Follow TV Tropes

Following

Characters / Fallout 4: Nuka-World Citizens
aka: Nuka World Characters

Go To

Characters from the various settlements and factions across Fallout 4: Nuka-World.


    open/close all folders 

Main Characters

    Porter Gage 

    Overboss Colter 
https://static.tvtropes.org/pmwiki/pub/images/overboss_colter.png

The former Overboss of the gangs in Nuka-World. Until the Sole Survivor shows up.


  • 0% Approval Rating: All the gangs were happy when Colter bit it.
  • Ace Custom: Colter's Overboss Power Armor is far tougher than the standard Raider Power Armor from the Commonwealth. Even without the invulnerability provided by the Cola-Cars arena's power supply, Colter's suit boasts a whopping 1220 damage resistance versus the standard Raider suit's 500. It even boasts a custom helmet and extra torso plating that protects the user's face.
  • Broken Armor Boss Battle: He wears a suit of modified Powered Armor which is almost impossible to damage. Fortunately, the armor also has a Weaksauce Weakness: a water pistol found in the area before the arena can short circuit its electrical components and allow him to be damaged normally.
  • Deflector Shields: The electricity coursing across Colter's power armor somehow renders him invincible to literally anything you throw at him, save for water.
  • Disc-One Final Boss: Of Nuka-World. He serves as the last major threat of the first part of the DLC, has a proper boss battle with a unique gimmick and defeating him earns the player control of all three raider gangs. However, the player still has to clear out the park before it can be used as a proper base as well as decide what they actually want to do with Nuka-World and its people when the dust settles.
  • Dumbass Has a Point: Gage and the gang leaders regard him as lazy for being content with their control of Nuka-Town and not trying to take over the rest of the park. However, that may have been for the best: the rest of Nuka-World is infested with gatorclaws, bloodworms, mirelurks, robots, super mutants, and feral ghouls; it's unlikely that the raider gangs had the numbers or firepower to take over the entire park. Additionally, aside from Nuka-Town (which is the hub of the park), there's five areas of Nuka-World, so it's not possible to divide up all the territory equally among the three gangs, which would put more strain on their fragile alliance. And indeed, during Power Play the gang that you've given the least territory to turns against you. As the player will find out themselves once they become Overboss, seizing control of Nuka-World is a lot of work, and the main reason they succeed where others would probably have failed is because the Sole Survivor is a One-Man Army.
  • Evil Brit: He has a Cockney accent for some unexplained reason.
  • No-Sell: His power armor is hooked up to the bumper cars' power system, making it completely impervious to damage.
  • No Waterproofing in the Future: A little water is enough to shut off the electricity on Colter's power armor, opening him up to being damaged.
  • Orcus on His Throne: After conquering a decent chunk of Nuka-World, he was content with what he had and got lazy. This resulted in the various gangs getting restless and plotting his death.
  • Unexplained Accent: His aforementioned Cockney accent.
  • Weaksauce Weakness: His power armor can be shorted out with a squirt gun, temporarily removing his invincibility.
  • Wrong Genre Savvy: He seemed to be under the impression that all the gangs would be unfailingly loyal to him because he was the strongest. As it turns out, that isn't how they roll.
  • You Kill It, You Bought It: Upon killing him, you become the new Overboss.

The Disciples

    As a whole 

The Disciples are a raider gang that revel in violence, blood, and gore. They're based out of Nuka-Land's Fizztop Mountain, which is full of the remains of their kills.


  • Ax-Crazy: The entire faction talks openly about how much they love killing and would prefer to be doing it over talking to you.
  • Bayonet Ya: Their revolvers are fitted with a bull barrel and their signature blade crudely fixed underneath.
  • Dark Action Girl: From the leadership to the grunts, the majority of Disciple membership is female.
  • Do Wrong, Right: Part of keeping the peace between the three raider factions is that no killing of each other is allowed, and poking around the bases of the Pack and the Operators turns up notes and terminal entries that makes it clear their leaders are enforcing this rule and their underlings are afraid of retribution for violating it. Not so with Nisha and the Disciples — she doesn't care at all if they kill a member of the other gangs, she just demands that they not get caught, or she'll personally punish them for being stupid and putting the gang at risk.
  • Green and Mean: Green's their gang color, judging from their armor and rifles, and every single member's a homicidal lunatic.
  • Malevolent Masked Men: All of their headgear covers up their face somehow, and they are extremely malevolent indeed.
  • Psycho Knife Nut: Their signature weapon is the Disciples Blade knife, and they're one of the most deranged and violent factions in the franchise.
  • Spikes of Villainy: Several parts of their armor include spikes on them.

    Nisha 
https://static.tvtropes.org/pmwiki/pub/images/nisha_fo4.png
Nisha without her helmet
Voiced by: Anjali Bhimani

The bloodthirsty and violent leader of the Disciples, Nisha is at her happiest when she is killing.


  • Appeal to Force: She believes deeply in the power of violence, according to Mags' terminal entry on her.
  • Ax-Crazy: To the point that even Mags and Mason are seriously put off by her psychotic tendencies.
  • Brutal Honesty: She's pretty to the point when it comes to all the death threats she throws at you and Gage.
  • Co-Dragons: With Mason and Mags, first to Colter and then potentially to the Sole Survivor.
  • Creepy Monotone: Really sticks out compared to the rest of the Disciples, particularly Savoy and the Cute and Psycho Dixie.
  • Creepy Shadowed Undereyes: Underneath her mask, she has black makeup all around her eyes.
  • Dark Action Girl: She knows her way around violence, to say the least.
  • Determinator: She was left for dead by her old boss, Sledge, and when they next met, she was covered head to toe in blood. She doesn't quite remember how she escaped, but she had the feeling that it wasn't pretty.
  • The Faceless: Her helmet covers the top half of her face, and she's evil even and unhinged by Raider standards.
  • Faux Affably Evil: She tends to be rather calm and collected, even as she openly threatens to kill the new Overboss if they fail to meet her standards.
  • Freudian Excuse: Parents "accidentally" killed? Taken in by Raiders at a very young age? No wonder Nisha's so messed up.
  • Handicapped Badass: A possibility, but one must wonder how can she see out of that mask despite the visible lack of eye-holes.
  • Ink-Suit Actor: Underneath that helmet, Nisha bears a pretty good resemblance to her voice actress, Anjali Bhimani.
  • One-Woman Army: Nisha is reputed to have taken out an entire Raider gang all by herself. RedEye is searching for facts and/or proof of this claim, however.
  • Plasma Cannon: Interestingly, she spawns with a plasma pistol, making her the only Nuka-World raider to use an energy weapon.
  • Roaring Rampage of Revenge: She wasn't mad about Sledge "accidentally" killing her parents. She wasn't mad about leaving her for dead. She was mad, however, about his cowardice in the end.
  • Scary Impractical Armor: How the hell she can see through that mask is anyone's guess.
  • The Social Darwinist: She built up the Disciples around one simple philosophy: kill or be killed, survival of the fittest.
    Nisha's Journal Entry: "There's nothing friendly about this world, and the only way to beat it is to be better."
  • The One Thing I Don't Hate About You: She enjoys killing. You enjoy killing. That's pretty much the only thing she likes about you, by the way. If the Disciples are one of the dominant gangs by the end of the questline, she'll warm to the new Overboss, to a degree.
  • You Kill It, You Bought It: According to a journal entry, Nisha became leader of the Disciples after killing her old boss and anyone else who didn't wish to follow her.

