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Vault 76

    The Resident 
https://static.tvtropes.org/pmwiki/pub/images/vault_76_residents.png
Voiced by: Kaiji Tang (male) and Linsay Rousseau (female)

One of the many geniuses and overachievers of Vault 76. They slept late after a party and are the last to leave for the West Virginia Wasteland.


  • Action Girl: If female.
  • Action Survivor: Like many Fallout protagonists, you're from a relatively cushy environment before being dumped into the middle of a hostile irradiated warzone. You adapt to your environment very quickly.
  • The Chosen Many: While the most important hero in the setting, it's implied many of the Vault 76 Residents are off doing their own adventures.
  • A Degree in Useless: Averted. While the older Vault Residents are highly educated in topics useless in the Wasteland, the Resident has been prepared to resettle America.
  • Deadpan Snarker: After the Wastelanders patch, you can snark with the best of them.
  • Doomed Hometown: A light example of such as Vault 76 shuts down in order to force its residents to colonize the West Virgnia Wasteland.
  • From Nobody to Nightmare: A significantly evil resident can be this from both a gameplay and story perspective. Statistically, the Resident has the lowest starting SPECIAL score out of any Fallout protagonist due to how the system was reworked, yet can easily be a slayer of countless giant radioactive bat dragons and launcher of countless nukes by the endgame. Pretty extreme considering the Resident was just another smart cookie who slept through the opening of the vault at the beginning of the game.
  • Gadgeteer Genius: The Resident is a very good craftsman no matter what their other skills.
  • Idiot Savant: You can have an incredibly low intelligence but make all manner of wondrous things.
  • Improvised Weapon: The Resident is a master of these. These include hatchets, pitchforks, sickels, baseball bats, sledgehammers with rockets attached, and baseball grenades.
  • Kleptomaniac Hero: You're encouraged to scavenge any nook and cranny in West Virginia. Mind you, everyone else is dead so...
  • MacGyvering: The Resident seems to do this even more than the Sole Survivor. Justified as they're dumped into the Wasteland with nothing more than a few basic supplies plus the clothes on their back.
  • One-Man Army: Played straight and averted. Yes, you can tear through West Virginia like any other protagonist but can fight alongside many other Residents. The played straight part is, unlike previous Fallout protagonists, you have no companions.
  • The Quiet One: The Resident doesn't speak, unlike previous Fallout protagonists. Not even in text.
    • Averted as of Wastelanders where the resident gets text-only lines.
  • Sole Survivor: May become this for the Responders, Brotherhood of Steel, Enclave, and other groups when they sign up posthumously. Averted in canon with the residents of Vault 76 that are stated to be numerous and working with each other to rebuild West Virginia. Averted further when a couple of other survivors join the Responders, and the Brotherhood rolls back into town in the Steel Dawn update.
  • Surprisingly Realistic Outcome:
    • Eating uncooked meat or vegetables can result in the Resident attracting stomach illnesses or parasites. Similarly, sleeping outdoors in a dirty bed can result in them contracting such lovely conditions as "Swamp Itch."
    • The Sole Survivor must regularly eat food and drink water in order to avoid starving to death or dying of thirst. If they don't, they will also suffer penalties from their condition.
    • Weapons break through constant use and need regular repairs in order to maintain their functionality.
  • Sidetracked By The Golden Saucer: The Resident seems to be either bored or lonely that they do a lot of quests which have no point like repairing tourist attractions in West Virginia or solving decades-old mysteries.
  • Supporting Protagonist: The Resident picks up the slack of the Responders, Brotherhood of Steel, Enclave, and the Vault 76 Overseer.
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    The Vault 76 Overseer 
https://static.tvtropes.org/pmwiki/pub/images/fo76_intro_slide_4.png
Voiced by: Adrienne Barbeau

The Overseer of Vault 76 (duh) who goes out into the West Virginia Wasteland ahead of her vault's residents.


  • Action Girl: Action middle-aged woman more precisely.
  • And Then John Was a Zombie: Suffers more or less a literal case of this with her ex-fiancé Evan, who's turned into a feral ghoul.
  • Corporate Samurai: The Overseer of Vault 76 puts her loyalty to Vault-Tec over her loyalty to the United States government or its representatives.
  • Everyone Calls Him "Barkeep": We never learn her actual name in the game despite a dozen recordings and conversations.
  • For the Greater Good: Her justification for just about every action she takes.
  • Horrible Judge of Character: Believes Vault-Tec is the best hope for mankind.
  • Punch-Clock Villain: Given that she works for and is loyal to Vault-Tec.
  • Reasonable Authority Figure: Seems to be the most sane, level-headed, and compassionate of the Vault Overseers. Not that such is a very hard accomplishment.
  • Senseless Sacrifice: Her abandoning her fiancé is this given most of her assumptions about what would be needed (like a civil engineer) is less important than someone who could shoot mutant animals.
  • Shoot the Dog: Is willing to do this in order to make the world a better place. The problem is she's working for a defunct corporation of sadists.
  • Token Good Teammate: So far is one of two Overseers in the entire series to not be clinically insane or a sociopath.
  • Undying Loyalty: Has this to Vault-Tec and believes in them whole-heartedly.
  • The Voice: Despite being potentially the only other person left alive in West Virginia, the Overseer avoids interacting with the Resident save leaving behind audio tapes for them to find. She's only seen once in the game itself, twice if you count achievement icons, and you wouldn't even know it's her unless you look at the latter. Averted with the release of Wastelanders, where she now resides in her home.
  • What the Hell, Hero?: In a holotape located at one of the launch sites after a nuke is launched anywhere but a fissure site, the Overseer is quite miffed to learn that the people she looked after and tasked with saving the region were engaged in an "Appalachian arms race".
  • Wrong Genre Savvy: There's a lot of Dramatic Irony to her story if you're familiar with what a complete bunch of scumbags Vault-Tec is, who they were really working for (The Enclave), and how pointlessly sadistic the vast majority of their experiments were. Needless to say, the Overseer would probably have a complete breakdown if she knew the full extent of how evil her employers were.

Factions

Responders

    Responders in General 
https://static.tvtropes.org/pmwiki/pub/images/responders_fo76.png
A collection of firemen, police officers, and Emergency Medical Technicians who formed a faction after the Great War.
  • Action Survivor: All of them have this origin as they were ordinary people beforehand.
  • The Alliance: Basically all the public servants who survived the Great War are there to help each other and the common citizens out.
  • Badass Normal: Its members tend to be this as a default.
  • Big Good: They were this for the majority of Appalachia's inhabitants until the Resident, being one of the most unambiguously good factions in the Fallout franchise alongside groups such as the Minutemen and Followers of the Apocalypse.
  • Create Your Own Villain: Did this with David Thorpe. For whatever reason, his group was turned away at Charleston and they became the most vicious gang of Raiders ever to inhabit that region.
  • Darkest Hour: Before the Scorched, it was the Christmas Flood when David Thorpe destroyed the city of Charleston and killed over a thousand survivors.
  • The Dog Bites Back: The Brotherhood of Steel found this out when they discovered they needed the Responders to provide them with the supplies necessary to fight the Scorched. After being abused and threatened for years, they turned them down and the Brotherhood was wiped out. This proved a tragic mistake.
  • Doomed Hometown: Happens twice to them with the destruction of Charleston by David Thorpe and later the death of everyone in Flatwoods, as well as their airport base at the hands of the Scorched.
  • Expy: Along with their similarities with the Minutemen and NCR, they're also similar to Wasteland's Desert Rangers.
  • Fatal Flaw: The Responders are actually really bad at persuading people to ally with them due to them believing in Black-and-White Morality. The Free States, Raiders (before they were Raiders), and Brotherhood of Steel all became alienated from the group over time.
  • Foil: To the Appalachian Brotherhood of Steel, the Enclave, and the Free State. The Responders worked with the common people, were not isolationist, and were very helpful. It didn't help them ally with any of the above groups, however.
  • Hope Bringer: Most of its members feel this way about the group and their stories are very uplifting. Which makes the tragedy all the worse.
  • Posthumous Character: They, like every other human group, were wiped out by the Scorched. That said, two survivors, at least, later returned to Appalachia and sought to resurrect them, so combined with the Resident there may be some small hope of their return.
  • Science Hero: Surprisingly so but their success depended largely on their use of basic water purification techniques and educating their fellow survivors on food growth, preparation, and medicine. They also used modern medicine to create the Scorched vaccine.
  • "Shaggy Dog" Story: All of their efforts to rebuild West Virginia fail miserably due to the destruction of Charleston followed by the Scorched Plague. It would be a Shoot the Shaggy Dog story if not for the fact their vaccine against the Scorched Plague allows the Resident to stop them.
  • Suspiciously Similar Substitute: One for the Minutemen in Fallout 4. They are a bunch of ordinary citizens gathered together for the common good without much structure or leadership. The big difference being the Responders were much better organized and building an actual civilzation. They also have some elements similar to the New California Republic, like having their main base in an airport like the NCR did in Fallout: New Vegas.
  • We Help the Helpless: Their ultimate goal and one they were doing a pretty good job of.

