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Characters / Fallout: New Vegas - Companions

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For tropes related to DLC companions, see the Characters pages for their respective DLC:

  • Dead Money (Dog/God, Christine Royce, Dean Domino)
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  • Honest Hearts (Follows-Chalk, Waking Cloud, Joshua Graham)
  • Old World Blues (Roxie)
  • Lonesome Road (ED-E (Copy), Ulysses)

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    In General
Meet your crew.note 
The Courier can meet up with a lot of interesting people in the Mojave, from humans to ghouls to super mutants. Some of them will offer to travel with you; these are your Companions.
  • Badass Normal: Some of them are just baseline humans with training. Doesn't stop them from kicking ass and taking names with the rest of your companions.
  • Central Theme: Nearly all of your companions (including DLC companions and the dog), are currently questioning their place in the world and what to do in it when the Courier meets them. Depending on how you treat them and/or how their personal quest goes, the Courier is able to change their outlook on things. For each of them:
    • Arcade is the youngest remaining survivor of the Enclave. His personal quest is him deciding whether to inherit his father's mission and become a vigilante using Enclave tech, or to forge his own path by helping people through medicine.
    • Boone is a Death Seeker, due to a combination of the Bitter Springs Massacre and him being forced to shoot his wife to prevent her from becoming a Legion slave. At the end of his questline, the Courier can convince him to let go of his suicidal tendencies and try to make up for what he's done, or convince him that people die all the time, so why bother on who it is?
    • Raul is dealing from the loss of his family, his little sister, and a prostitute that reminded him of her. He's on the fence on if he should once again take up his old guns to defend the innocent, or if he should settle down and fix machines for the rest of his life.
    • Cass is suffering from the loss of her caravan, her business and her pride and joy. Once she discovers who's behind it, the Courier can follow her in painting the walls red with their blood, or calm her down by convincing her that taking the evidence to the NCR would be more damaging than even the best-placed load of buckshot.
    • Lily is suffering from memory problems and a malevolent split-personality, Leo. Her medicine keeps Leo at bay, but further clouds her mind, so she deliberately only takes half doses. The Courier can have her continue what she's doing, have her take her recommended dose (which further blocks out Leo but ultimately has her lose the memory of her grandchildren), or convince her to not take the medicine at all (which results in her becoming a raging monster with Leo at the helm).
    • Veronica is slowly watching her chapter of the Brotherhood die out, all the while knowing it's because they follow the Codex too deeply. Her quest deals with trying to find a way to convince the Elder that other technologies besides Power Armor and energy weapons are useful. She fails, and she either stays with the Brotherhood (trying to futilely reform it from within) or she tries to leave for the Followers of the Apocalypse... failing due to some Brotherhood soldiers killing all of the personnel at the outpost she was recruiting at. After killing them, Veronica notes that this solidifies her decision to leave the Brotherhood of Steel.
    • Rex might not be able to speak or really understand the decision being made for him, but he too is at a crossroads when the Courier finds him: the cyberdog is hundred of years old and his preserved brain is gradually giving out, and his sidequest involves finding another dog to donate their brain (willingly or otherwise) so that Rex can live on, with the Courier's choice affecting Rex's personality for years to come.
    • ED-E has a relatively limited personality in the base game, but in Lonesome Road, the military technology of the Divide scans him and outputs an upgraded version — with a restored memory and an emergent ability to think and feel, enough for this version of ED-E to willingly sacrifice himself to stop a nuclear countdown (inspired by the memory of his human creator, the Enclave researcher Dr. Whitley, who did the same for the newly self-aware ED-E back at Raven Rock); alternatively, if the Courier opts to launch the nukes, then like the original, the copy of ED-E carries on to California and the eyebots' 'home' in Navarro. Or, if the Courier didn't care enough to let him out of stasis, he's disassembled, and everything he remembered is lost all over again. Back in the Mojave, the original ED-E receives his copy's combat upgrades... with the implication that those same memories are all still somewhere inside him, waiting to be unlocked.