    Savoy 
https://static.tvtropes.org/pmwiki/pub/images/savoy_fo4.png
Savoy without his helmet

One of Nisha's co-dragons.


  • Bald of Evil: Underneath his mask. Complete with a Beard of Evil.
  • The Brute: He's quite large compared to the rest of the Disciples.
  • Co-Dragons: With Dixie to Nisha.
  • Cool Helmet: Has a really wicked looking metal helmet with what look like knives welded to it.
  • High Collar of Doom: His outfit has this, because Spikes of Villainy just weren't enough on their own.
  • Only Sane Man: Played with. He's still as brutal as his fellow Disciples, but compared to Nisha and Dixie, Savoy's the sanest one. Not that it's a particularly difficult accomplishment.
  • Scary Black Man: He's a large, imposing member of a Raider gang infamous for its bloodthirstiness. His spiky helmet doesn't hurt, either.
  • Single-Target Sexuality: Mags sent a female Operator to seduce him one time, but he wasn't interested in her. This lead Mags to assume that he was gay instead, and so tried again with a male Operator but this ended in failure also. Afterward, Mags suspected that he had already found someone he was interested in, and that was Nisha, which she supposed would explain his loyalty to her.
  • Sorry, I'm Gay: Mags once assumed this of him when he turned down the Operator she had sent to seduce him, but this turned out not to be the case.
  • The One Guy: Close enough. The majority of the Disciples are women, so...
  • Undying Loyalty: To Nisha, though Mags suspects this is only the case because he's attracted to her.

    Dixie 
https://static.tvtropes.org/pmwiki/pub/images/dixie_fo4_2.jpg
Dixie without her helmet

The other one of Nisha's co-dragons, who's every bit as psychotic as her boss, if not more so.


  • Ax-Crazy: Dixie's easily the craziest of all the Disciples, save for perhaps her boss.
  • Co-Dragons: With Savoy to Nisha.
  • Comedic Sociopathy: There's a Random Encounter with her outside of Nuka-Town. She cheerfully greets you, and then asks you to pick which merchant she's 'entertaining' she should kill first. Should you instead pass a speech check and convince her to find another use for them, she childishly whines about that being 'boring,' but complies anyway.
  • Cool Mask: Has a wicked and cruel looking metal mask, also. This one looks like strips of metal have been wrapped around Dixie's head and then welded together.
  • Creepy Shadowed Undereyes: Underneath her mask.
  • Creepy Souvenir: Her room is full of them, dead bodies on display, knives, machetes and other blades, but of note are the holotapes of her victims.
  • Cute and Psycho: She's a pretty cute blonde underneath that mask of hers, but make no mistake, she's also batshit insane.
  • Death Seeker: Implied. If you kill her, her death quote is whispering the word "Finally."
  • Emotion Bomb: Dixie has managed to find a way to weaponize anger in the form of Fury Grenades. Drop one of these babies in a settlement and watch the settlers tear each other apart until either most of them are killed or the effect wears off.
  • Faux Affably Evil: She acts rather chummy towards her victims before she horribly murders them, if her 'souvenirs' are anything to go by.
  • Pet the Dog: Compared to Nisha and Savoy, if you earn the favor of the Disciples, she's actually rather friendly toward you, particularly if you encounter her outside of Nuka-Town while she's looking for new victims.
  • Serial Killer: She takes the whole Disciple thing up to eleven, even collecting holotapes of her victims' last moments as souvenirs.
  • Soft-Spoken Sadist: She always talks in a calm and friendly manner even when speaking to her victims. In a lot of ways she manages to be even creepier than Nisha.
  • The Starscream: It's suggested that Dixie's position in the Disciples was given to her by Nisha to appeal to her vanity, and that she's less likely to turn on her boss if she thought she was respected.

The Pack

    As a whole 

The Pack are obsessed with animals and keep them as pets, target practice, and a source of materials for armor. They live in the Bradberton Ampitheater.


  • Alpha and Beta Wolves: The leader of the Pack, naturally, bears the title of Alpha.
  • Asskicking Leads to Leadership: Anyone who can defeat their Alpha in battle can take their place as leader of the Pack. When the player meets Mason, they can earn his approval enough to get a unique weapon from him by picking the "aggressive" speech paths where they threaten him and put him in his place.
  • Bad People Abuse Animals: They raise various creatures in cages in their territory, which they use as attack animals, for Beastly Blood Sports or as a source of hides and fur for their gear. Several of their idle chatter conversations begin with one Pack member complaining about a badly behaved animal, and their friend responds with a suggestion like frequent beatings, or grabbing the animal by the ears, growling in their face, and biting their nose.
  • Batter Up!: Their favored melee weapon is the baseball bat — the Nuka-World DLC added much more modifications to the weapon over the base game, and the player can find several such modified bats in the Pack's lair.
  • Bright Is Not Good: Their equipment features bright colors, particularly purple, yellow, and cyan, but they're still a raider gang who will slice your throat to take your stuff.
  • I Am a Humanitarian: Possibly; their base includes scraps of human meat lying about, but always in proximity to animals and their feeding dishes. The direct implication is that they feed human remains to their animals, but there's no assurances that the Pack members themselves don't also indulge.
  • Nemean Skinning: They prominently use the hides and bones of animals in their armor. What pieces of their armor don't include actual animal parts are still made up to look like they are. This even extends beyond their armor — pieces of furniture around their lair have animal hides draped over them.
  • Psychopathic Manchild: They have shades — public humiliation and shaming of another is a way to earn respect among them, their equipment comes in bright garish colors, and they dress up in ridiculous-looking animal costumes. Their base includes a lot of toys strewn around, and some of their armor pieces even have souvenir toys from the park strapped on.
  • Scary Impractical Armor: Their outfits include stuffed animals wrapped around their limbs and are prominently made of plastic tubing and pieces of wood and leather, in contrast to the the Disciples or the Operators, who have armor composed of metal that seems much more functional. And that's not even getting into the fact the Pack deliberately styles their armor to look like animals, which can be silly or scary depending on the exact piece. However, in an instance of Gameplay and Story Segregation (since Nuka-World was the last DLC), their armor offers far better protection than its appearance would suggest, with defenses comparable to combat armor.