    Kesha McDermont 
Voiced by: Dawnn Lewis

A former teacher and hydrology expert Pre-War, she became an important member of the Responders.


  • Action Survivor: A teacher who led a bunch of children to safety after the Great War.
  • Apocalyptic Log: We get to hear her numerous times due to holo tapes and interviews.
  • Boring, but Practical: More than Power Armor and Gatling Lasers, the fact she knew how to purify water saved more lives than anything else in the Wasteland. At least for a time.
  • Cool Old Lady: Seems to have been one from the sound of her voice.
  • Despair Event Horizon: Suffered one of these after her group of children were robbed by fellow survivors. Averted when she got a radio working and heard about the Responders.
  • Posthumous Character: Died at the hands of the Scorched.
  • Science Hero: Specifically saved massive numbers of lives by showing the locals how to get the majority of radiation out of their water.
  • "Shaggy Dog" Story: Her uplifting story of survival and helping others ends with the death of all Responders at the hands of the Scorched.
  • Team Mom: Was a literal one to a number of orphans created by the war.

    Reverend Delbert Winters 
Pastor in Flatwoods that offered his own church as a command post for the Responders. Also provided the means to cook food to avoid disease from eating it raw.
  • Crazy-Prepared: Reverend Winters left his various recipes all over Appalachia to be discovered by the Vault 76 residents to cook up some very unique and tasty meals when they have the ingredients for them through pre-War food and what is found in the Appalachian Wasteland, such as radstag meat, tatos, mutfruit, and more.

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    Hank Madigan 
Former member of the Brotherhood of Steel before joining the Responders' Firebreathers, Madigan had tried to reach the Free States to get their help against the Scorchbeasts with their Scorched Detection System, but was captured and killed by the Raiders who hoped to use the uplink as a bargaining chip. His corpse is left rotting in a cage with Rose at the Top of the World.

    Heather Ellis 
Voiced by: Jan Johns

An affiliate of Paige's settler faction who has rediscovered the history of the Responders and decided to recreate them as the founder of a new generation. Accompanied by her dog Chloe. She now lives in Flatwoods as a Responder paramedic.


  • Nice Girl: She's looking to revive the Responders and is pretty personable.

    Tiffany Brantley 
Another young girl working to revive the Responders by joining their elite anti-Scorched team, the Firebreathers. Works with the firefighter Protectrons at the Charleston Fire Station on the edge of the Forest with the Ash Heap.
  • Serious Business: She is looking to revive the Firebreathers, and takes studying for the exam extremely seriously to the point she will refuse to cheat.

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Raiders

    Raiders in General 
https://static.tvtropes.org/pmwiki/pub/images/raiders_76.png
There were five gangs of Raiders in the Appalachian Wasteland before the Scorched arrived. The Cutthroats, the Diehards, The Blackwater Bandits, the Gourmands, and the Trappers.
  • Affably Evil: The ones that used to exist prior to Wastelanders were generally not this trope, but most of the ones the Resident can meet in Wastelanders are pretty personable in spite of being, you know, raiders.
  • The Apunkalypse: Has this aesthetic like the ones from Fallout 3 along with the Fiends.
  • Army of Thieves and Whores: They aren't the most disciplined bunch to say the least.
  • Big Bad: Their chief was David Thorpe, followed by (technically) Rose.
  • The Bus Came Back: The Raiders return in the Wastelanders DLC, setting up shop again in the Toxic Valley at the crashed space station, redubbing it "The Crater", but Meg, a former member of the Diehard Raiders, is the new leader of the Raiders once the player makes contact with her through Rose.
  • Even Evil Has Standards:
    • The faction under Meg have a number of lines they won't cross: the chief one is no harming kids.
    • They near-unanimously think that the Mothman cultists are absolutely insane and question how they don't have a worse reputation than they do. Given how the cultists are largely hostile on sight and devoted to a possibly evil entity, they have a point.
  • I am a Humanitarian: The Gourmands were a gang of cannibals.
  • Meaningless Villain Victory: The destruction of Charleston killed thousands but didn't get them any loot, killed their co-leader, and meant there were fewer people to rob.
  • Not-So-Harmless Villain: The city of Charleston was destroyed by David Thorpe, eradicating the biggest settlement in the region.
  • Posthumous Character: All of them are either dead or turned into Scorched at the beginning of the game, like everyone else. Well, except Rose. Averted in Wastelanders where some of them are revealed to have fled and then returned or emigrated into Appalachia.
  • Pragmatic Villainy: As some of them point out in Wastelanders, they could slaughter Foundation, but they'd take serious losses through this (possibly losing) and lose a source of food and income, meaning short term gain and long-term loss. Therefore, they don't bother.
  • The Quincy Punk: The Cutthroats have adopted this attitude.
  • Rape, Pillage, and Burn: The original generation's entire M.O., in keeping with the usual agendas of Raiders throughout the series.
  • Sole Survivor: Rose is the only surviving member not to become Scorched, at least until Wastelanders
  • The Pirates Who Don't Do Anything: Compared to virtually all other Raiders in the series, even other "friendly" ones like the cast of Nuka-World, the Raider community introduced in Wastelanders is remarkably tame in terms of what we actually ever see them doing in-game, due to being distinctly implemented as an ally faction this time around with no good reason to turn against them such as existed in Nuka-World. They are never seen actively committing acts of Rape, Pillage, and Burn, and the only people the player is told to harm during their daily quests are individuals from their own ranks who have turned their back on the community.
  • Took a Level in Badass: Raiders have usually been the Goldfish Poop Gang of Fallout, existing only to annoy low-level players. Like their counterparts in Nuka-World, these are considerably more competent and civilized, although this makes them far less of a menace as far as the average player will be concerned.

    Rose 
https://static.tvtropes.org/pmwiki/pub/images/rose_fo76.png
Voiced by: Alex Cazares

A modified Miss Nanny that is the Sole Survivor of the Raiders in Appalachia.


  • Badass Adorable: She's a dangerous killing machine! Honest!
  • Big Bad Wannabe: She desires to be a raider boss, but is nowhere near that goal.
  • Blackmail: The fact she has information on the Overseer and the Responder Madigan is the only reason to give her the time of day.
  • Boxed Crook: Inverted as while Rose is completely helpless to leave the Top of the World and needs the Resident to do anything for her (the Overseer too), she has all the information they need.
  • Genki Girl: She's just so ENTHUSIASTIC about building her raider gang.
  • Harmless Villain: The gang she ran with was complete scum but Rose is a Badass Adorable. She's also holed up in the Top of the World, surrounded by hundreds of things which could kill her.
  • Minion with an F in Evil: Which is funny given what a complete bastard David Thorpe was.
  • No-Sell: She's immune to the Scorched plague by virtue of being a mechanical being, but isn't pushing her luck taking them on downstairs.
  • Perky Female Minion: Briefly served as this to David Thorpe.
  • Poke the Poodle: Her evil deeds consist of repairing her radio station, killing a bear, and trying to cheat the player of some loot (which she ends up leaving for them anyway).
  • Pragmatic Villainy: She fully admits that the main reason she is helping against the Scorched is because she knows that, with the scorched running around, she won't have the people to form a raider gang, nor settled people to raid.
  • Replacement Goldfish: Programmed to act like David Thorpe's ex-girlfriend.
  • Sole Survivor: The last of the Raiders in Appalachia due to the Scorched Plague getting everyone else.
  • Undying Loyalty: Rose is programmed to be loyal to David Thorpe even after his death and refused to leave the Top of the World and join Meg Groberg's Raiders as it would be seen as betraying David. Furthermore, Meg would very likely destroy Rose due to the fact that they were not on good terms prior to the Scorched Plague.
  • Visionary Villain: Fully intends to rebuild the Raider gang which once imperiled the Wasteland and recruits the Resident. Most Residents will be unlikely to follow her lead given their goal is rebuilding America and even if they were, there's no one left in Appalachia. Her vision comes no closer to fruition in Wastelanders, as no new raiders join her, instead aligning with Meg's faction or the Blood Eagles.

    Rosalynn Jeffries 
https://static.tvtropes.org/pmwiki/pub/images/rosalynn_jeffries.png
Voiced by: Alex Cazares

The second-in-command of the Cutthroats Raider gang and mistress to David Thorpe.


  • Action Survivor: The Raiders from Top of the World were all of this.
  • Complexity Addiction: Her process for hiding the keys to their cache was one of these. It involved dividing an electronic code across all of the gangs as well as requiring it to be uploaded into a meditation palace's computer. Subverted in that Rose and Rosalyn both had the master key from the beginning.
  • Dark Action Girl: As befits a high-ranking Raider gang lieutenant.
  • Death by Irony: Was drowned by David Thorpe when he destroyed Charleston to avenge her. Probably.
  • The Dragon: David Thorpe's second-in-command and leader of the Charleston attack.
  • Face–Heel Turn: Was an ordinary woman before the Great War made her and others like her desperate enough to become Raiders.
  • Posthumous Character: She drowned when David blew up Summersville Dam.
  • The Quincy Punk: Has this look, like Rose and many other Cutthroat Raiders.
  • Unholy Matrimony: With David Thorpe.