    • The DLC companions have all some sort of obsession or trauma that gnaws at them due to their inability or unwillingness to move past it. Resolving their personal quest in the best way gives them the means to either let go or begin again. For each of them:
      • Christine is a Brotherhood of Steel black-ops soldier who has both a personal and professional reason to keep going after Elijah, respectively being forced to break up with Veronica and getting mutilated by the Big MT machines and being ordered to punish him for causing the Helios One debacle and abandoning his post as Elder. If the Courier lets her live and is nice to her, she becomes the warden of the Sierra Madre, ensuring it's horrors and bounty stay out of reach.
      • Dog and God are two in one. Dog, like many nightkin, is psychologically broken by his massive use of Stealth Boys and the loss of the Master, seeking an authority figure of any kind (in his case, Elijah) to replace him. God is much saner and only wants to help and protect Dog, but is a violent Control Freak who sees the whole world as threats to Dog, who he sees as incapable of taking care of himself. Both hate each other as Dog sees God as something evil inside him to the point he tries to kill himself by setting the casino on fire to silence him and God sees Dog as childish and ungrateful. Merging the two personalities allows him to "let go" of both his personas' traumas, becoming a new individual free from Elijah.
      • Dean is led by his petty grudge against Frederick Sinclair and his superiority complex, which kept him in the Sierra Madre for centuries just so he could spit on Sinclair's legacy. If you rubbed him the right way and acted as his subversive Number Two, he gets over his grand revenge after finding what happened between Vera Keyes and Sinclair (and has no idea why he feels bad about the whole affair), leaving the Sierra Madre to try his luck in the Mojave.
      • Follows-Chalk wants to see what the world looks like and worships Joshua for being a badass, but is also utterly naive about civilization outside Zion despite his scouting skills. If the Courier talks him out of leaving his tribe, he relents, but comes to terms with the idea that it's for the best.
      • Waking Cloud is resentful about the disappearance of her husband and Daniel's refusal to tell her what happened to him. If you tell her the truth, that the White Legs killed him while he helped the Sorrow's children flee Zion to safety, she is angry at Daniel for hiding the truth, but ends up forgiving him and mourns her husband with her mind appeased.
      • Joshua channels his hatred of the White Legs and the Legion after his failed execution into his New Canaanite faith, claiming he does God's work by killing the Sorrows' enemies. Convincing him to spare Salt-Upon-Wounds after exterminating the White Legs makes him stop and realize he was driven by wrath more than righteous justice.
  • Four-Temperament Ensemble: The four human companions in the main game: Veronica is Sanguine, Cass is Choleric, Boone is Melancholic, and Arcade is Phlegmatic. Unfortunately you can't have all four at the same time unless you use mods on PC.
  • Guys Smash, Girls Shoot: Mostly inverted — Arcade prefers his trusty plasma defender, Raul is The Gunslinger, and Boone is a Cold Sniper, while Veronica is a Bare-Fisted Monk, and all of them will complain if you have them switch from their preferred range (although Boone and Veronica do have tagged Melee and Energy Weapons, respectively). Super mutant Lily wields a massive BFS made from one of the blades of a crashed vertibird, and while she doesn't complain when asked to switch ranges (she carries an assault carbine by default), Melee is one of her tagged skills but Guns isn't. Cass, meanwhile, has both Melee and Guns tagged and is more than happy to get into a good scrap with either, but if asked, what she actually likes best is chucking dynamite or even using her bare fists, even though she knows she's not as good with them.
    Raul: Sure, I'll stop using my rather effective gun and switch to, ah, this piece of metal tubing here. Great plan, boss.
  • Party of Representatives: each of your companions represents a certain group of people, allowing you insight into their beliefs and flaws. Veronica is a member of the Brotherhood of Steel, Arcade is part of the Followers of the Apocalypse and comes from the Enclave, Lily lets you witness the effects of schizophrenia present in all nightkin, Raul is from Arizona and is passably alright with Legion control. Boone and Cass are both NCR, but Boone represents the military side while Cass is a civilian business owner.