    Mason 
https://static.tvtropes.org/pmwiki/pub/images/fo4nw_mason.png

The animalistic and brutal alpha of the Pack.


  • Bad Boss: Sometimes when the player returns from doing one of his quests, he'll tell them how some of the Pack thought they couldn't pull it off and that he had them shot...as in, he literally had them shot dead simply for their lack of faith in the Overboss.
  • Beware the Silly Ones: He wears a colorful outfit like the rest of the Pack, but he leads them for a reason.
  • Brutal Honesty: While Nisha and Mags prefer subtle threats, Mason is completely upfront about how he'll kill you if he doesn't get his way. Even after you manage to ensure his relative loyalty, he still makes it clear that he has no qualms about killing you if he thinks it'll benefit him.
  • Challenging the Chief: How Mason became the current Alpha.
  • Co-Dragons: With Nisha and Mags, first to Colter and then potentially to the Sole Survivor.
  • Hypocrite: He values loyalty, and yet he's the Pack's Alpha because he got rid of the last two Alphas, per Pack tradition of humiliation and exile. It's also noted in a terminal entry that his two predecessors may have met with more permanent fates than exile, and Mags has made it a point to send out a search party to acquire proof of their deaths because the opportunity for leverage was too good to pass up.
  • Large and in Charge: He's tall and heavily built, making it clear that he's the top dog of the gang.
  • Manly Facial Hair: Despite how he looks otherwise, he still manages to have an impressively trimmed and stylish mustache and beard combo.
  • Proud Warrior Race Guy: He's leads a group of them. He's also the reason why there aren't any other important Pack members.
  • Schmuck Bait: Invoked. "Welcome to ROBCO Industries (TM) Termlink. If you aren't Mason, and you're reading this, better start running!" In the final entry, he offers a huge reward to the guy who manages to hack into his terminal.
    Terminal Entry: "It's to die for!"
  • The Starscream: He makes it pretty clear to the Sole Survivor that if the other gangs would back him (which they wouldn't anyway, so the point's moot), he wouldn't waste any time in gunning for the Overboss position. Played even straighter if the Pack are the gang that turns on the Overboss and the others.
  • Tribal Face Paint: Natch. Just like the rest of the Pack.

The Operators

    As a whole 

The Operators are a raider gang more comparable to an organized crime syndicate in their looks and methods, but are still just as brutal. They reside in Nuka-World's dining establishment, the Parlor.


  • A Lighter Shade of Grey: Compared to the Disciples and the Pack, the Operators are far more sane, civilized, and reasonable. That said, they're still raiders, so mass-slaughter of innocents to get what they want is not out of their wheelhouse.
  • Bling-Bling-BANG!: Their Handmade Rifles have a polished chrome-like finish, cherry stained furniture, and even some small engravings on the receiver.
  • Cold Sniper: Their rifles are a sniper variant of the Handmade Rifle, and while they're the least bloodthirsty of the three groups, they're still a raider gang through and through.
  • Gentleman Thief: Generally give off this vibe, as a group of (relatively speaking for raiders) well-dressed and well-spoken individuals who engage in criminal acts. Underneath the metal plating of their armor, they wear sharp dark dress clothes and bowties.
  • Only in It for the Money: Their primary interest in the Nuka-World alliance with the other raider gangs is making money.
  • Pragmatic Villainy: They have no problem with killing if they have to, but they prefer to get things through non-violent means when possible. This is best demonstrated during the quest "Home Sweet Home" when each of the gang leaders has a custom grenade to aid the Sole Survivor in seizing a Commonwealth settlement; while the Disciples provide a grenade to make the settlers attack each other, and the Pack provides a grenade to lure animals to attack them, the Operators give a gas grenade that makes the settlers more open to persuasion and suggestion, making it easier to pass speech checks with them to take over the area without having to hurt them.
  • Scary Impractical Armor: A notable aversion — compared to the other Nuka-World raider gangs, and most raiders in general, the Operators' armor was clearly designed to prioritize protecting the wearer over trying to intimidate their enemies. It consists of simple metal plates held in place by leather straps to cover the limbs, chest, and stomach, and the metal is in noticeably better condition than metal armor, with less rust and fewer welding marks. In terms of raw stats it's about on-par with heavy combat armor, but weighs a lot more.
  • Visionary Villain: The Disciples and the Pack just see Nuka-World as a good base of operations to live in while they go about the traditional raider lifestyle. The Operators, however, recognize that the place used to be a theme park where travelers would come to waste their money on frivolous entertainment and rigged carnival games. To that end they want to recapture that image so they can rake in the caps, and encourage the Sole Survivor to expand their control of the park and bring power back to its other regions.

    Mags Black 
https://static.tvtropes.org/pmwiki/pub/images/fallout4_nukaworld_raiders.png
Voiced by: Laura Post

The leader of the Operators, a former Upper Stands resident from Diamond City.