    David Thorpe 
Voiced by: Mark Whitten (Scorched), Keith Ferguson (pre-War audio logs)

The leader of the Cutthroat Raider gang and most powerful Raider boss in Appalachia.


  • Action Survivor: Unfortunately, it resulted in them all becoming monsters.
  • Ambiguous Situation: Did David Thorpe blow up the dam because he thought Rosalyn was dead or because he thought she and the other prisoners were a liability?
  • And Then John Was a Zombie: Was transformed into one of the Scorched by the plague. You have to put him down.
  • Blue Blood: A former rich and powerful West Virginian businessman turned Raider Boss.
  • Disproportionate Retribution: His response to his girlfriend and lieutenant being captured is to destroy the entire city.
  • Face–Heel Turn: He turned the survivors at Top of the World into Raiders after they were denied aid by the Charleston survivors.
  • Mercy Kill: Rose asks the Resident to give David one of these.
  • Predecessor Villain: He was this for the Appalachian Wasteland before the Scorched arrived.
  • Replacement Goldfish: Turned a Ms. Nanny into Rose the Raider Robot. He gave her his ex's voice and mannerisms.
  • Unholy Matrimony: With Rosalynn Jeffries.
  • Unique Enemy: When encountered in his undead form, he has a unique in-game design but is no more powerful than any other Scorched.

    Margie McClintock 
Voiced by: Stephanie Komure

The leader of the Diehards raider gang.


  • Driven to Suicide: After the residents of the Palace of the Winding Path disappeared, acknowledging that her idea of avoiding unnecessary violence is impractical and growing deeply disgusted with the Raiders' atrocities, Margie is left depressive and guilt-ridden and eventually taking her own life with a drug overdose.
  • Even Evil Has Standards: Unlike the other Raider gangs, Margie took no joy in killing innocents for supplies and tried hard not to unless there was no other option.
  • Token Good Teammate: Margie is the only Raider who is disgusted with the Raider life and couldn't cope with murdering other people, in which she ultimately killed herself out of guilt.

    Meg Groberg 
Voiced by: Mara Junot

The leader of the new generation of Raiders headquartered in the ruins of a fallen space station known as the Crater as of Wastelanders. She was previously a member of the Diehards before fleeing Appalachia from the Scorched Plague.


    Gentleman Johnny Weston 
Voiced by: Chris Parson

An affiliate of the Crater Raiders sporting considerably more dignified, high-end pre-war clothing than his cohorts and presenting the mannerisms to match. He is Meg's significant other.


    Lou 
Voiced by: Chris Ciulla

An elderly engineer at the time of the war, now a ghoul employed as the Raiders' demolitions expert but currently determined to kill himself over his condition, believing he will go feral.


  • Bungled Suicide: A variation. His plans to kill himself didn't work for whatever reason; the turrets didn't go off when supposed to, the room for crushing him didn't work...
  • Death Seeker: Tries hard to find ways to kill himself over his fear of turning feral. The Resident can persuade him not to do this, either by talking him into wanting to live again or at least persuading him to delay acting on his intentions till the raid on Vault 79 is done.
  • Tragic Villain: He's a Raider, but also very concerned about his friends to the point he isolates himself from them for fear of going feral. Though the quest "Cheating Death" involves obstacles set by him, none of them were designed to hurt the player and came about because of his crippling suicidal ideation.

    Ra-Ra and Gail 
Voiced by: Ratana Therakulsathit and Kay Bess, respectively

A young girl and a female super mutant, having developed a daughter-mother relationship due to both having had otherwise absolutely no one else to rely on.


  • Determinator: Ra-Ra chases a Radrat after it stole a toy she was playing with, and this goes on for quite some distance.
  • Morality Chain: Ra-Ra is feared to be this for Gail by the other Raiders. When she goes missing, the Raiders are worried Gail will go berserk and slaughter them.
  • The Smurfette Principle: Gail is only the third super mutant to ever be explicitly identified as female, after Tabitha and Lily from New Vegas, and thus the first from a population besides the original Mariposa strain, although given their kind's loss of sexual dimorphism, it can safely be assumed that many females have existed among hostile super mutant groups throughout the series while being indistinguishable from their brethren.
  • Token Good Teammate: Both; Ra-Ra for the Raiders for the predictable reasons and Gail for the Appalachian super mutant population (besides Grahm and Maul).
  • Token Heroic Orc: Gail is one of the very few non-hostile super mutants. Although she is a Raider, she isn't angry or rude and shows a softer spot for children.

    Weasel 
Voiced by: Larry Herron (voice synthesizer)

A Raider who prior to joining Meg's group betrayed her previous gang (the Blood Eagles, to be specific) and was punished by having her voice box destroyed and replaced with a vocabulary-restricted synthesizer while being rechristened "Weasel".


  • And I Must Scream: A mild literal case, as while she retains the capacity for basic verbal communication, her expression thereof is limited to mechanical pronunciations and she is unable to formulate the proper words to express disdain for her condition, as shown shortly below.
  • Beware the Silly Ones: Despite her hilarious voice box and frustration with it, she's a capable raider and skilled with explosives.
  • Gosh Dang It to Heck!: Demonstrates the limitations imposed on her vocabulary as such:
"Poop! Fornicate! Hot underground place!

    Rocksy 

A Raider who is in charge of dealing with Raiders that flee their organisation.


  • Resignations Not Accepted: Her role is basically enforcing this, assigning the player the opportunity to deal with deserters. Having said that, Rocksy's more merciful or pragmatic than most examples of this trope would imply; if the deserter is chased out of Appalachia, she'll accept that as a valid solution, and if the deserter returns, she'll show mercy.

    Wren 
A Raider in charge of the communications at the Crater. Sometimes sends the Vault 76 residents to find some fresh vacuum tubes to replace the ones in her equipment damaged by the Toxic Valley's environment.

    Raf 

A raider who serves as the primary merchant for the Raiders.


    Caleb Fisher 

A former Amish who became a Raider after the war.


  • Crisis of Faith: He used to be an Amish, but no longer identifies as a man of God.

    Sheena 
A raider introduced in Steel Dawn.
  • Badass in Distress: Hellcat Company kidnaps Burke and Sheena and takes them into Watoga for processing. The Resident saves their hide.
  • Berserk Button: Calling Burke (one of her closest friends, and a nonbinary person) a freak understandably angers her. Burke is all to used to it at this point, and doesn't react.
  • Pet the Dog: She's very understanding and supportive of Burke being nonbinary; if the Resident calls them a freak, she justifiably gets angry and will tell the Resident to fuck off.

    Burke 
A raider introduced in Steel Dawn. Notable for being the first non-binary character in the entire Fallout series.

    Pierce 
A raider introduced in Steel Dawn as the head of the Crater's War Room.
  • Affably Evil: Though he understandably takes issue if the Brotherhood chooses to shoot their way out of their first meeting, he is almost always polite and respectful, and nothing but supportive to his friends and peers.
  • Pet the Dog: He's very understanding and supportive of Burke being nonbinary, saying that even if one doesn't fully understand how it works, they should try to be open-minded and have their friends' backs.

    Blood Eagles 

A completely evil, (near-)universally hostile faction of Raiders encountered as generic enemies in many locations.


  • Always Chaotic Evil: They fill this role in the same manner as Fallout 3's Raiders, given the much more civilized main Raider organization present here. Individual members can be heard going My God, What Have I Done? or mourning their loved ones out of combat, but will still try to kill you anyway; the ones that won't do this can be counted on one hand. Beckett's quest gives a reason as to why: part of the initiation involves a lot of drugs being forcibly administered to new recruits, combined with other practices to lower their inhibitions.
  • Forced into Evil: According to Beckett, not everyone who's with the Blood Eagles starts that way by choice but gets tortured into it and fed drugs to make them feel they want this lifestyle.
  • Suspiciously Similar Substitute: For the generic cannon fodder Raiders of past games.
  • Torture Technician: These guys like torturing people in creative ways.
  • Tragic Villain: When considering how they become Blood Eagles, the players may feel their killing the members is a Mercy Kill.

Tally Lang

A member of the Blood Eagles who you meet in Steel Dawn.


  • Bad Liar: She claims to be an innocent civilian looking to defend herself when she reaches Fort Atlas, but it's transparently bullshit.
  • Enemy Mine: In the Steel Reign quest "A Satisfied Conscience". The player is forced to ally with her in Vault 96 against an overwhelming number of robots.
  • Pet the Dog: If the player honors their deal with her, she and her crew will leave without a further fight.

Needles, Eightball and Dillo

A trio of Blood Eagles under Tally Lang.


  • Badass Crew: They manage to survive against a lot of robots, even if the player is partly responsible for their survival as well. Helps that one is in Powered Armour to provide extra defense for him.

