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.
- 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.
- Reality Ensues:
- 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.
- 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.
- Supporting Protagonist: The Resident picks up the slack of the Responders, Brotherhood of Steel, Enclave, and the Vault 76 Overseer.
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-fiance.
- 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.
- Kick the Dog: Knew about the Vault-Tec experiments but didn't reveal them to the public.
- 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 fiance is this given the Vault was never meant to help anyone and 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.
- 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.
- 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.
- 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.
- 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: 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 and Wasteland's Desert Rangers.
- They have their main base in an airport like NCR did in Fallout: New Vegas
- 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.
- 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: For the Minutemen and NCR.
- We Help the Helpless: Their ultimate goal and one they were doing a pretty good job of.
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.
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.
- 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: David Thorpe, followed by (technically) Rose.
- 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 less people to rob.
- Not So Harmless: The city of Charleston was destroyed by David Thorpe, eradicating the biggest settlement in the region.
- Posthumous Character: All of them are dead at the beginning of the game, like everyone else. Well, except Rose.
- The Quincy Punk: The Cutthroats have adopted this attitude.
- Rape, Pillage, and Burn: Their entire M.O. and, indeed, the M.O. of almost all Raiders everywhere.
- Sole Survivor: Rose is this.
- 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 dangerous.
A modified Miss Nanny that is the Sole Survivor of the Raiders in Appalachia.
- Badass Adorable: She's a dangerous killing machine! Honest!
- 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.
- 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).
- Replacement Goldfish: Programmed to act like David Thorpe's ex-girlfriend.
- Sole Survivor: The last of the Raiders in the Capital Wasteland due to the Scorched Plague getting everyone else.
- Visionary Villain: Fully intends to rebuild the Raider which one 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.
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.
- FaceHeel Turn: Was an ordinary woman before the Great War made her and others like her desperate enough to become Raiders.
- Posthumous Character: Died before the events of the game.
- The Quincy Punk: Has this look, like Rose and many other Cutthroat Raiders.
- Unholy Matrimony: With David Thorpe.
- Your Cheating Heart: Was David Thorpe's mistress before the Great War.
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 throught 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.
- FaceHeel 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.
- Posthumous Character: Died before the events of the game.
- 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 David Thorpe.
- Your Cheating Heart: Was cheating on his wife with Rosalyn before the Great War.
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.
- 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.
- Posthumous Character: Averted as MODUS is alive but he's a Sole Survivor (and a machine).
- Renegade Splinter Faction: After they lose contact with the Oil Rig, they elect their own President and act on their own.
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 they 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 ave 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.
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.
- Loophole Abuse: He used a loss of contact with the California Oil Rig and a rigged election to become President fo the United States as far as MODUS was confirmed.
- Posthumous Character: Is dead before the events of the game.
- 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.
The Order of Mysteries
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.
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 Mysterys 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.
- Expy: 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.
- 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.
- Reality Ensues: Fighting evil is a dangerous game — especially when you fail to properly protect yourself against treachery from within your ranks, as Shannon learns to her cost.
- 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.
- 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.
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.
- Understanding Boyfriend: Husband, actually, but Frederick was nothing less than his wife's biggest fan.
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).
- 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.
- FaceHeel 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.
Other Residents of Appalachia
An NPC found in the developers' room.
- Training Dummy: This is his entire purpose and nothing more, and served as a perfect test target for all the goodies strewn about the developers' room.
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.
- 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!)
- Token Heroic Orc: Much like Fawkes, Uncle Leo and Strong before him Grahm is a friendly super mutant who works 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.