  • Affably Evil: She's relatively polite, especially compared to Mason and Nisha.
  • A Lighter Shade of Black: Of the Nuka-World bosses, Mags is easily the least awful. Unlike Nisha and Mason, she doesn't revel in violence for violence's sake.
  • '80s Hair: How she finds enough hairspray after the apocalypse is anyone's guess.
  • Abusive Parents: Mags states very bitterly in an audio holotape that she and William grew up trying to be "perfect little dolls" for their mother, and that they both had the scars to prove it. Of course, the holotape from her mother indicates that Mags and William were already despicably vile people who were cut off for tarnishing the family name, so it can be taken with a grain of salt.
  • Beware the Nice Ones: Mags is one of the calmest, most polite and most well-spoken characters in all of Nuka-World, but make no mistake, she's still a ruthless veteran raider and will kick your butt if you believe her to be less of a threat than Nisha or Mason. You don't become the leader of an entire raider outfit without having the grit to keep the rabble in line. She also has a ton of health and wields a powerful weapon she'll happily introduce the player to, should things not go her way in the long run.
  • Black Sheep: According to the holotape from their mother, the Black siblings and Lizzie had brought shame to the family name from their various crimes, including an unnamed atrocity to some random girl, to the point that they couldn't do business as long as they were around.
  • Blue Blood: As much as anyone was after the end of the world, she was a rich girl from Diamond City.
  • Brother–Sister Team: She and William, although Mags calls most of the shots.
  • Co-Dragons: With Nisha and Mason, first to Colter and then potentially to the Sole Survivor.
  • Disinherited Child: Her brother William and she were disinherited by their family and exiled from their home in Diamond City for unspecified crimes that were making it almost impossible for their family to conduct business.
  • Honey Pot: Mags loves to run these kinds of missions, using both men and women to get the job done.
  • Inheritance Murder: She threatens this to her mother in a holotape found in her room. That she still has the holotape in question in her possession suggests at least one of three things: 1)that she never sent it to her mother, 2)that she, William and Lizzie only recently formed the Operators and only now Mags in a position to make such a threat... or 3)that she already followed through with her threat, and has kept the holotape for sentimental value.
    Mags: (after talking about the abuse she and her brother endured as children) "So if you think we didn't earn those caps, then you're even dumber than I thought. We're coming for those caps. And there's nothing you can do to stop us."
  • Only in It for the Money: She makes it Nuka-Crystal clear that the Operators only have one intention in mind for controlling Nuka-World: To make as many caps as they possibly can.
  • Pragmatic Villainy: Nisha and Mason both immediately start making demands of the new Overboss as soon as they meet, and both openly state their willingness to mutiny if their demands aren't met. Mags, meanwhile, doesn't openly telegraph any grand plans of betrayal, even though she's every bit as willing to stab the Overboss in the back if things aren't going her way.
  • Reasonable Authority Figure: Played with: she's easily the least despicable and unpleasant of the three Nuka-World leaders and would much rather do things non-violently as long as she's making money because she's not cruel, just very greedy and hedonistic. However, at the end of the day, she's still just a more cultured and less violent remorseless raider who steps on others to get ahead.
  • Self-Made Orphan: Strongly implied, given that she has a holotape for her mother threatening this very thing. And given that there's no Black family to be found by the time the Sole Survivor reaches Diamond City...
  • You Can't Fight Fate: She sincerely believes this, and she has this to say if the Operators are one of the two gangs that remain at the end:
    Mags: "Sorry, boss. Take it from experience. There's no use in fighting who you are. You can only either let your nature consume you, fall to booze and chems like the rabble around this place, or you can embrace it. Let it drive you. So, with that in mind, I hope you'll appreciate the earnestness with which I mean this. Welcome home, Overboss."

    William Black 
https://static.tvtropes.org/pmwiki/pub/images/william_black_fo4.png

Mags's brother, and her second in command.


  • Disinherited Child: His sister Mags and he were disinherited by their family and exiled from their home in Diamond City for unspecified crimes that were making it almost impossible for their family to conduct business.
  • '80s Hair: He looks like he belongs in a hair band.
  • Brother–Sister Team: Mags is very hands-on and does most of the work, and William fills in when she can't be everywhere at once.
  • The Dragon: To his sister, Mags.
  • Eternally Pearly-White Teeth: Averted: his teeth are rotten.
  • No Sense of Humor: Choose the sarcastic option when talking to his sister and he'll think you're being completely serious.
    Sole Survivor: (chooses the sarcastic option) Actually, I'm really more in this for the soda."
    William: Great, another nut-
    Mags: William.
  • Only in It for the Money: Like the rest of the Operators.
  • Terse Talker: He's not the most verbose of people, preferring to speak bluntly and in small sentences.

    Lizzie Wyath 
https://static.tvtropes.org/pmwiki/pub/images/lizzie_wyath_fo4.jpg

Mags' and William's friend from Diamond City.


  • Brainy Brunette: The leading candidate for the smartest person in Nuka-World who isn't yourself or Bradberton. She could have been a candidate for the Institute, Brotherhood, or Followers of the Apocalypse had she not been a Cute and Psycho raider.
  • Cute and Psycho: A pretty young woman who just happens to enjoy the Raider lifestyle, treating the people of the Commonwealth as her "guinea pigs" and thriving on their misery.
  • Evil Genius: Of the Operators.
  • Mad Scientist: You'll see her almost always in her lab in the Parlor, working on something. She even tells the Sole Survivor that she would kill for a real lab...not that that's actually worked yet.
  • Mind-Control Device: The logs on her terminal reveal that she's working on a drug or a chemical which induces susceptibility to suggestion, more than even on a slavish level. The victim does as they're told without question, even when told to mutilate themselves. And the scary thing is? It actually works. The result are called Persuasion Grenades. As the name indicates, the person affected by it are more susceptible to reason. Unfortunately, it only works on Settlers on the outskirts of larger settlements like Diamond City and Bunker Hill.
  • Working-Class People Are Morons: She really doesn't like poor people.

Other Characters

Nuka-Town USA

    Mackenzie Bridgeman 
https://static.tvtropes.org/pmwiki/pub/images/mackenzie_bridgeman.png
The doctor of the traders living in Nuka-World. Like all the other traders, she's been enslaved.


  • The Medic: She's a doctor.
  • Naked People Are Funny: Due to a bug, she'll take off all her clothes after her shock collar is removed if you kill all the raider gangs.
  • Out of Focus: Outside of giving the Open Season quest, she doesn't have a big role.
  • Small Role, Big Impact: She (or Preston, depending on circumstances) is the one to officially give the Sole Survivor the quest to kill all of the raiders, which is a pretty big game-changer for the park. All the same, aside from handing out the quest, she plays no further role in the plot.
  • Take Me Instead: She says that she decided to be a slave after Colter told her that he'd leave her town alone if she became the raiders' doctor.

    RedEye 
Voiced by: Andrew W.K.

The guy who runs Raider Radio, the Nuka-World Radio station. Loud, boastful, casually malicious and brutally honest when he's not exaggerating for dramatic effect, he suits his listeners down to the ground. He plays spoken-word songs and offers commentary on the Sole Survivor's progress — first through the Gauntlet, then Nuka-World.