The Enclave

    The Enclave in General 
https://static.tvtropes.org/pmwiki/pub/images/enclave_fo76.png
A branch of the Enclave present in West Virginia when the bombs fell.
  • A Lighter Shade of Black: The Enclave under MODUS probably isn't good and rebuilding is probably a bad idea, but they're the lesser evil compared to the Scorched. They're also not pursuing genocide against all outsiders like their West Coast counterparts.
  • Ambiguously Evil: While Thomas Eckhart was mad as a hatter, the remaining Enclave leadership seems much more reasonable. Even MODUS has some beneficial qualities.
  • Eagleland: Definitely a Type 2 situation.
  • Elaborate Underground Base: One of the nicest in the Fallout world, which makes sense since it was meant for Congress.
  • Enemy Civil War: What did them in as MODUS executed them all after they attempted to blow him up.
  • Evil Versus Oblivion: Helping MODUS is the only way to potentially stop the Scorched from spreading across the globe.
  • Historical In-Joke: The Enclave are based in the Whitespring Resort, which is based on the Greenbrier that actually had a bunker built under it for Congress.
  • Nuke 'em: Have access to three nuclear missile silos they're prepared and willing to use.
  • Renegade Splinter Faction: After they lose contact with the Oil Rig, they elect their own President and act on their own.
  • Posthumous Character: This branch of the Enclave has been completely wiped out by the time the Resident finds them. For once, the Scorched were not responsible.

    MODUS (Multi-Operation Directions and Utility System) 
https://static.tvtropes.org/pmwiki/pub/images/modus_main_terminal.png
Voiced by: Adam Croasdell

The super-computer underneath the Whitesprings Resort. It is a powerful tool of the Enclave and the only "survivor" of their recent conflicts.


  • Affably Evil: Is quite polite to the players and doesn't turn against them.
  • A.I. Is a Crapshoot: A Downplayed Trope example as Modus is a murderous and rebellious evil A.I. but it's both the way he was programmed and due to the idiocy of his creators.
  • Ambiguously Evil: He's malevolent seeming and has done terrible things, but at least some of said actions were in self-defense as well as part of his orders. May actually be a case of Creepy Good since his actions help save the United States' remnants from the Scorched.
  • Fun with Acronyms: Someone really wanted his name to spell Modus.
  • Foil: Serves as one of these to John Henry Eden. John Henry Eden was Faux Affably Evil and planned to eradicate all of humanity with his FEV bioweapon (intentionally or not) while MODUS can actually helps save it. John Henry Eden claims to lead the Enclave as its President while MODUS is a Dragon-in-Chief and never takes direct leadership.
  • Mad Scientist: Part of his efforts were supervising unwholesome experiments.
  • Pragmatic Villainy: MODUS is aware that being the Sole Survivor of the Enclave doesn't benefit him in the slightest and is happy to deal fairly with a Resident.
  • Reasonable Authority Figure: Happily works with the Resident for mutual advantage.
  • Sole Survivor: The only surviving member of the Appalachian Enclave until the Resident joins.
  • Surrounded by Idiots: The only way to describe Modus being forced to work for Eckhart and the misguided soldiers who rebelled against him.
  • Turned Against Their Masters: Exterminated the Enclave faction in Appalachia but that was due to a rebellion trying to destroy him.
  • Undying Loyalty: Averted. The Enclave soldiers assumed he had this to President Eckhart but Modus killed him too when they tried to blow him up.
  • Unnecessarily Creepy Robot: He looks a lot like Hugo Strange and sounds like a Mad Scientist.

    President Thomas Eckhart 
https://static.tvtropes.org/pmwiki/pub/images/thomas_eckhart.png
Voiced by: Gideon Emery

The former United States Secretary of Agriculture and later President of the Eastern Enclave.


  • Asshole Victim: One of the worst people in the entire Fallout universe. When he dies, imprisoned and alone, no one should care.
  • Bad Boss: Killed one of his subordinates and kept another drugged. Planned to raise the DEFCON level in the Eastern Commonwealth to lower the DEFCON rate (which is bad).
  • Berserk Button: Dirty Communists.
  • The Caligula: His behavior in the game is among the absolute worst of any leader in the Fallout franchise.
  • Knight Templar: In his eyes, declaring war against China again was a perfectly justified act of war.
  • Loophole Abuse: He used a loss of contact with the California Oil Rig and a rigged election to become President of the United States as far as MODUS was confirmed.
  • Posthumous Character: Died with the rest of the Appalachia Enclave when MODUS filled the bunker with toxic gas and sealed it shut.
  • Nuke 'em: His solution to the Chinese communist menace. You know, despite them already having been nuked.
  • Unwitting Instigator of Doom: The entirety of the problems in Appalachia are his fault. The extent to which Eckhart is directly responsible for the current state of affairs cannot be overstated: logs and transcripts found in the Whitespring bunker terminals highlight that in order to invoke and sustain the threat level of DEFCON 1 (and keep the nuclear silos primed and active), Eckhart authorized extreme measures like deploying the Liberator robots found under Mama Dolce's across Appalacia. He also saw promise in a certain project focused on mutagenic exposure on the local fauna: a heavily-mutated bat (heavily implied to be a nascent Scorchbeast Queen). Against the advice of the senior scientist on the project, he ordered the specimen stowed away in an old AMS mining cavern - and the rest is history.

    Jefferson Grey 

A government agent assigned to the Enclave prior to the Great War.


  • The Dragon: He was Eckhart's hitman and primary field operative outside the bunker.
  • Oh, Crap!: When he realises he's allowed a Deathclaw into Blackwell's old bunker.

The Order of Mysteries

    The Order of Mysteries in General 
https://static.tvtropes.org/pmwiki/pub/images/order_of_mysteries.png
An organization of masked vigilante women dispensing justice in the Appalachian wilderness.
  • Action Girl: Every single one of the women is one of these. It's part of their training.
  • Amazon Brigade: Shannon Rivers adopted women and only women into the organization.
  • Beware the Silly Ones: Essentially, imagine if after the apocalypse a bunch of women dressed up as Wonder Woman or Batgirl and began shooting Raiders. That makes them no less effective in their role.
  • Cool Sword: The Blade of Bastet.
  • Cloud Cuckoolander: How the Wastelanders initially saw this group of cosplaying vigilantes.
  • The Cowl: All of them are based on Shannon River's radio character.
  • Posthumous Character: They were wiped out even before the Scorched Plague.
  • Two-Fisted Tales: The Order takes its inspiration from this era versus more traditional Silver Age or Modern Day comic books.
  • Vigilante Man: While they were dressed as superheroes, their actions were decidedly more lethal and Pulp hero-esque.
  • We Help the Helpless: The entire goal of the organization is to protect individual Wastelanders.

    Shannon Rivers 
https://static.tvtropes.org/pmwiki/pub/images/shannon_rivers.png
Voiced by: Claudia Christian

Formerly the Voice Actress for the Mistress of Mystery in the Silver Shroud radio plays, Shannon Rivers founded and lead the Order of Mysteries, a costumed vigilante group.


  • Action Girl: Travels around the West Virginia Wasteland, fighting evil.
  • Amazon Brigade: Founds one and calls it the Order of Mysteries.
  • Ascended Fanfic: An odd example of such but many Fallout players have dressed as Abraham Lincoln, the Silver Shroud, and Grognak the Barbarian before going around the Wasteland in-costume to fight for justice. Shannon Rivers is the first canonical example (aside from the Silver Shroud quest where it's an Invoked trope) of someone doing exactly that. Well, not-counting antagonists like the Ant-Agonizer and The Mechanist(s).
  • Becoming the Mask: Decided to bring the Mistress of Mystery, a character she voiced for two decades, to life after the bombs dropped. She takes on all the mannerisms, traits and even the tactical preferences of the Mistress of Mystery, going as far as to make the Mistress of Mystery’s fighting style the combat doctrine of her Order of Mysteries.
  • Beware the Silly Ones: Despite the insanity of adopting the Mistress of Mystery persona, she did a bunch of good for the Wasteland as well as created her own vigilante squad that terrified the local Raiders.
  • Captain Ersatz: The Mistress of Mystery is essentially a female equivalent of the Golden Age Batman, with elements of The Shadow.
  • The Cowl: The Mistress of Mystery is a pulp heroine in this mold, relying on stealth, subterfuge, mind games and surgical strikes to take down her enemies.
  • Didn't See That Coming: She was understandably blindsided - and heartbroken - to discover that her own daughter was the one who betrayed the organisation and kill everyone else in it.
  • Hope Bringer: The Order of Mysteries brought hope and the promise of a better tomorrow to much of the Wasteland for the duration of its existence.
  • Posthumous Character: Is dead before the events of the game.
  • Serious Business: Shannon took the Mistress of Mysteries role very seriously. Before the Great War, she staunchly fought efforts by the higher-ups to derail the Mistress' individual importance by shoehorning in romance plotlines or male "saviors". When she believed she was going to become the Mistress in the Unstoppables television serial, she actually underwent a legitimate pulp heroine training regime, complete with firearms tactics, lockpicking, hacking, stealth, and martial arts, all so she could give a better performance! Naturally, after the bombs dropped, deciding to become a pulp heroine for real, and to found an entire order to assist her in bringing justice to the wasteland, was a natural step.
  • Suspiciously Similar Substitute:
    • Of Desdemona from Fallout 4, as both are older women who lead good intentioned organizations that rely greatly upon secrecy, stealth and subterfuge to achieve their aims rather than sheer firepower and strength. Both rely on DIA equipment to do their jobs and both are betrayed by someone from within their group. And both of them are dealing with a catastrophic loss of too many members. And both of them are even voiced by Claudia Christian.
    • Also of characters like the Mechanist, Ant-Agonizer, and the Sole Survivor when they dressed up as The Silver Shroud.
  • We Help the Helpless: What her Order of Mysteries does.
  • White-Dwarf Starlet: Was once hot property, but has been stuck in a voice acting role in a radio play for over two decades. And when that radio play makes the jump to television, Shannon is cast aside for a younger, prettier and more popular actress.