Main Companions

    Arcade Israel Gannon
Six of Spades
Voiced by: Zachary Levi

"It's... a thing. A science thing. It hurts robots. Don't worry about it."

Arcade is a Followers of the Apocalypse researcher who is stationed in Freeside. He follows the Courier if he is persuaded, with intelligence or pity or charisma or flirting. He's very reluctant to share his past, but he is committed to making New Vegas a better place. Strangely enough, Arcade is suspiciously proficient in energy weapons and makes comments and observations about the wasteland that a typical Follower should not know.

Provides examples of:

  • All for Nothing: He dies in most of the endings where he is either sold to the Legion or the Legion wins and unable to even save the local refugees, the only ending where he survives is fighting as an Enclave soldier and is imprisoned for his act of selflessness.
  • Ambiguously Jewish: Not many gentiles have "Israel" for a middle name. "Arcade" can be seen as a variation of the Russian or Eastern European name Arkady, favored by Jewish people. Then again, his voice actor is not Jewish despite having a "Jewish-sounding" middle name, so the same could be the case for him (especially since "Gannon" is a very Anglo-Saxon name).
  • Ancestral Weapon: Ancestral Armor: the Gannon Family Tesla Armor, a hand-me-down from his father, an officer in the Enclave.
  • Author Avatar: According to this forum post, his views and personalities were inspired by Joshua Sawyer's own idealism, and that out of all the characters that he has written for the game, Arcade is closest to himself. However, Sawyer also notes this trope is not intended, and Arcade is not directly representing him.
  • Awesome McCoolname: His full name is Arcade Israel Gannon.
  • Badass Bookworm: Extremely knowledgeable about medical matters, and also quite deadly with a plasma pistol and combat-ready, with his own Enclave power armor!
  • Beware the Nice Ones: Even knowing his past with the Enclave, he's a surprisingly effective fighter, and you can have him show up at Hoover Dam in full power armor, gunning down Legion soldiers left and right. He also reacts... poorly if you suddenly throw your hat in with the Legion.
  • Bad Liar: Arcade's obviously practiced at deflecting questions about his past, but occasionally little details and landmarks in the Wasteland will cause him to let something slip, and he's terrible at backpedaling should the Courier notice. He'll even skip the question even if it's not directed at him. When you ask him if he knows more about vertibirds, he'll try to brush it off.
  • Be Careful What You Wish For: He's the companion who'll try to nudge you toward an independent Vegas if you ask him, but if you achieve it, he'll find his workload increase greatly. Subverted, in that even after realizing this, he rolls up his sleeves and delves in.
  • Being Good Sucks: As one analysis of his character summed it up, Arcade is an idealist in a non-ideal world, and thus he will never be content. No matter what you do, the epilogue shows that he won't get a Golden Ending. At best, he'll be somewhat disappointed at the outcome if New Vegas falls under NCR control or achieves independence, but he understands that it's the lesser of all the evils. In all the others, he ends up either being brutally murdered, enslaved and eventually Driven to Suicide, crucified, bitterly disillusioned with his ideals, or hunted down as a war criminal by the same people that he worked very hard to help.
  • Berserk Button: Don't ever think of viewing the Legion as a solution to the wasteland. He gets even madder than Boone when it comes to it.
  • Bittersweet Ending: In the House ending where he remains at the Followers camp, it is said that he grows disillusioned with the Followers and leaves them to work "happily" as a family doctor in the Boneyard. In the Independent ending where he aids the Remnants, despite his pride at victory over the NCR, Legion and House, he realizes an independent Vegas is not as great as he imagined it to be, but he uses his Enclave knowledge and technology to help keep the peace (essentially becoming a post-nuclear Enclave Batman).
  • Chainsaw Good: His default melee weapon is a ripper. Makes sense, considering his past in the Enclave. It possibly also does double-duty as a bone-saw, which would be very useful for a doctor.
  • Combat Medic: He's a doctor which gives you a perk that increases the effectiveness of all your food and medicine, and while he's not the best fighter in the game, he's pretty handy with energy weapons. Some players are perfectly fine with loaning Arcade the REPCONN Q-35 Matter Modulator whenever they need some bodies disintegrated
  • Court Physician: It's possible for you to "volunteer" the services of Arcade as a personal slave and physician to Caesar. Should Caesar survive his illness and achieve victory over the Mohave, Arcade spends many years unwillingly attending to his new master's health, even becoming valued as an companion for his education and his willingness to argue with Caesar; in the end, Arcade is able to use this as an opportunity to steal a scalpel and disembowel himself. However, if Caesar dies prior to the endgame and Lanius achieves victory in his stead, the Legate quickly tires of Arcade's sarcasm and has him crucified.
