Alcoholic: It isn't certain that he can still drink in his Robobrain form, but his studio is filled with empty wine bottles, implying he at least was this at one point in time.
- Dashing Hispanic: If his name and accent are any indications.
- Early-Bird Cameo: Not the man (er, brain) himself, but his paintings appeared in the crafting system as decorations long before he showed up in the Far Harbor DLC.
- Money, Dear Boy: In-Universe, The third and final painting he shows you is a painfully adorable kitty painting. He actually appreciates Brutal Honesty from the Sole Survivor calling it "bullshit" and openly admits he only painted it for money. It was his most profitable work.
A lead developer on the Robobrain project of General Atomics International. It was his idea to put the brains of the residents into the robot shells to serve as a form of immortality for the members of Vault 118.
- Absent-Minded Professor: A scientist with the personality of a doddering old man.
- Beware the Silly Ones: Despite his goofy and Adorkable demeanor, he was a willing participant on the research side of the nightmarish Robobrain experiments conducted in the backstory of Automatron.
- Early-Bird Cameo: Similarly to Santiago. While he himself only appears in Far Harbor, his Robobrain project was a major part of the plot of the previous Automatron DLC, and Robobrains have been a recurring element of the series since Fallout1.
- Henpecked Husband: His wife often mistreated and belittled him to the point that he claims that she could no longer be the woman he married after her behavior changes in the wake of the murder. This is because the Juliana the player meets isn't really her, it's Ezra posing as her to cover up his murder. Him treating Bert in a friendlier manner is one of the clues that gives him away as the murderer.
- Mad Scientist: He was one of the lead scientists in the nightmarish Robobrain project, and also persuaded everyone in Vault 118 to be made into Robobrains themselves.
The wife of Bert Riggs who was a wealthy financial adviser before the Great War.
- Crazy Cat Lady: She has several urns labeled with all the names of her dead cats on display in her house. The fact that she gets their names wrong is a big clue that the Julianna the Sole Survivor meets is really an impersonator.
- Dead All Along: The real Julianna was killed by Parker before the Sole Survivor even showed up.
- Neat Freak: She wears a surgical mask (despite being a Brain in a Jar) and has a cleaning station installed at her front door. The mask hides her modified voice processor from Bert, who built them.
- Posthumous Character: She's the one who was killed, not Ezra, like it first seems.
Other Residents of The Island
Another friendly Super Mutant in the world of Fallout, Erickson abandoned his brothers after they tried to kill him for his newfound sense of morality and intelligence. He lives on his own, is a good friend of Longfellow, and raises a few dogs to sell.
- Defector from Decadence: After coming to the Island, he came to realize the pointlessness of his kin's violent ways and broke off from them. He devised a means to entrap the exceptionally brutal leader of his band, who was beginning to degenerate into a Behemoth, within the Vim Pop Factory on his way out, confident his former brethren would be too stupid to figure out how to release him.
- Fluffy Tamer: He's capable of training Mutant Hounds and wolves into guard dogs that can be bought to protect your settlements.
- Genius Bruiser: By East Coast Super Mutant standards, he's comparatively smarter than his kin. He's capable of speaking clearly without any hint of Hulk Speak and is a competent dog trainer.
- Heroes Love Dogs: He's a good person who is affectionate towards dogs, even mutant hounds. If you bring Dogmeat with you to meet him, he'll compliment him and give you a bandanna for him.
- Mountain Man: Well, Mountain Super Mutant, but still counts with his solitary lifestyle in the forest, and that Yao Guai hat.
- Nice Guy: He's one of the few Super Mutants that have a sense of morality and intelligence left in them, and will happily trade with anyone who comes to his camp. Unlike Fawkes or Marcus, however, it was the Fog, or something on The Island, that helped him regain his senses.
- Nice Hat: His Yao Guai pelt headwear, which can be complimented by the Sole Survivor during his first encounter with them.
- Sacred Hospitality: Upon finding an interloper is in his home, he encourages a cordial greeting, and an idle banter from him has him offering a bed for rest.
- Token Heroic Orc: The only Super Mutant found on the Island who's friendly to other species and possesses a human level of intelligence.
- Cold Sniper: Well, his weapon is a Combat Rifle, and he can a bit grouchy at times.
- Determined Homesteader: A total badass who makes his farm at the Visitor's Center, and intends to keep it that way.
- Grumpy Old Man: Even worse than Old Longfellow.
- Phony Veteran: Kind of. He's not an actual Military Veteran, given the fact that can't be that old. But he does live on The Island.
- Sole Survivor: By the time the player arrives, Ken's the only original member of the National Park Visitor Center still alive.
- Seen It All: Even Old Longfellow is just a child to him.
- Still Wearing the Old Colors: Invoked. His choice of attire is meant to exaggerate how old he really was. Overlaps with Phony Veteran.
- Strong Family Resemblance: He's basically a much older, crankier Mitch whose stubbornness got dialed Up to Eleven.
- Old Soldier: He has been the sole living member and defender of his settlement for a long time before the Sole Survivor even sets foot on the island. Although he may be a Phony Veteran, technically speaking, he has the skills for the real deal.
- Ungrateful Bastard: If you didn't convince him to leave, he's not at all thankful that Mitch and the Sole Survivor sent settlers to his farmstead. If he was convinced to leave, he'll constantly complain about being forced out of his home despite having actually been talked into leaving.