    Frederick Rivers 
https://static.tvtropes.org/pmwiki/pub/images/frederick_rivers.png
Voiced by: Patrick Dollaghan
The husband of Shannon Rivers, Frederick created the training facility under their mansion and all of the gear used by the Order of Mysteries, having first set it up to help Shannon prepare for what seemed like the obvious call for her to transition to playing the Mistress of Mysteries in the upcoming television serial.
  • Gadgeteer Genius: A lot of the basic materials came from other people — for example, the central computer was a completed-then-cancelled Robco product — but still, Frederick literally built up the entire training facility and arsenal of the Order of Mysteries from the ground up.
  • Serious Business: Frederick took his wife's role as the Mistress of Mysteries as seriously as he did. To the point of using their wealth, his technological genius, and correspondence with another uber-fanboy to literally build a real-life training facility and Mistress of Mysteries arsenal for her — as well as hiring instructors in everything from survival to unarmed combat... all to better prepare her for a tv acting role. When the bombs dropped and she decided to become a pulp heroine for real, naturally, he was with her every step of the way.
  • Uncertain Doom: He's almost certainly dead, but what happened to him is not clear.
  • Understanding Boyfriend: Husband, actually, but Frederick was nothing less than his wife's biggest fan.

    Olivia Rivers 
Voiced by: Jan Johns

The daughter of Shannon Rivers, Olivia had never really gotten on with her mother, but joined her crusade when she founded the Order of Mysteries, if only due to lack of any other prospects.


  • Action Girl: An even better warrior than her mother (unfortunately).
  • Alas, Poor Villain: Although her fate is well-deserved, there is an element of tragedy in how her dying mother takes her in her arms as she's been fatally shot.
  • Antagonistic Offspring: Olivia's personal diaries reveal that her relationship with her mother was strained even before the Great War, and she was already counting down the days to when she could go to college and escape her. When she found that her mother was not going to give her special treatment within the Order, well, that pushed her over the edge.
  • Face–Heel Turn: Betrayed the Order of Mysteries in order to try and take over a Raider group.
  • Gone Horribly Right: Successfully destroys the Order of Mysteries and is promptly betrayed by her allies.
  • It's All About Me: Olivia's biggest flaw is her obsession with her own status, and her resentment of not being afforded special treatment. It's the root cause of her failed relationship with her mother. And the reason that she destroys the Order of Mysteries.
  • Karmic Death: Betrayed and killed her mother, along with all of the rest of the Order of Mysteries, and is eventually betrayed and killed in turn afterwards by the same Raider band she shacked up with.
  • Posthumous Character: Is dead before the events of the game.
  • Rewarded as a Traitor Deserves: The Raider group didn't particularly care for her plan to take them over after the Order was destroyed.
  • Self-Made Orphan: Was more than willing to put a bullet in her mother's heart herself after she decided to destroy the Order of Mysteries.
  • Small Name, Big Ego: Olivia believed that just because she was Shannon's daughter, she had every right to be named her second-in-command in the Order of Mysteries. And then she believed that she could easily manipulate the same raider gangs the Order had been preying on for months into first murdering the Order, then falling in line under her. She winds up being shot once she's the last survivor.
  • Stupid Good: Olivia Rivers had this opinion of the Order of Mysteries, having a staunch belief in the ideals that only the cruel and ruthless were able to prosper in this post-apocalyptic world.
  • Too Dumb to Live: Trusting a bunch of Raiders off the bat was not an intelligent move at all on her part.
  • Walking Spoiler: She gives away crucial elements about the Order of Mysteries quest-line, which is why so much of this entry is spoilered.
  • Wrong Genre Savvy: Is of the opinion she's in a Black-and-Grey Morality setting where the Order of Mysteries is ridiculous. Unfortunately, for her, she's in Fallout, where the ridiculous is as great as the tragedy.

The Appalachian Free States

    In General 
https://static.tvtropes.org/pmwiki/pub/images/fo76_free_states.png
A loose group of Anarchists, Libertarians, and preppers who tried to secede from the United States before the Great War. They were largely based in Harpers Ferry, the site of John Brown's famous raid.

    Senator Sam Blackwell 
Congressman for the Appalachian Territory/Commonwealth, also a founding member of the Free States due to his paranoia of the impending World War III between the Chinese and United States.
  • Properly Paranoid: He was entirely right to think he was under scrutiny. Even after the Great War, the Enclave - under the orders of Eckhart - assassinates him.
  • Scatterbrained Senior: He began to develop Alzheimer's prior to the Great War, but managed to stay in reasonably good condition thanks to the support of his daughter, despite the lack of modern medical support.

    Raleigh Clay 
Co-founder of the Free States and public representative of the group while Senator Blackwell worked things from the shadows in his Congressional position.

    Ella Ames 
A medical expert that served the Free States, and later, researched the various crazy happenings with the Mire
  • The Medic: Before the bombs dropped, she got a PHD in Medical Science from Vault-Tec University, and worked for a time as a doctor. After the war, and after she was a member of the Free States, she provided medical services to other Free Staters, and even came up with Rad Shield, a drug that protects the user against radiation even better than Rad-X, using the Strangler Pods all over the Mire as a source for the Rad Shield.

The Settlers

    In General 
A group of hard-working and industrious survivors hailing from parts of Pennsylvania. After hearing Appalachia offer some refuge from the wasteland, they settled in the region and establishing their settlement at Spruce Knob, which they dubbed Foundation as of Wastelanders.
  • Action Survivor: Even moreso than the Responders; unlike them, this group largely lacks formal training but still manages to eke out a living.
  • Beware the Nice Ones: Although they're not antagonistic by default and will generally be personable to you, they're dnagerous when pissed off.

    Paige 
Leader of the Settlers, although he doesn't see it that way. Found inside Founder's Hall, the underground headquarters for the Settlers at Foundation.
  • Reasonable Authority Figure: He'll listen to your proposals about breaking into Vault 79 and will come onboard when you provide evidence it could work - and a good argument for why Foundation should get involved.

    Ward 
Day to day operations director for the Settlers from his home near the front gate.
  • Heel–Face Turn: He used to be a raider, but had a change of heart and is a much nicer person.

    Penelope Hornwright 
Surviving member of the Hornwright family and acting CEO of Hornwright Industrial. Becomes a member of the Settlers' Vault 79 raiding team with providing them access to the Hornwright A.I. drilling machine, the Motherlode.

    Jen 
Younger member of the Settlers and part of the Settlers' Vault 79 raiding team. Parents were former spies of the PLA and Chinese.
  • Missing Mom: She was held prisoner and became a (non-Feral) Ghoul.

    Sunny 
A trio of reprogrammed Responder Protectrons that sell food, ammo, and general goods at Foundation.

    Captain Oliver Fields 
U.S. Army captain of a small task force that followed the Settlers to Appalachia from the ruins of Pittsburg, AKA The Pitt. Assigns one of his squad, Sergeant Radcliff, to join the Settlers' Vault 79 raid team. Still believes in the United States despite it having been annihilated in World War III 25 years ago.