  • Cultured Badass: Always has a quote from Vergil, Lucan, Cato, or paraphrase of Shakespeare thanks to delving into the Followers' libraries, and a crack shot with a plasma pistol.
  • Dark and Troubled Past: As evasive as he is about it, he was once with the Enclave.
  • Deadpan Snarker: He's probably one of the most sarcastic characters in the game.
  • Doesn't Trust Those Guys: He's probably the second-most anti-Legion companion after Boone. Arcade won't start shooting them on sight, but he makes his contempt known every step of the way. He outright refuses to talk to the Courier if you're wearing Legion armor, even after you've recruited him, calling it insulting.
  • Downer Ending: He draws the short straw in all of the Legion endings, and any NCR ending where he joins the Enclave.
  • Driven to Suicide: In one of his endings. If you sell him to Caesar's Legion, he ends up as Caesar's personal doctor/philosophical sparring partner. After the end of the game, in despair over being forced to help an organization he utterly despises, he disembowels himself with a scalpel in an unguarded moment. Of all the ways he could have chosen to kill himself, he chose the slowest, most agonising way as an affront to Caesar and his legion since he was the only trained, modern medic in Caesar's Legion. Caesar, who grew to see him as an intellectual equal, mourned his death for months.
  • Earn Your Happy Ending: In the Wild Card endings, he gets to roll up his sleeves and make the Mojave a better place with his talents, even if everything wasn't "as good as it could possibly be."
  • Golden Ending: Arguably the NCR ending where he stays at the Followers camp in Freeside. He helps with the sick and wounded while the situation stabilizes, then moves back to California with the Followers to act as a teacher.
  • Good Is Not Dumb: Even if you have high Karma, Arcade won't buy into any stories about your good deeds so easily. He also has a personal "dislike counter" where Machiavellian thoughts about how "The End Justifies The Means" will anger him and outright psychotic actions (such as activating a Kill Sat on the NCR) will cause him to leave you. For similar reasons, he also dislikes Mr. House for exploiting the people of Freeside. That said, he doesn't hesitate to exploit any sort of advantage for the people of Freeside if given the opportunity.
  • Good Is Not Soft: Arcade's an unambiguously good man. However, if he's with the Courier while hunting down the leaders of the Fiends, he'll casually comment that while he's hardly bounty hunter material, he won't lose any sleep over killing them.
  • Gratuitous Latin: He speaks fluent Latin and knows a lot about the history of the Roman Empire. But he's very quick to assure you he did not learn it from the Legion. He still pronounces "Caesar" the English way, presumably out of spite.
  • The Greatest Story Never Told: To ensure Arcade's future well-being, it's better for him to be sent back to the Followers' base to continue his work as a doctor at the end of his personal quest. Should he join the other Enclave remnants and survive the battle, the NCR will identify him as a defector to the Enclave afterwards, and he'll either be forced on the run or be imprisoned indefinitely. The only good outcome where he joins the battle is combined with the truly independent Vegas ending, where he'll become a peacekeeping vigilante armed with Enclave tech.
  • Hidden Depths: Arcade looks nothing more than a doctor in his mid-'30s. Beneath his witty personality and introverted ways, however, he's actually a former member of the Enclave and their youngest survivor.
  • Knight in Sour Armor: Arcade's somewhat bitter, but he's also genuinely devoted to trying to do good and helping the people of the Wasteland. Also, if the Courier has an Intelligence score of less than 3, he'll follow you since he believes someone like you needs all the help they can get.
  • Lampshade Hanging: If Arcade is following the player when the player receives the "The Moon Comes Over the Tower" quest, he'll sarcastically complain about the fact that the quest-giver (who is also a member of the Followers) ignored him. Technically she did, but only because she wasn't given any lines where she speaks to him.
  • Like Father, Like Son: Sawyer has implied that Arcade's father, Mark, was very much a reluctant optimist with a tendency to use Gratuitous Latin too.
    Mark Gannon: It's an old lie, Arcade. Canis caninam non est.note 
  • Malicious Misnaming: Being well-versed in Latin, Arcade presumably knows that Caesar is supposed to be pronounced "Kaisar". He still pronounces it the English way regardless, just to make his disdain for the Legion and Caesar's philosophy obvious.
  • Meaningful Name: Arcade. Arcadia. The "Israel" part of his name also ties into the idea of something higher and better (like the concept of a promised land), which encapsulates his motives and goals rather well.
  • A Million Is a Statistic: Objects to this mindset, and highlights one of the other characters who espouses it. His pride in the Followers of the Apocalypse is that they don't forget the little man in their quest to do great good.
  • Optional Party Member: Outside of doing something that he disapproves of (such as activating Archimedes), after you complete his personal quest, he will leave for the rest of the game, either to rejoin the Enclave or to go back to the Old Mormon Fort to work with the Followers of the Apocalypse again.