  • Badass Boast: Apparently gave one to Colter when the latter saw his guitar and asked if he could play in the form of... well, playing his guitar.
    RedEye: I don't know, man, can I? (plays a lick on his guitar)
  • Bring My Brown Pants: According to one of his announcements, one of the raiders pranked him by convincing N.I.R.A. to stand over him while he slept. That raider, whoever they are, owes him a new mattres.
  • Continue Your Mission, Dammit!: Dawdle while you go through the Gauntlet, and he’ll shout at you to go faster.
  • Damn, It Feels Good to Be a Gangster!: RedEye's songs are all about the fun of being a Raider.
  • Do Not Call Me "Paul": One of his announcements has him dismiss rumors that his real name is Russell.
  • I Have This Friend: When he sings a raider-style song about unrequited love, he claims it's not about him. It's about a friend he has. Who is not him. Even though he starts sounding a little tearful over it all.
  • Is This Thing Still On?: "Here's an announcement from Mags Black: To the Disciple who found a red ribbon on her bunk this morning - you know what you did. As do we. God, she even writes like a... Sorry, mic is still on."
  • Large Ham Radio: The man is loud. Not as loud as Three Dog, but loud all the same. Given who his voice actor is, this shouldn't be surprising.
  • Miles Gloriosus: He could have totally taken out Colter and become Overboss if he'd wanted. He just likes where he is. He doesn't need all that hassle.
  • Multiple-Choice Past: How he got his name. Either it was because all the blood vessels in his eye popped after out-drinking a rival raider, or Colter gave him the name because his eyes were red from sleeplessness and it looked badass.
  • Named After the Injury: In one of the backstories he tells, he claims his name comes from him bursting all the blood vessels in his eye during a drinking contest.
  • Pragmatic Villainy:
"Hey, here's a friendly reminder: sure, nobody likes the traders. But you can't kill 'em all, or else there won't be anyone around to do all the shitty work you assholes won't do. Think about it."
  • Red Eyes, Take Warning: It's in his name, which he got either from blowing the blood vessels in his eye in a drinking contest or from Colter when he noticed how bloodshot they were from sleep deprivation.
  • Screw This, I'm Out of Here!: If the Sole Survivor massacres the Raiders, he'll make one last broadcast proclaiming that he'll hightail it out of Nuka-World before he gets caught. After that, his radio permanently goes off air.
  • Sitcom Arch-Nemesis: He tends to make little digs against the Pack whenever he mentions them in his broadcasts, something he refrains from doing while speaking of the Operators or Disciples.
  • The Storyteller: He often tells a story about a Raider boss which he swears up and down is true, but it's pretty obvious that it's actually something of a raider urban legend. Indeed, most of his stories sound more like campfire or pub stories than factual accounts.
  • Tempting Fate: His announcement welcoming the Sole Survivor as the new Overboss ends with him stating "Can't be any worse than Colter, right?" Given that one of the options for ending the DLC is the Sole Survivor killing the gang leaders and driving them out of the park...
  • The Voice: No one knows where he’s broadcasting from, so you can’t physically see him in game. He is available to be spawned in via console commands, however- and he looks surprisingly generic, not even wearing outfits you’d expect a Raider to wear.
  • Your Mom: Quoth Raider Radio: "'Hey, RedEye, I heard you were wondering where Super Mutants came from. Maybe you should ask your mom!' Real classy, jackass."

    N.I.R.A. 
https://static.tvtropes.org/pmwiki/pub/images/nira_fo4nw.png
Voiced by: Misty Lee

The Nuka-World Informational Robot Assistant. It is a Protectron-like robot made in the shape of a Nuka-Cola bottle that was intended as a greeter and information guide for the park. It was eventually reprogrammed by Raiders so that the normally friendly robot suddenly becomes rude at random.


  • Fetch Quest: Gives you one in the form of park medallions found in vendors throughout Nuka-World. And your reward for braving the radioactive park full of Bloodworms, Gatorclaws, Nukalurks and killer robots? Three bottles of Nuka-Cola and a minor amount of exp.
  • Split Personality: It has two: the normal, happy tour guide N.I.R.A. and the "slightly raiderized" version of N.I.R.A. which is an abrasive jerk.

    Sierra Petrovita 
https://static.tvtropes.org/pmwiki/pub/images/sierra_nuka_world.jpg
Voiced by: Jan Johns

A Nuka-Cola fanatic who traveled her way from the Capital Wasteland to see Nuka-World.


  • AcCENT upon the Wrong SylLABle: In Fallout 3, she pronounced her last name as 'Pe-TRO-vi-ta'. In Fallout 4, she's suddenly shifted to 'Pe-tro-VI-ta'.
  • Action Survivor: Somehow, the Nuka-Cola fanatic managed to make her way into a theme park turned Raider base of operations. For their part, the raiders simply leave her alone as long as she stays out of their way.
  • Achievements in Ignorance: It's implied that she hasn't considered the possibility that she might be in danger, and the Raiders haven't done anything to her because she acts like she's supposed to be there.
  • The Bus Came Back: This is, of course, her first appearance since Fallout 3, which was nearly a decade ago, and about a decade in-universe.
  • Cloudcuckoolander: As ever, she's utterly obsessed with Nuka-Cola.
  • Collector of the Strange: She's come to Nuka-World to collect more stuff for her Nuka-Cola collection.
  • Comically Small Bribe: Her offer to give you a Nuka-Cola jumpsuit would perhaps be a little more compelling if it weren't being offered against access to John-Caleb Bradberton's cache of top-secret chemical weaponry.
  • Everyone Has Standards: While she is ecstatic to see John-Caleb Bradberton and gushes over him, she is surprised and ever-so-slightly disappointed to learn that he had been developing weapons for the military.
  • Genki Girl: Sierra's very cheerful, much to the chagrin of the Disciple you first see her talking to.
  • Eternally Pearly-White Teeth: Averted. Her addiction to Nuka-Cola has left her teeth rotten.
  • Exhausted Eye Bags: Underneath her Cappy Glasses, she turns out to have a pretty serious case of Panda eyes. Likely as a result of her Nuka-Cola addiction. That, or she's been wearing those glasses for a really long time.
  • Goggles Do Something Unusual: Her Cappy Glasses are made to reveal hidden Cappy images throughout the park that contain a password for a contest to meet John-Caleb Bradberton, the creator of Nuka-Cola. She expects that Bradberton is long dead, but figures that his office contains the secret formula for Nuka-Cola.
  • Loony Fan: She's one to John-Caleb Bradberton, once you meet him.
  • Making a Spectacle of Yourself: She sports a pair of Cappy Glasses.
  • Squee: Given that she's a fanatic Nuka-Cola Fangirl in Nuka-Cola-themed entertainment park, this shouldn't come as a surprise. Gets turned up to eleven at the end of her quest when she realizes she's actually talking to the disembodied but still-living head of John-Caleb Bradberton, Nuka-Cola's inventor himself. Her delirious ecstasy can instantly turn into a massive Mood Whiplash, however, should the player decide to honor Bradberton's wish to let him die. She doesn't take it well, especially if you lied and took her jumpsuit before killing him.
  • Trademark Favourite Food: Take a guess.
  • What the Hell, Hero?: She'll be pretty angry at you if you kill Bradberton, but she'll come to understand if you tell her that you were putting him out of his misery. However, if you kill him after you promised to keep him alive in return for her ugly jumpsuit, she'll immediately try to kill you.