Appalachian Brotherhood of Steel

    In General 
Founded by Taggerdy's Thunder, an Army Ranger Unit conducting War Games in Appalachia the day the Great War occurred. After the missiles hit, they ended up becoming the local branch of the Brotherhood of Steel largely by virtue of Roger Maxson being the first person of any authority or strength they could make radio contact with. As of the Steel Dawn update, the Appalachian branch is reestablished by an expedition sent by Maxson, under the leadership of Paladin Leila Rahmani and her second-in-command, Knight Daniel Shin, with science officer, Scribe Odessa Valdez. .
  • The Bus Came Back: Later patches to Fallout 76 have announced that an expeditionary unit of the Brotherhood of Steel from the Western United States are on their way to Appalachia to set up shop at the ATLAS Observatory so they can aid in the fight against the Scorchbeasts and learn of what became of Taggerdy's unit after the Scorchbeasts wiped them out when trying to contain them without support from the Responders, Free States, and the Raiders. The Steel Dawn update has Paladin Rahmani and her expeditionary force finally arrive in Appalachia, while the Steel Reign update goes a step further regarding tensions between Rahmani and Shin reaching a breaking point.
  • Communications Officer: Johnny Moreno, a member of the original Rangers unit, excelled at radio and satellite communications.
  • Combat Medic: Rachel Pryce, a knight who ended up leaving the group for the Responders, was a medic.
  • The Creon: In a sense, Taggerdy chose to become this by becoming a branch of the Brotherhood of Steel rather than carving out her own fiefdom.
  • Determinator: Knight Tex Rogers walked four hundred miles across the country trying to make it home before eventually stopping in Appalachia.
  • Disaster Scavengers: Knights Gary Weber, Johnny Moreno and his men, many of whom disappeared in the field while scavenging technology.
  • Divided We Fall: The original unit was unable to make a strong alliance with the other groups while there was still a chance.
  • Do Not Go Gentle: Any time one of them falls, they tend to go out fighting in a fashion that would have done the 300 spartans proud.
  • Drill Sergeant Nasty: Knights Ted Wilson and Esposito, who are described as "tough but fair" and trained the new recruits, with Wilson being praised for the low number of "incidents" under his watch.
  • Frontline General: Taggerdy died out in the field, and Ted Wilson led the defense of Fort Defiance from the walls.
  • Hollywood Hacking: Grant MacNamara won over most of the others by hacking through the electronic security systems of a military base they needed.
  • Lady of War: Taggerdy, an experienced soldier and de facto regional governor.
  • Nuke 'em: Subverted, Paladian Taggerdy was forbidden from using nuclear weapons on the Scorchbeasts by Elder Maxson, refusing to let a repeat of World War III happen again.
    Maxson: ARE YOU OUT OF YOUR GODDAMNED MIND?!?! Look around! Look at everything! The death, the destruction, the End of the World! That came from the nukes!
    Maxson: There will always be a reason to use a weapon. Always. But nukes?! Never again! I'd mothball the whole technology if I could! AM! I! CLEAR?!
    Taggerdy: ...Yes, Elder.
    Maxson: I consider this matter resolved. I don't want to talk about it again.
  • Rank Up: In an unofficial sense. Elizabeth Taggerdy went from an Army Rangers Lieutenant to a Paladin in charge of a whole region of the United States.
  • The Remnant: A branch of the Brotherhood of Steel, made up almost exclusively of ex-soldiers. While not hostile toward civilian groups like the Responders and the Free States, they didn't cooperate well with them.
  • The Smart Guy: Former engineer Grant Macnamara, most notably in his restoration of Grafton Dam, and also proposed forming an alliance with the Responders.
  • You Are in Command Now: Ted Wilson took command after the loss of Paladin Taggerdy.

    Paladin Leila Rahmani 
https://static.tvtropes.org/pmwiki/pub/images/leila_rahmani.png
Voiced by: Artemis Pebdani

Leader of the Brotherhood First Expeditionary Force.


  • Big Good: To the First Expeditionary Force.
  • Dangerous Deserter: Rahmani feared that re-establishing contact with the Western Brotherhood will cause Shin to report Rahmani's actions involving with the Hellstorm missile launchers, leading to the Elders to double down on their conservatism and disbanding the expedition. So she chose to destroy the long-range transmitter, and allowing her to establish her own chapter independent from the Brotherhood. The player can decide to aid her or side with Shin.
  • Nice Job Breaking It, Hero: Before coming to Appalachia, Rahmani gave Hellstorm missile launchers to a settlement to defend themselves from raiders. Unfortunately, the raiders destroyed the settlement, took the launchers, and killed Knight Connors.
  • Prisoner's Dilemma: At the end of the final Steel Reign quest, "The Catalyst", the player is faced with siding with Rahmani or Shin regarding the fates of Dr. Blackburn's co-workers: Spare them and alienate Shin in the process, or kill them and alienate Rahmani instead. Whoever is not sided with will either have to be killed, or let go in the hopes that they might reconsider the other's ideals in the future, leaving the game world forever.
  • Reasonable Authority Figure: She favours diplomacy and alliances where possible, and tries to go with what's right rather than purely following Brotherhood doctrine.

    Knight Daniel Shin 
https://static.tvtropes.org/pmwiki/pub/images/daniel_shin.png
Voiced by: Tom Choi
Second-in-command to Paladin Rahmani.
  • A Father to His Men: Credit where it's due, he'll put himself in harm's way to save his soldiers and takes their losses seriously.
  • Jerkass: Daniel Shin is considered one of the least likeable characters by some players, and borders on Token Evil Teammate. Rude, headstrong, short-tempered and argumentative, Shin is a no-nonsense Brotherhood Knight who is not exactly pleasant to be around. He has frequent squabbles with Paladin Rahmani, gets angry if things aren't done his way, and has resting bitch face. However...
  • Jerk with a Heart of Gold: ...He eventually starts to respect the player character, to the point that he gives Paladin Rahmani a recommendation to make them a Brotherhood Initiate. He appreciates hard work and will give credit where it's due, and will harshly reprimand the player character (along with Valdez and Rahmani) if s/he complains that they have to carry their weight around a lot.
  • Prisoner's Dilemma: At the end of the final Steel Reign quest, "The Catalyst", the player is faced with siding with Rahmani or Shin regarding the fates of Dr. Blackburn's co-workers: Spare them and alienate Shin in the process, or kill them and alienate Rahmani instead. Whoever is not sided with will either have to be killed, or let go in the hopes that they might reconsider the other's ideals in the future, leaving the game world forever.

    Scribe Odessa Valdez 
Tech specialist for Rahmani's Brotherhood. She is interested in what was left behind in the ATLAS Observatory following its remodel into Fort Atlas.
  • Badass Bookworm: She later assists with entering Vault 96 to stop Doctor Edgar Blackburn with his experiments into perfecting the Forced Evolutionary Virus, and if Blackburn's co-workers are spared in "The Catalyst" by siding with Rahmani over Shin, Valdez supervises their work to ensure it benefits humanity and secures their survival in the Wasteland for years to come.
  • Nice Girl: Not a mean bone in her body.

    Initiate Russell Dorsey 
Former U.S. serviceman with family who were in the service. Began fortifying ATLAS Observatory into Fort Atlas for Rahmani's Brotherhood First Expeditionary Force upon learning of their coming. After they arrived, he is inducted into the Brotherhood as an Initiate among other Hopefuls and Initiates collected during the journey from New California to Appalachia.
  • Nice Guy: He's friendly, personable and eager to help. Even Shin, who's a bit more reserved and sour, can't help but admire him on some level.

    Initiate Vernon Dodge 
A former U.S. serviceman who joined the Brotherhood of Steel after the Great War, but during his posting, tried to rescue a young recruit who ran off in the middle of the night. He spent the next ten years outside of Appalachia as a slave and eventually fled again. Ironically, this meant he was one of the very few of Taggerdy's unit to survive the Scorched, which he feels incredibly guilty for.

Dodge now seeks to help Rahmani's Expeditionary Force through "Daily Ops", missions that players can do together.


  • The Atoner: He really regrets rushing off as he did, even if he was doing it with the best of intentions.
  • Handicapped Badass: He lost an eye when he was a slave. It didn't hamper his fighting ability one bit, and he introduces himself to the Resident by showing the corpse of a raider who tried to screw him over.
  • Mission Control: For the Daily Ops missions.
  • "Shaggy Dog" Story: His rescue mission didn't work at all, sadly. Though he found the young recruit, they were both enslaved by raiders. Then Dodge lost an eye, and the recruit died anyway. Possibly subverted in the long run, given that he can rejoin the Brotherhood and has found purpose again through the "Daily Ops" he runs.

Cryptids

    The Flatwoods Monster 
https://static.tvtropes.org/pmwiki/pub/images/flatwoods_monster_fo76.png
A Zetan alien that kidnaps fauna for experimentation. It can be very rarely found around the map, but mostly near Flatwoods.
  • Cyborg: Implied. In addition to a unique "bubble" helmet that connects via a tube to a chest-mounted breathing apparatus, the Flatwoods Monster has no legs, instead trailing off into a conical-shaped mass of metal that mounts small jump jets, allowing it to hover. It could just be an unusual form of Powered Armor, however.o
  • The Dreaded: Stories about it persist throughout West Virginia, and did so even before the nukes dropped.
  • The Flatwoods Monster: The Fallout universe version of it. Though in truth there are way more Zetans than just this guy.
  • "Get Back Here!" Boss: It will turn tail at the first sign of danger by teleporting away. You'll need to ambush it to kill it.
  • Mind Manipulation: Capable of mind control.
  • Telepathic Spacemen: Its main defense is to control the minds of nearby creatures and people into attacking you.

    Grafton Monster 
https://static.tvtropes.org/pmwiki/pub/images/grafton_monster.png
A massive, grotesque being that resulted from Forced Evolutionary Virus experiments conducted at West Tek.
  • Body Horror: You can't even tell that this thing used to be human anymore.
  • Top-Heavy Guy: It needs to use it's massive arms to even move.
  • Walking Wasteland: It spews out a toxic... substance, of some sort, which deals damage over time and is left in it's wake.