  • Sarcastic Confession: If you're blunt enough to call him out on dodging your questions, he responds with this:
    Arcade: (deadpan) To obfuscate my past involvement with a fascist paramilitary organization. (beat) I'm kidding, of course.
  • Saying Too Much: Every time you visit someplace that triggers reminiscing on his part. Invariably followed up with clumsy backpedaling and painfully obvious evasion.
  • Science Hero: At first, he's just a guy in a lab coat with a plasma defender, and maybe a bit more depending on how generous you are with weaponry. Make him join the fight for Hoover Dam, and he even gets the cool Powered Armor requisite of any genius hero.
  • Sesquipedalian Loquaciousness: A bit, at first. Worth noting because after he warms up to you, he starts speaking much more naturally.
  • Shameful Source of Knowledge: He knows a surprising amount about certain obscure topics, such as vertibirds or top-secret pre-war research projects, due to his connection to the Enclave.
  • Shut Up, Hannibal!: Arcade thoroughly trashes the reasoning of both Caesar and Legion-aligned players.
  • Shoot the Shaggy Dog: Any ending where the Legion wins will result in his death.
  • Sins of Our Fathers: If you convince him to fight with the other Remnants at Hoover Dam, you better be going for the House or Wild Card endings. Otherwise, he ends up being hunted by NCR Rangers or imprisoned indefinitely as a war criminal, despite being innocent of any crime other than being his father's son.
  • Sliding Scale of Idealism vs. Cynicism: He's somewhere in between. Unlike many other members of the Followers of Apocalypse, he understands that he lives in a Crapsack World and sometimes one needs to resort to violence to get things done. He's also quite an idealist, however, and very much wants to see an independent New Vegas.
  • Small Steps Hero: Doesn't really like sacrificing people for the greater good. It takes convincing for him not to dislike you if you turn in Anderson, even though he stole water from NCR people and murdered the person sent to find out where it went.
  • Sophisticated as Hell: In regards to the Legion and especially Caesar's POV, he doesn't even try to calmly deconstruct his reasons and just yells out that he's full of shit... in philosophical/political language, mixed with a healthy number of Precision F Strikes.
    Arcade: What a load of Brahmin shit, can you believe this guy!?
    Courier: Who, Caesar?
    Arcade: Of course, Caesar! You can hardly even hold his men responsible, given how they're practically raised to worship him as a living deity. What's the point of surviving the war? Why did the founders of the Followers crawl their way out of vaults to bring knowledge back to the wasteland? So we could act like the last two thousand years didn't happen? Play dress up so we can fight ancient wars all over again? No way is he getting away with this. I'm not letting it happen. You're not letting it happen.
    Courier: He seemed pretty smart to me.
    Arcade: Being "smart" doesn't matter if you're insane. Everything makes sense to Caesar because he's twisted everything to his world view. He's Caesar reincarnated, the NCR is the corrupt Roman senate. I wouldn't be surprised if he thought the Colorado River were the new Rubicon.note  He abdicates responsibility to a myth of historical inevitability. But he's not Caesar. This isn't Rome. And he isn't going to get away with this.
    • If you hand him over to the Legion to be Caesar's personal physician, he will have this gem to give you when you say hi to him afterwards:
      Arcade: In the words of Socrates, "Go fornicate yourself."
  • Specs of Awesome and Stoic Spectacles: Cannot be removed from his face when giving him new pieces of clothing.
  • Straight Gay: Other then a few comments here and there, he rarely acts upon his orientation.
  • Teeth-Clenched Teamwork: Admits to wanting to throw ED-E into Lake Mead with a few pulse grenades after it for good measure. After learning about his past, presumably Arcade was worried that ED-E would've recognized him as a former member of the Enclave and give the game away.
  • Unlucky Everydude: His explanation for why he's currently unattached is that he's "boring". The reality is more interesting, but you won't be finding out any time soon because he's got issues.
  • Vigilante Man: In the Independent ending where he aids the Remnants, Arcade uses his Enclave knowledge and technology to help maintain the peace, essentially becoming an Enclave Batman.
  • "Well Done, Son!" Guy: Although he only opens up enough to tell you about it during "For Auld Lang Syne", Arcade is curious and anxious about whether his father would be proud of him. You can either encourage or discourage this mindset.
  • What the Hell, Hero?: If you tell the Enclave Remnants to support Caesar's Legion, he'll completely drop his normally calm and logical personality and lose it, denouncing you as a cold-blooded murderer before leaving you forever. He also does this if you use Archimedes to kill the NCR troopers stationed at Helios One.
  • Wide-Eyed Idealist: According to Word of God, this is ultimately the point of his character. While he's a little more cynical and worldly than your average example of this trope, his idealism is what drives him.