    Harvey 
https://static.tvtropes.org/pmwiki/pub/images/harvey_nukaworld.png
An injured man who begs the Sole Survivor to go to Nuka-World and rescue his family. Well, that was his role. In reality, he's bait for anyone foolish enough to go to Nuka-World.
  • Affectionate Nickname: Harv, if the Sole Survivor is friendly with him.
  • Not in This for Your Revolution: Like all of the trader-type characters at Nuka-World, he won't bat an eye if you kill the raiders there. In fact, he'll be pleased.
  • Punch-Clock Villain: He's not really evil, he's just going along with what the raiders say because they'll kill his friends otherwise.
  • Took a Level in Kindness: If you offered him a stimpak beforehand and spared him upon confronting him in Nuka-World, he'll treat you like a friend.
  • Wounded Gazelle Gambit: He's faking his injury in order to lure unsuspecting schmucks to the raider-infested Nuka-World. In his case, he's being forced into it by the raiders. He'll reveal it beforehand if you pass a difficult Speech Check.

    Fritsch 
https://static.tvtropes.org/pmwiki/pub/images/fritsch_nukaworld.png
A man brought in by the Raiders to handle the Nuka-Cade.
  • Almighty Janitor: He's just the park repairman, but the raiders rely on him running both The Gauntlet and the Nuka-World arcade, two of their biggest attractions. Tellingly, he's one of the few people the raiders haven't slapped a bomb collar on.
  • Beware the Silly Ones: He might seem like just a prize vendor, but say the word, and anyone who tries to get into Nuka-World dies in the Gauntlet before they ever reach you.
  • Gadgeteer Genius: He's handy with all machines.
  • Mr Fix It: He fixed up the Nuka-Cade, and made some of the prizes more accessible.
  • Not in This for Your Revolution: He doesn't care one bit for the Raiders. In fact, if you turn hostile with Nuka-World, he's one of a handful of people who won't accost you about it.

    Shank 
https://static.tvtropes.org/pmwiki/pub/images/fo4nw_shank.png
Voiced by: Sunil Malhotra

One of the lieutenants of Nuka-World, his job is to scout out settlements for the Commonwealth


  • Better Living Through Evil: His business is knocking over settlements for protection money, and he makes sure you get the lion's share of the profit.
  • Evil Counterpart: More or less the opposite of Preston Garvey: You tell him what missions are to be completed in your takeover of the Commonwealth, and he even can give you updates on the overall status of your raider outposts. He even looks kind of like an evil Preston.
  • Mission Control: Takes over giving the missions from Porter once they start going into the Commonwealth.
  • Power at a Price: The options he gives you to invade the Commonwealth grants you great material wealth, at the price of losing direct control of subjugated settlements as well as Preston's friendship; the latter will call you out for inviting the raiders to the Commonwealth.

    John-Caleb Bradberton (unmarked spoilers
https://static.tvtropes.org/pmwiki/pub/images/fo4nw_john_caleb_bradberton.png
Voiced by: Keith Szarabajka

The inventor of Nuka-Cola and head of the Nuka-Cola Corporation. His still-living head is preserved in a secret vault under his office in Nuka-World, where he's been trapped since the bombs fell.


  • And I Must Scream: He's been trapped immobile in his vault for over two centuries by himself with nothing to do except stare at the wall.
  • Brain in a Jar: He's been reduced to a disembodied head inside a jar when the Sole Survivor meets him.
  • Corrupt Corporate Executive:
    • He often dismissed employee safety concerns, and attempted to have a beverageer who refused to work on Project Cobalt blacklisted from the scientific community.
    • Project Cobalt is ultimately revealed to be development of an even more powerful Fat Man launcher, but he used the technology developed from it to create Nuka-Cola Quantum. Mostly because it made his drinks glow better than Nuka-Cola Victory or Nuka-Cola Quartz.
    • Another journal in his vault indicates his company was in the habit of buying out other corporations, taking their trademark soda flavors, and re-branding them as Nuka products. Nuka-Cola Wild was his attempt to do so with Sunset Sarsaparilla when the company resisted a Nuka buy-out. It didn't work out for him.
    • In Far Harbor, if you do enough detective work, you'll uncover that Vim Soda was being sabotaged by a Nuka-Cola spy (up to and including using a rocket launcher the day the bombs fell!). Doubtless this was on his orders as well.
  • Cruel Mercy: An interpretation of letting him continue living trapped in the jar. At least he has Sierra for company.
  • Death Seeker: He wishes only to die and will open the vault containing his special mini-nukes if you shut off the power to his life support.
  • Didn't Think This Through: His decision to become a head in a jar is this:
    • According to the Bradburton's terminal entries behind the machine his head is stuck in, he took great interest in the military's "Life Extension And Prolongation" Program (an experimental program that would keep the human body alive indefinitely), particularly since he saw the writing-on-the-wall that nuclear war was inevitable. However, the program & machinery could only preserve at most 15 lbs of organic material; but Bradburton still went ahead with this, opting to have his head surgically removed to preserve it. Of course, now just a head in a jar, Bradburton had no means to move, communicate with others, or control his systems (like Mr. House can) and was trapped in his vault alone for more than two centuries, forced to only stare at the wall for the entire time.
    • Bradburton planned to have an assistant provide for him and help run his business on his behalf as he survived as an immobile severed head. However, he never considered what to do if the assistant died or was unable to help him; and it's very likely the assistant was killed in the Great War that Bradburton expected to happen and was trying to outlive in the first place.
    • A sarcastic Sole Survivor can mock Bradburton for his shortsightedness getting him reduced to being a head in a jar:
      Sole Survivor: "Smart enough to invent Nuka-Cola, but you still fell for that?"
  • It's All About Me: To everyone's surprise, the Corrupt Corporate Executive Bradburton only cared about his personal profits and nothing else. He dismissed employee & guest safety concerns at his theme park, even when they were practical & beneficial in the long run, simply because he didn't want to affect his own profits. Similarly, he commissioned Vault-Tec to build a personal Vault just for himself, diverting a lot of necessary funds from the park (Even stating in his journal "Who Cares"), but he never bothered to account for the safety/survival of his employees, even when they were vital to his operations.
  • Kick The Son Of A Bitch: Really, with all the evil and corrupt things he did, being trapped in a jar unable to move for 200 years was definitely some sort of karmic retribution. The Sole Survivor can even mock him for his predicament:
  • Losing Your Head: By the time the Sole Survivor meets him, he's nothing more than a head in a frozen jar plugged into a computer.
  • Mr. Alt Disney: The Walt Disney parallels are pretty blatant, right down to living on as a frozen head underneath his company's theme park.
  • Pet the Dog: If you keep him alive, he at least comes to appreciate Sierra's company and that at least someone in the future still appreciates his work.
  • Portmanteau: His name is a combination of John Pemberton and Caleb Bradham, inventors of Coca Cola and Pepsi Cola respectively.
  • Powered by a Forsaken Child: His Nuka-Cola Quantum was a side-product of him developing weapons technology for the army, so every time you drink a Quantum, you're downing a bunch of sugary unrefined weapons fuel that he sold to the public. Further exploration will reveal blueprints to turn Quantum into the weapon it was originally meant to be, granting you powerful Nuka-Grenades, "Nuka-Nuke" Mini-Nukes, or weaponized Quantum ammo for the Thirst Zapper.
  • Only in It for the Money: He may have created an amazingly addictive beverage and a huge theme park full of whimsy, but it was all in the name of profit.
  • Who Wants to Live Forever?: He's been alive and unable to move for over 200 years. Also, unlike Professor Calvert, Mr. House, or President Eden, he's not linked to any sort of computer network or any other connection to the outside world and thus has essentially been stuck staring at a wall for centuries. By the time he's discovered, his only desire is death.