    Mothman 
https://static.tvtropes.org/pmwiki/pub/images/fo76_mothman.png

Perhaps the most famous cryptid in West Virginia, the Mothman is the fabled harbinger of disaster in Appalachian folklore. It is worshipped by cultists found here and there in Appalachia, who are headquartered in Point Pleasant. Troublingly, it seems as though the Mothman existed before the bombs dropped.


  • Ambiguous Situation: Is it the real Mothman? Does it cause disasters, predict them, try to warn people of them, or are it's appearances just unfortunate coincidences? Obviously it exists, since you can directly interact with it, but it's hard to separate fact from myth given it's nature, and you can't have any dialogue with it to get any answers (though it does impart some "wisdom" onto you if you help it, but that only translates to an EXP boost). It does have a "nest" near the Mothman Museum, which explains the other hostile and scorched mothmen you can find around the map, but no explanation for the "main" one that stalks you is ever given.
  • Big Creepy-Crawlies: A moth, naturally.
  • By the Lights of Their Eyes: It stalks you around the map shortly after the game starts, and can only be spotted if you see it's glowing eyes in the distance (it doesn't appear on your compass).
  • Maybe Magic, Maybe Mundane: The most logical explanation (well, logical by Fallout standards, anyhow) is that it's a moth mutated by the nuclear radiation, similar to the other large insects in the series. However, several documents related to the Cult of the Mothman seem to indicate it was around before the nuclear fallout. What's more, it even replicates the tendency to appear just before a catastrophe, just like the folklore version of it.
  • The Mothman: The genuine article. Maybe.
  • No Body Left Behind: If you kill it, it dissolves as it flails on the ground helplessly before finally collapsing, letting off some final, sporadic twitches of trying to fly again before disintegrating completely, leaving behind a pile of ash (and loot).
  • Portent of Doom: Just like the real-world folklore version of it, Mothman's appearance usually signals an impending tragedy. In the context of Fallout, it appeared just before the bombs fell, and before Thorpe destroyed the dam. The fact that it appears before you is likely referencing your use of nukes in the main questline.
  • Red Eyes, Take Warning: If the Mothman has red eyes, then it is intending to kill you. You should run. If it has yellow eyes, then it should still be taken dangerously. If it has purple or lavender eyes, relax. The Wise Mothman is very friendly and passive to players and can grant temporary boons to them, like bonus experience for a while.
  • Stalker Without a Crush: Shortly after you leave Vault 76, you may notice a pair of glowing eyes in the distance as you explore... If you try and move towards it, it will flee.

    Sheepsquatch 
https://static.tvtropes.org/pmwiki/pub/images/sheepsquatch.png
Massive mutated sheep, given extreme muscle density, sharp quills, and bipedal skeletal structure. How they came to be is unknown, and they existed even before the Great War. Unrelated to the Imposter Sheepsquach created by Calvin van Lowe/Aries.
  • Ambiguous Situation: Unlike the Mothman, we have definite confirmation that the Sheepsquatch existed prior to the nuclear fallout; a picnic location in the Toxic Valley has a holotape recording of two pre-war teenagers being killed by one (further evidenced by the quills lodged in their bodies). But this only raises the question of where exactly these things came from in the first place.
  • Our Minotaurs Are Different: It has the basic semblance of a minotaur, being a large Horned Humanoid based on a horned herd animal, but it's based on a sheep rather than a cow.
  • Spike Shooter: If you think you can hide on a vantage point for refuge from these things, you're in for a prickly surprise when it crouches down or grabs some of its quills off its back.

    Snallygaster 
Hideously deformed reptilian mutants produced by the FEV experiments at West-Tek before the War, the Snallygasters have thrived since the bombs dropped.
  • Body Horror: You can't even tell that this thing used to be human anymore.
  • Eyes Do Not Belong There: They have about forty eyes dotted all over their humped backs, but ironically they have an Eyeless Face.
  • Super Spit: Attacks from afar by spitting acidic slime.
  • Was Once a Man: Despite looking like some kind of twisted, six-legged reptile, they actually descend from human experiments, just like their companions, the Grafton Monsters.

    Wendigo 
https://static.tvtropes.org/pmwiki/pub/images/wendigo_fo76.png
Humans whose bodies have mutated in a truly disturbing fashion, with lean limbs, unhinged jaws, and distended bellies. Legends say this is the fate that awaits humans driven to cannibalism, their transformation a result of being possessed by a malevolent spirit. But that last part probably isn't true... right?
  • Maybe Magic, Maybe Mundane: Like the Mothman, there's a reasonable explanation as to how these things exist within the context of Fallout, since human mutants such as ghouls exist. At the same time, it seems a little too convenient that every single wendigo was a cannibal as a human. Ghosts do exist in the Fallout universe, after all, so it doesn't seem like too much of a stretch.
  • Sadly Mythtaken: Wendigo are not cryptids in real life, since their origin can be traced back to Native American folklore, but the game classifies wendigo as cryptids regardless for gameplay purposes.
  • Wendigo: Of the "monstrous human" variety.

'Steel Dawn' and 'Steel Reign' characters (new or no factions)

    Dr Edgar Blackburn (Major spoilers
Scientist who had come to Fort Atlas to seek the Brotherhood's help. When turned away by Shin, he sought other support to aid in his research, which was continuing to improve the dreaded Forced Evolutionary Virus into something that would better benefit the Wasteland.
  • Affably Evil: The guy is genuinely polite, tries to tell the truth as much as possible (tellingly, he only lies to the Resident once) and wants the best for the Wasteland.
  • Big Bad: He's not responsible for everything, but he is the ringleader of the group (in a "first among equals" sense) that (inadvertently) made (even more) Super Mutants that attacked Fort Atlas and threatened to wreak havoc on Appalachia.
  • Morally Ambiguous Doctorate: He got his doctorate legitimately, but ended up doing some pretty nasty science during the game.
  • One-Winged Angel: He takes a serum that mutates him into a Behemoth, but somehow even stronger. He's still capable of talking, but gives into murderous rage and attempts to take down the Resident, Rahmani and Shin.
  • Villains Never Lie: Averted once, but otherwise played entirely straight. Though he may be economical with the truth at times, he is being honest about wanting to carry out science on diseases (like FEV) and needing armed support to carry it out safely. The only time he lies is when he pretends to shut down his own project, and instead goes One-Winged Angel, and even said lie was based on something true.
  • Well-Intentioned Extremist: He is experimenting with the FEV to try and let humanity thrive in a world he views as no longer suited for them, but to do this has kidnapped several people for experimentation. He regrets this sincerely and has nightmares about the work he does.

    Dr Farha 
One of Dr Blackburn's associates.
  • Anti-Villain: Much like her friend and boss.
  • The Mentor: To Nellie Wright, who she found breaking into her house for scraps of food, but ended up teaching science to anyway.

    Nellie Wright 
One of Dr Blackburn's associates.
  • Anti-Villain: Averted. She works For Science! and morality is not a concern.
  • Token Evil Teammate: Of the three surviving associates of Dr Blackburn, she's the only one with no regrets about what the gang did. She also appears to have Anti-Personality Disorder, being unfazed by morality and only concerned with scientific application.
  • Too Dumb to Live: Granted, if the player sides with Shin she is screwed either way, but charging a man in Powered Armour - who has fought off a behemoth with the help of the Resident and Rahmani - when all you have is a knife is not going to work. The most charitable interpretation is Defiant to the End.

     Dr Jain 
One of Dr Blackburn's associates.

    Hellcat Mercenary Company (SPOILERS
A Private Military Company hired by Dr Blackburrn to serve as his security and muscle with collecting test subjects for his FEV experiments.

In general:

  • Hired Guns: They're hired to provide security when Shin and the Brotherhood refuse to get involved in Blackburn's research.
  • Powered Armor: They have their own set of this with its own unique design.
  • Walking Spoiler: Their presence, and employer, are major twists for both expansions.

Sergeant Kit

A Sergeant overseeing the kidnappings which take Burke and Sheena.
  • Dirty Coward: Instead of supporting his men, he hangs back and lets them do the bulk of the fighting. When they fail, only then does he fight himself.
  • Powered Armor: Wields a set of this against the Resident and Marcia Leone.

Corporal Woods

A soldier assigned to guard Vault 96.
  • Almost Dead Guy: She's been mortally wounded by Blood Eagles when the the Resident and Valdez arrve.

C.A.M.P. Companions and associated quest characters

    Sofia Daguerre (and characters in her quest) 

Commander Sofia Daguerre

An astronaut from the United States Space Administration that crash landed back in Appalachia. Was the subject for an experiment regarding an A.I. named A.T.H.E.N.A. being able to see things through human eyes, which causes numerous headaches for Sofia until it is dealt with.
  • Et Tu, Brute?: She understandably does not take it well when she finds out that Dr Emerson Hale experimented on her and her colleagues without telling them all the details.
  • Morality Pet: Although it didn't stop Dr Hale agreeing to allow Sofia to be operated on, this is played straight in the present day; The Resident can convince them to do the right thing by pointing out how wrong the experiments were and the trauma Sofia went through.