    Craig Boone
Two of Hearts
Voiced by: Jason Marsdennote 

"You take out a debt, it's only a matter of time before someone comes collecting."

Boone is a former NCR First Recon Sniper who settled in Novac. His wife was recently killed and he wants to hunt down those responsible for the events which lead to her death. He enlists the aid of the Courier and will tag along after the matter is settled, however, he is being haunted by other ghosts in his past. Boone is highly proficient with rifles, tough, and he's a surprisingly decent melee fighter too.

Provides examples of:

  • 10-Minute Retirement: One of the possible endings has Boone reenlisting with his old unit after the victory of NCR.
  • Adult Fear: Having your wife and unborn child kidnapped and having to Mercy Kill them both to save them from A Fate Worse Than Death under the Legion.
  • The Aloner: After the death of his wife and a falling-out with his best friend, he spends most of his time alone. Until you come along.
  • Anti-Hero: While certainly well-intentioned, he has no problem decapitating an unarmed old woman with a single shot (albeit for a very good reason). Depending on how you resolve his quest, he may remain in this slot and murder his old commanding officer or decide to make the best of his situation and become a less ambiguously-good anti-hero.
  • The Atoner: For the most part, it appears that his coldness comes from the incident with his wife, but what disturbs him most is the Bitter Springs incident where some innocent civilians were killed with him directly involved.
  • Badass Bandolier: A possible reward for his personal quest if you make him let go of his Death Seeker penchant.
  • Badass Boast:
    • Also a Pre-Asskicking One-Liner, but before a fight or even during it, he often says "Can't run from me," and can easily back it up.
    • He has another when discussing First Recon's motto, "The last thing you never see."
      Boone: It was pretty accurate, and so were we.
  • Bald of Awesome: Well, military-regulation shaved head, but still counts.
  • Berserk Button: You can unequip his 1st Recon beret by removing it from his inventory. But you shouldn't.
  • Bond One-Liner: If you are heading to kill Caesar and bring Boone with you, he has one after doing the deed:
    Boone: Thumbs down, you son of a bitch.
  • Book Dumb: Downplayed, but Boone has a fairly low Intelligence stat compared to other companions. Makes sense in that while other characters come from either educated backgrounds (Arcade and Veronica) or have developed skills other than fighting (Raul and Cass), Boone is just a very talented and well-trained soldier. His experiences against the Legion do at least mean he's familiar with a few Roman customs.
  • Boom, Headshot!: With Boone around, often the first warning you'll be given of an enemy coming at you is a slow-motion shot of their head exploding. He is a sniper after all. Also how he deals with Jeannie May.
  • Cold Sniper: He's an emotionless, taciturn army sniper whose sole purpose in life is to hunt down every last Legionary he can and shoot them dead. Notably every other member of 1st Recon other than Bitter-Root averts this to one degree or another, as if to show that not every sniper turns into this, and how unhealthy and detached Boone really is.
  • Conservation of Ninjutsu: Depending on the ending. One ending has him sniping high-ranking Legion officials from afar and amassing a huge bounty with no one daring to chase after him, while another has him pulling off a particularly epic suicide mission in the heart of Legion territory and killing scores of Legionnaires before being being captured and crucified.
  • Cool Shades: Wears them, the better to wipe away any trace of emotion from his face.
  • Creepy Monotone: Speaks like this most of the time, particularly when he gets angry.
  • Death Seeker: After the atrocity that his unit committed at Bitter Springs and the death of his wife, he don't see any point in living any more and joined you because he had a feeling that traveling with you will lead him to the death he deserves. At the end of his personal quest, he will go on a suicide mission of defending an NCR refugee camp against a full-scale Legion attack, fully expecting this to be the event he sensed, and will be surprised when he survives. The player can talk him out of his mindset, or not.
  • Defiant to the End: In his suicide mission ending. After killing scores of legionaries, he's eventually captured by the Legion and is sentenced to death. But before his crucifixion, he's brought before Legate Lanius, who expresses admiration for Boone's recklessness. Boone's only response is to spit chewing tobacco into Lanius' eye, thereby humiliating him front of the whole Legion.
  • Disc-One Nuke: Possibly one of the most powerful companions in the entire game in terms of combat effectiveness and he can be obtained fairly early on. Often, the first warning you'll get that you're under attack is a slow-motion shot of the enemy's head exploding. Offset somewhat by the fact that having Boone along makes any kind of peaceful interaction with the Legion completely impossible, but for many players that's not much of a downside.
  • Dumb Muscle: It doesn't take looking in the game files for anyone to guess that Boone's charisma is set to 1, but most players wouldn't immediately realize is that Boone is also rocking the worst intelligence of all humanoid companions as well at a measly 3 (tied with Lily, who's not only a nightkin, the species renown for their bad intelligence, but also has severe brain damage and needs medication to keep her self thinking straight). For reference, if the player's intelligence hits 3 they can't even form basic sentences. Despite this Boone is unquestionably the best combatant in the game. Even ignoring his preference to guns, he's actually really good at melee, having the melee skill tagged, the 2nd best stat for it overall behind Lily, and having 7 strength. given his history as a soldier, it's not too surprising he doesn't think to hard about things when he does them.