Safari Adventure

    Cito 
https://static.tvtropes.org/pmwiki/pub/images/cito_fo4nw.png
A man covered in furs who was raised by, and lives with, ghoulrillas in Safari Adventure.
  • Brutish Character, Brutish Weapon: He's an inarticulate man who was raised by ghoulrillas and wields a super sledge for good measure.
  • Heroic Build: No Tarzan Expy is complete without one.
  • Pet the Dog: Cito is the subject of this if you leave him alive and don't hurt his gorilla family. Once the Safari Adventure park is assigned a gang, you can check in on Cito who reports they're getting along well. Of course, Cito isn't exactly the best judge of how nice someone is being in conversation, but the raiders do avoid killing or hurting him.
  • Raised by Wolves: The Sole Survivor (the sarcastic version), lampshades this by outright saying he was raised by apes. Cito is clueless with the word.
  • Sarcasm-Blind: The Sole Survivor can make all sorts of jabs about Cito, but he won't get it.
  • Tarzan Boy: He's a pretty clear riff on Tarzan: man in a loincloth that was raised by apes. A Sarcastic Sole Survivor lampshades this. Also, this guy's a Walking Shirtless Scene with a massive beard who's a huge fan of eyeshadow.
  • You No Take Candle: He speaks in a very simplistic manner.
  • Walking Shirtless Scene: He wears a fur loincloth and bracers, no shirt.

Kiddie Kingdom

    Oswald the Outrageous 
https://static.tvtropes.org/pmwiki/pub/images/fo4nw_oswald_the_outrageous.png

A glowing ghoul who was working as a stage magician at Kiddie Kingdom when the bombs fell. He and his surviving companions were ghoulified because of the radiation, but sadly everyone except him and his girlfriend went feral over the years and she left roughly a year ago to search out a cure for the Affliction (what they called going feral).


  • Alliterative Name: His real name is Oswald Oppenheimer.
  • Anti-Villain: In the end, he's just protecting his land and waiting for Rachel to return, and isn't outright villainous like the raiders.
  • Arc Villain: Of the Kiddie Kingdom section of the park.
  • Beware the Silly Ones: He still dresses and acts like a stage performer and paints the feral ghouls in the park to look like clowns. Still successfully protecting his "kingdom" from everything that's tried to attack it for the last two hundred years.
  • Cool Sword: He wields the Sword of Wonders, a serrated Chinese Sword that ignores damage and energy resistance. You can get it from him by either killing him or convincing him to leave, where he'll give it and his hat to you.
  • Death World: Kiddie Kingdom's water supply is heavily irradiated, so the sprinklers everywhere keep the feral ghouls energized and poison any invaders. You'll die of rad poisoning very quickly without protection like some Power Armor. He's also turned the funhouse into a death trap maze and uses the local train as a revolving hazard.
  • Didn't Think This Through: A rare in-game and out-of-game example, but if you decide to talk Oswald out of a final confrontation, you'll be constantly irradiated until you die unless you've got high radiation resistance, are wearing a hazmat suit or power armor, some way to continuously remove radiation (like rank 2 of Solar Powered and/or rank 4 of Ghoulish).
  • "Get Back Here!" Boss: The first time you face him, he survives you reducing his HP to 0 and disappears in a flash of smoke.
  • Hero Antagonist: By the time of the main story, he's the only one stopping the Raiders from taking over Kiddie Kingdom for their own purposes, while protecting the ghouls that live there (even if they've all gone feral by that point).
  • Last of His Kind: He's the only non-feral ghoul of the original survivors of Nuka-World.
  • Maybe Magic, Maybe Mundane: Muses on this when he discovers his revival abilities as a glowing one. Ultimately, he decides it doesn't matter so long as he can use it to help his people.
    • It's not stated how his smoke bombs work. He appears to literally be able to disappear into thin air using them.
  • Meaningful Name: Oswald is the oldest sentient resident of Nuka-World, but various attacks and the threat presented by the raiders means he hasn't left Kiddie Kingdom since the war and ultimately plays no part in Nuka-World's fate. His namesake was Walt Disney's first big hit, yet was largely forgotten to time until the early 21st century.
  • Monster Lord: A rare non-feral Glowing One like Jason Bright, and the first we've seen in combat in the 3D games. He uses his radiation powers to continually heal his feral allies, plus he uses his illusion tricks to appear and disappear at will, so he's possibly the most deadly Ghoul in the series.
  • Necromancer: Being a Glowing One, he has the ability to resurrect feral ghouls with the power of radiation, although it would take a toll on his brain function over time for non-ferals.
  • Named After Somebody Famous: Has the same last name as the scientist, lead scientist of the Manhattan project. He also gets his first name from Oswald the Lucky Rabbit.
  • Not Quite the Right Thing: It's never been completely confirmed but there's a theory, in-universe and out, that overdosing on rads makes ghouls more susceptible to going feral. Rachel suspects as much and wonders in her holotape if the sprayers constantly irradiating Kiddie Kingdom might be responsible for making everyone go feral. If true, Oswald's defense mechanism for Kiddie Kingdom is also responsible for all his friends losing their minds and mutating past the point of no return.
  • Shoot the Shaggy Dog: If you convince him to leave via the speech check, he leaves Nuka-World in search of Rachel, unaware that Rachel's corpse can be found in Bradberton.
  • Skippable Boss: You can either kill him or pass a hard speech check or find Rachel's holotape, which causes him to leave Nuka-World in peace.
  • Smoke Out: Being a magician, he's very good at appearing and disappearing in a puff of smoke after throwing a smoke bomb to the floor.
  • Talking the Monster to Death: By passing a hard speech check or by finding a holotape left by Rachel, it's possible to convince Oswald to take his ghouls and leave the Kiddie Kingdom to you while also giving you his sword and hat.
  • You Are Too Late: He spent 200 years to find a cure for Rachel, except Rachel was Driven to Suicide, fearing that she may turn feral and attack everyone indiscriminately. All of his hopes are proven to be futile.
  • Zombie Advocate: For Ghouls, despite being a Ghoul himself. He's protecting the Nuka-World ferals, who may or may not attack everyone — including sane ghouls — since they're his former friends and he's convinced that they can be cured.