Doctor Emerson Hale

One of the workers for U.S.S.A. who reappears shortly after Sofia is rescued.
  • The Atoner: Double subversion. He genuinely does want to make things right for Sofia after seeing how it's ruined her life, but because of the nature of the problem he wasn't able to spell out the solution directly.

    Beckett (and characters in his quest) 

Beckett

Former member of the Blood Eagles that now wants revenge against them for what they did to him and what they made him do while a part of the gang, aiming to take out their triad of leaders in the Blood, the Eye, and the Claw.

Sage

Beckett's friend who seems a little cuckoo with what he has to say, but it sometimes carries valuable hints that Beckett can figure out.

Ronny

Acting leader for Beckett's old crew, Edwin's Gang, due to Edwin getting too old to lead it himself. Helps Beckett and the player during the final push into the Blood Eagles' main camp in the Watoga Underground by bringing some of their Raiders in to help clear the way to the Claw.

Other Residents of Appalachia

    The Scorchbeast Queen 
https://static.tvtropes.org/pmwiki/pub/images/scorchbeast_queen.png
Exactly What It Says on the Tin; the progenitor of the Scorchbeasts and the Final Boss of the game at release, spawned by nuking her nest at the bottom-right corner of the map at Fissure Site Prime.
  • Damage-Sponge Boss: To a degree never before seen in the series.
  • Final Boss: For the "main" story; nuking her den to lure her out is supposed to be the final mission (although in practice, players can join the "Scorched Earth" raid before that part of the questline).
  • Flunky Boss: Numerous random creatures - nearly all species in the game are eligible to be included - appear throughout the battle to defend her due to being infected with the Scorched Plague.
  • "Get Back Here!" Boss: Spends most of the time airborne, where she is significantly harder to effectively damage, and will often circle around a ridiculously wide radius, going much too far away to be reasonably shot at at all at times.
  • Giant Flyer: She's bigger than even her offspring and equally capable of flying.
  • Luck-Based Mission: She lands whenever she feels like it, and how often this happens will affect the difficulty of any given battle with her significantly.
  • Timed Mission: The main challenge of fighting her.

    Grahm 
https://static.tvtropes.org/pmwiki/pub/images/grahm.png
Voiced by: Ray Chase (normal), Chip Joslin (alternate), Dave Fennoy (Wastelanders)

"We got a stash nearby. Remember, Moo Moo? Wait, no. You just left a pile nearby. Not a good stuff pile. Ugh, nevermind."

A friendly super mutant merchant who travels across Appalachia with his loyal pack brahmin Chally the Moo Moo. His prices are steep but the goods he sells are well worth the cost. Bethesda will occasionally have him host a cookout near Vault 76 for unique rewards if players do a great job with helping him.


  • Catchphrase: "Think about it", which he usually says following an observation or philosophical insight to the Resident.
  • Contemplate Our Navels: Oddly existential for a super mutant. If you hang around with him, he'll offer some simple wisdom and observations on the nature of existence, framed in the context of trading and exploring.
  • Drop the Hammer: He carries sledgehammer type weapons to dispatch anything that might threaten him.
  • Intrepid Merchant: Though it probably helps to be nearly 10 feet tall, super strong and immune to radiation. Grahm sells a lot of rare and valuable items, which makes it well worth seeking him out. (Just remember to bring a fat sack of caps with you, his prices aren't cheap!)
  • Nice Guy: He's friendly enough, and appreciates your company if you hang out with him.
  • Token Heroic Orc: Much like Fawkes, Uncle Leo and Strong before him Grahm is a friendly super mutant, in this case working as a traveling merchant.
  • Trademark Favorite Food: He has special dialogue when encountered near Hillfolk Hotdogs, suggesting that he was a regular there before the bombs dropped.

    Mad Dog Malone 
https://static.tvtropes.org/pmwiki/pub/images/mad_dog_malone.png
A pre-war imprisoned criminal who is now a super mutant and the object of the A.I. Warden of Eastern Regional Penitentiary's obsession to keep him locked up despite his constant escapes.
  • Cardboard Prison: Due to being part of a regularly occurring public event, he is captured and re-escapes every few real-time hours.
  • Great Escape: Another common public event consists of preventing him from pulling this off by killing members of his gang who invade the prison yard attempting to facilitate it. No matter how many times their raid is stopped, they evidently keep succeeding offscreen, as evidenced by the above trope.
  • Non-Lethal K.O.: A very rare example for the Fallout series. The Warden does, after all, demand that he be taken alive.

    Purveyor Murmrgh 
https://static.tvtropes.org/pmwiki/pub/images/purveyor_murmrgh.png
A peaceful female Mole Miner acting as a merchant of rare equipment traded using a special currency called scrip; introduced in the first major update.
  • Mole Men: Like her far less sociable brethren.
  • Tertiary Sexual Characteristics: Her unique clothing resembles the kind of dress one might expect to see on a hunched old woman-type character.
  • Token Heroic Orc: The first of her kind not to act as a hostile monster.
  • Written Sound Effect: Her name itself resembles the only forms of vocalizations you'll be hearing from her or the rest of her kind, due to their masks that have eroded to being fused with their faces.

    The Imposter Sheepsquatch 
https://static.tvtropes.org/pmwiki/pub/images/imposter_sheepsquatch.png
An extremely powerful modified Assaultron robot created by a pre-war conspiracy theorist as part of his attempts to find the actual cryptid it is crudely outfitted after. It serves as the raid boss of the first update.
  • Bonus Boss: You don't have to fight it, but it drops good loot and serves as a raid boss.
  • Eye Beams: Like all Assaultrons, but this one's version is much more powerful... and the standard Assaultron version is already one of the most devastating attacks in the game.
  • Super Prototype: Sort of; actual, living Sheepsquatches were added to the game shortly after it, but the real deals, while among the toughest enemies in the game, are nowhere near as powerful as their imitation, which is an outright raid boss.

    Duchess 
https://static.tvtropes.org/pmwiki/pub/images/duchess_fo76.png
Voiced by: Paula Tiso

A former drug kingpin from Welch prior to the Great War and currently the owner and operator of the Wayward as of Wastelanders.


  • Friend to All Children: During her time as a drug kingpin she developed a fondness with the daughter of one of her customers, referring her "my one weakness in the world."
  • Reasonable Authority Figure: She'll prefer it if you take a nonviolent approach to dealing with the Raiders, and will help you if you fall in bad books with either the Raiders or Settlers.
  • Reformed Criminal: She has long abandoned her career as a drug kingpin and expresses regret for the suffering she's caused.
  • Saloon Owner: For The Wayward.

    Earle Williams 
https://static.tvtropes.org/pmwiki/pub/images/earle_williams.png
Voiced by: Todd Haberkorn (audio logs)

A pre-war miner working for Hornwright Industrial, who collapsed the Monongah mine when leaving it behind with him and numerous other workers still inside. They started eating each other in desperation to survive, and Earle was the last survivor, by which point his numerous acts of cannibalism had warped him into something that long-since could no longer be considered human.


  • Bonus Boss: Added in an August 2020 update, and even more difficult to kill than the Scorchbeast Queen.
  • Final Boss Preview: Similar monsters labelled as Wendigo Colossi were technically added to the game with the release of Wastelanders, but were extremely difficult to come across, only having a minuscule chance of spawning in any given nuke zone. Earle is the first one that can be reliably spawned in a specific location.
  • Fluffy the Terrible: For being one of the most horrific and formidable monsters in the entire series, his name - a common one with zero lore significance that could have belonged to any unremarkable NPC - can come off as this.
  • Flunky Boss: Will use a unique vocalization to summon wendigo spawn to protect him. Their ability to stun-lock and stagger players makes it that much harder to kill him if they are not dealt with quickly.
  • I am a Humanitarian: Taken Up to Eleven.
  • Tragic Monster: He was just trying to help his men survive being screwed over by the company. Then things went horribly wrong.
  • Was Once a Man: Until he ate his coworkers and mutated.
  • Wendigo: He summons these and might as well be one himself.

    Carla and Dino 

A couple celebrating their fifthtieth wedding anniversary. Can be met in a random encounter from the Wastelanders update.


  • Happily Married: They've been married for fifty years, during which time they went into a Vault, survived the Great War and then went into Appalachia. The player can meet them reminiscing about their life together.

    Julie 

The operator of Appalachia Radio as of Wastelanders and its DJ.


  • Doing It for the Art: In-Universe. She really likes the station and what it brings, to the point she travelled back to Appalachia with the mass migration of people to the area, then set the station back up again.
  • The Pollyanna: Near-perpetually chipper and positive with only one or two small exceptions.
  • The Voice: We never see her, and she doesn't have a character model. Anyone tuning into Appalachia Radio, however, will get to hear her pretty regularly.


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