  • Empty Shell: It's implied he was already The Stoic before losing Carla, but when you meet him he's an emotionless killer whose only remaining purpose in life is to kill as many Legion soldiers as he can and then die trying. Establishing just how dead Boone is on the inside was important enough to the devs that he has a unique script for his Idle Animation where he won't look at passing characters, including the Courier, unless they address him directly — he just stares straight ahead until it's time to go back to work. He barely speaks unless spoken to, and makes no extraneous gestures — if it isn't walking, fighting, or a basic autonomous function, Boone doesn't bother.
  • The Fatalist: He's convinced that fate is out to get him for the things he's done and he's not about to stop it. After the Legion launches a raid on Bitter Springs, he's convinced that it would be the end for him. When he and the Courier survive, he's surprised, feeling like a Cosmic Plaything and still convinced that it'll happen eventually. You have the option to talk him out of it or encourage him to embrace it.
    Boone: It don't mean disrespect. It's a hell of a thing having someone with your ability looking out for me. But I've come to believe that there are things that nobody can stop.
  • Fire-Forged Friends: If you complete his companion quest and are still firmly committed against the Legion, Boone basically becomes this to you. If you then bring him with you to launch an attack on Caesar's Fort, just before taking the boat over, he will stop and tell you It Has Been an Honor.
  • Gameplay and Story Segregation: While Boone was a loyal soldier and never questioned what his orders were even at the worst of times, his Intelligence stat being at 3 doesn't really match up too much with how he's shown in dialogue. For reference, the only other companion with 3 intelligence has severe brain damage and is a super mutant, who're are infamously stupid outside of The Masters lieutenant, Fawkes Marcus, and Keene. This is really highlighted when the player's intelligence stat matches his, as your IQ is so low you often struggle to say even basic words. Boone doesn't display anything even remotely close to this. It's always clear he doesn't put much thought into anything but he clearly shows to be of at least average human intelligence.
  • Good Is Not Nice: He's an anti-social jerk, but he does mean well.
  • Happily Married: Well, he was. Based on how Boone talks about Carla, she was able to pull him out of his guilt for a while, and it was clear just from how he talks about her that he deeply loved her.
  • Heartbroken Badass: His beloved wife was murdered.
  • Hidden Heart of Gold: Despite his aloof nature brought about by his traumatic experiences, he's a good man at heart who admits he appreciates the Courier's company and he makes it clear if you ask that he's glad they could save some NCR soldiers in person, instead of just giving them a Mercy Kill from afar.
  • Improbable Aiming Skills: Literally, since his Guns skill is actually over the maximum: skills can only go up to 100; Boone is hardcoded with a Guns skill of 106. His damage, accuracy, and range all add up to a Disc-One Nuke as a companion.
  • Informed Flaw: He claims that he's not as proficient with melee weapons as he is with guns, which is technically true because of his Guns skill exceeding the maximum 100, but it's still one of his tagged skills.
  • It's Personal: Boone has a HUGE mad-on for the Legion after what happened to Carla, such that his response to them is to shoot them on sight.
  • Jump Scare: His ability to kill enemies you don't know were there causes this as you suddenly see a enemies' head explode with no warning as you walk along.
  • Knight in Sour Armor: Boone is an utter cynic and the only meaning he sees for his life is hunting legionaries, but he still has some morals and believes that NCR is fighting for the right cause even after he left them due to the Bitter Springs massacre. This can be subverted if he became vengeful over Bitter Springs and the courier accomplished a victory for an independent Vegas or Mr. House, as Boone will abandon his morality and turn into a mercenary and assassin, without carrying if his targets are innocent or not.
  • Laser-Guided Karma: Privately believes himself to be a (justified) victim of this.
  • Last-Name Basis: Boone goes by Boone, not Craig. It's how he introduces himself, and the few people you meet who knew him before are his NCR army buddies.
  • Last Stand: If the Legion wins and he's not been persuaded to let his vengeance go, he'll go on one of these and kill hundreds of the bastards before being captured and crucified.
  • The Load: You shouldn't bother with Boone if you're planning to side with the Legion (or have any kind of non-combat dealings with them at all)note ; with him at your side, every Legion NPC will immediately turn hostile, regardless of how many quests you've done for them, as soon as they come in range — and keeping in mind Boone is a professional sniper, "in range" is well beyond what the player is likely to see, or even what the game can render. He'll at least warn you about it when you enter Legion territory, asking if you want him to stay behind.
  • The Lost Lenore: His dead wife Carla.
  • Machete Mayhem: His default melee weapon is a simple machete.
  • Mangst: Textbook: the Legion took his wife and unborn child from him, and now nothing matters to him but his revenge.
  • Memetic Badass: In addition to being one out-of-universe, even people In-Universe recognize his skills, since the 1st Recon insignia is universal shorthand for badass. Special mention has to go to the radio announcement after you complete his quest:
    Mr. New Vegas: One witness said, quote, "God sent us two angels and at least one of them had a .308 caliber flaming sword of justice with a telescopic sight."
  • Mercy Kill: Killed his own wife (who was pregnant with his child) after she was captured, because what awaited her and the kid in the Legion was worse.
  • Murder-Suicide: If the NCR wins, and you either do not complete his companion quest or complete it and convince him to seek revenge for Bitter Springs, his ending has him load a pistol with only two bullets and set off for California to find the NCR officer who ordered the attack.
  • The Musketeer: While Boone is primarily a sniper, he's actually quite competent in melee despite what he says.