    Rachel Watkins 

Oswald's girlfriend from before the war who took refuge in Kiddie Kingdom alongside her boyfriend. Originally an actor she has become a scientist in the hopes of finding a cure for the affliction turning her ghoul friends into mindless ferals. Recently she set out on a journey to accomplish this goal and hasn't returned yet.


  • Action Survivor: She's just a ghoul scientist but has managed to to survive in Kiddie Kingdom long after the war claimed most of her friends and even ventured out into the world outside of the amusement part to find a cure for feral ghoulification. It takes going feral to finally do her in, though she kills herself before she fully turns.
  • Driven to Suicide: She chooses to leave a holotape message for her boyfriend and end her own life since she was beginning to turn feral and risk hurting people. The Sole Survivor can give Oswald this holotape to convince him to leave Kiddie Kingdom without a fight.

Dry Rock Gulch

    Sam Teller 

My name was Sam Teller. I ran caravans and did good, honest deals out of Nuka-World for years. I fought the raiders when they came. I led the holdouts. I was a mother and a wife and a sister and a daughter, and fuck you for taking that all away from me. - Sam's Note

A merchant woman who ran caravans in Nuka-World before the raider gangs showed up. In the end she chose to fight and die rather than become enslaved and her body can be found deep inside the Mad Mulligan's Mine roller-coaster.


  • Action Girl: She leads a group of Nuka-World merchants in the fight against the raiders, unfortunately there were just too many of them and she ends up committing suicide instead of letting them finish her off.
  • Better to Die than Be Killed: After fighting valiantly against the raider gangs she is forced to lead her group to Dry Rock Gulch where they become trapped by the infestation of bloodworms. Rather than allow the raiders to finish her off or let the bloodworms eat her she chooses to commit suicide.
  • Last Stand: She leads the last holdout against the raiders and gives them a good fight before being cornered in Mad Mulligan's Mine and choosing to end her own life rather than allow herself to be captured or eaten by bloodworms.

Hubologists

    In General 

A UFO cult founded pre-Great War by science fiction author Dick Hubbell.


  • Cargo Cult: They believe that an old Gravitron amusement park ride is a genuine spaceship that will take them to their new home on planet Quetzal.
  • Church of Happyology: It's a religion that was founded by a science fiction author, offers treatments to deal with "ghosts" infecting your brain and body, and charges lots of money for followers to progress in the ranks.
  • Mystery Cult: They have secrets that are only revealed if you reach a certain rank.
  • Scam Religion: The religion is divided into ranks from AHS-1 to AHS-9. The treatments to gain promotions have progressively higher charges.

    Dara Hubbell 
https://static.tvtropes.org/pmwiki/pub/images/fo4nw_dara_hubbell.png
AHS-9. The leader of the Hubologist sect in Nuka-World. She and her followers are searching for a spaceship that could take them to an alien world.
  • Ambiguously Gay: She shares a mattress with fellow Hubologist Rolanda Hooper.
  • Church of Happyology: She's the leader of her sect, and presumably of all Hubologists since there can only be one member with the rank of AHS-9.
  • The Cuckoolander Was Right: Her church seems to be hopelessly delusional to the last, but given the fact that her quest reward is a genuine, functioning Alien Blaster, it can be assumed that she's a bit more clued into the true nature of extraterrestrials and space travel in the Fallout universe than she initially seems.
  • Famous Ancestor: She's a direct descendant of Dick Hubbell, the founder of Hubology.
  • Fetch Quest: She basically gets you to find the things her sect is looking for to complete their own quest. Hers isn't as bad as others and you do get a legendary Alien Blaster with ammo out of the deal, too.
  • I Reject Your Reality: Explain to Dara that her spaceship isn't really a spaceship? No, you're the one who is crazy!
  • Not So Above It All: Her magnanimous attitude vanishes if you haggle with her over how much you'll get for helping her.
  • Too Dumb to Live: Nobody in the Hubologist camp quite grasps that the "spaceship" they'be been looking for is just a decommissioned Gravitron that doesn't quite work, she probably the least of all. Played straight if you install more fusion cores than you need to, with hilarious results.
    Sole Survivor: "You do know it's not a real spaceship, right?"
    Dara: "Your mind is limited by neurodynes. If you had my expanded mental powers, you would see the truth about the spaceship."

    Phil Roller 

AHS-7. The second highest-ranking Hubologist in Dara's group. He's the one who handles most of the alignments.


  • Back-Alley Doctor: He's in charge of "alignments", a type of pseudoscientific treatment that supposedly destroys "neurodynes" by dosing you with zeta radiation. Under some circumstances, this can kill you.
  • Passed-Over Promotion: He's been Dara's most faithful follower but she's refused to promote him to AHS-8. His comments get bitter if you pass him in the ranks.

    Cleansed 

The first Hubologist you meet. If you accept his offer, he introduces you to the rest of the group.


  • Badass Preacher: He's level 15, making him the highest level character among the Nuka-Land Hubologists. Dara also says he's their best fighter.
  • The Missionary: You meet him standing on the side of the road. The first thing he asks you is "Are you happy?"

Nuka-World Outskirts

    Evan 

A guy you meet at the outskirts of Nuka-World. Nothing much to him, but there's a reason why he's here.


  • Ascended Fanboy: In a similar vein to Erik the Slayer, Evan is based on a real life fan who passed away due to complications from diabetes.
  • Black Comedy: Putting a tribute to a guy who died of diabetes in a DLC themed around an unhealthy soft drink may seem a bit tasteless, but it's certainly in keeping with the series' grimly subversive style of humor.
  • Nice Guy: Nice enough to not care when you take his stuff, and he even gives you the recipe for Nuka-Love.

Alternative Title(s): Nuka World Characters

Top