  • My Country, Right or Wrong: Averted. He's still loyal to the principles and ideals of the NCR, but he sees that the republic has some serious issues when it comes to their expansionism and corruption. However, he seems to have no real problem if the Courier manages to secure Vegas' independence as long as they're still friendly with the NCR, and he'll even end up staying in the Mojave over going back home since he can't bring himself to leave the place where he met Carla.
  • Nice Hat: He still wears his 1st Recon Beret and will give you a spare if you help him find out who sold out his wife. If you take the original out of his inventory, he'll be a bit peeved at you. If you ask, he also answers that he keeps his beret even when he sleeps. Which he indeed does, because NPCs don't change clothes to sleep.
  • Notice This: Invoked as a mechanic. Boone's companion perk is Spotter, which marks enemies in shiny glowing red while you aim for easy sniping.
  • Oblivious to Love: Maybe. It's hard to tell, since he's so reticent. The game suggests that his best friend Manny has feelings for himinvoked. Boone went to him for help first after she disappeared, but when he realized Manny was more glad than anything, they had a falling out. It's not made entirely clear if Boone knows why Manny was so glad.
  • One-Man Army: Gameplay-wise, he can solo several groups of enemies by himself. A Bad Ending to his personal quest mentions he rages a suicidal attack on the Legion and brings down dozens before he's captured.
  • Pay Evil unto Evil: See the Roaring Rampage of Revenge below.
  • Professional Killer: As a sniper, this was a pretty big part of his job. Also, a possible ending for him if you make him abandon his personal moral code.
  • Punny Name: He's a boon companion named Boone.
  • The Quiet One: Relatively so, at least. Unlike the other companions, during his travels with you, he can go on for weeks without speaking a single word.
  • Rage Against the Reflection: Implied; the bathroom mirror in his motel room is shattered (but few mirrors in the game aren't), and there's a bottle of drugs left in the sink.
  • Roaring Rampage of Revenge:
    • For kidnapping his wife, he's pretty much devoted his life to hunting down every last Legion soldier he can find.
    • If the Legion takes control of Hoover Dam and his Death Seeker tendencies are encouraged, he'll go on one against the whole Legion, taking out scores of legionnaires before he is caught and crucified. If he's reined in on those self-destructive tendencies, he instead goes on a one-man killing spree through Legion territory against Legion officials, racking up a huge bounty on his head but with everyone too fearful of him to hunt him down.
  • Still Wearing the Old Colors: He and Manny both wear their berets despite no longer being part of 1st Recon. Also, completing his personal quest grants him a (unique) NCR military outfit, regardless of the faction the Courier and he side with during the story.
  • The Stoic: Doesn't show much emotion other than his hatred for the Legion.
  • Sympathetic Murder Backstory: Two, actually. His wife Carla and the civilians at Bitter Springs.
  • Target Spotter: He has training as a spotter from his days in First Recon. If you recruit him as a follower, he'll mark hostile targets with a red aura when you use iron-sights aiming, making them easier to pick off.
  • Thousand-Yard Stare: Important enough to his character that Boone has his own unique script for his Idle Animation than other characters: Boone only stares in one direction when he isn't moving and won't look at the player when they walk into his view until you talk to him — at which point he won't look anywhere else.
  • This Is Unforgivable!: Upon realizing that his one and only friend is happy that his wife is gone, he instantly cut all ties with Manny and refused to speak with him anymore. It's not clear if he understands why Manny was happy Carla was out of the picture, but regardless Boon was livid, to the point that they are unable to patch things out.
  • Tragic Keepsake: If you play in Hardcore Mode and Boone dies, upon looting his body you will find out that he carried a letter he wrote for Carla in case he died before her.
  • Tranquil Fury: Even when he's angry, he speaks in the same level, emotionless tone of voice.
  • Vigilante Man: In the same ending as above, he spends his off-duty hours gunning down slavers.
  • Violence Really Is the Answer: When the question in hand is the Legion, that is.
  • What the Hell, Hero?: You have to keep a decent NCR rep and a low Legion rep to keep him around. Kill too many NCR soldiers or civilians, or help the Legion, and he'll call you out and leave you. Also, if you purposely make him kill the wrong person in his mission in Novac and let him know about it, he'll quickly try to kill you.
  • Younger Than They Look: He might look and sound like he's in his late thirties or forties, but he's actually 26 years old, making him the youngest companion (Veronica being a year older than Boone).

    Raul Alfonso Tejada
Voiced by: Danny Trejo

"I'm an open book, boss. Granted, the book's in Spanish and some of the pages have fallen out, but I'm an open book."

Raul is a Wandering Ghoul Mechanic Vaquero who is captured by a crazy super mutant named Tabitha in Black Mountain. He can be rescued by the Courier, and becomes a companion out of gratitude. There is more to the ghoul than meets the eye however. Raul specializes in revolvers and lever-action rifles and can also maintain the Courier's equipment.

Provides examples of:

  • Adult Fear: In his side-quest, Raul shows a fear of growing old and what to do with his life after it.
  • Amusing Injuries: On his leg to be exact. And if you knock him unconscious...
  • And I Must Scream: If you make Tabitha leave Black Mountain by repairing Rhonda, she leaves without unlocking Raul's cell. She also turns off Black Mountain Radio, preventing him from broadcasting his call for help. What would have happened to him if the Courier hadn't freed him?
  • Anti-Hero: He's mostly good, but he holds a positive view of Caesar's Legion. He explains that he is fully aware that people have very good reasons for their objections to the way they run the show both internally and externally, but also he notices that he has seen with his own eyes how their rule has brought peace and stability to quite a few lawless hell-holes. It all hints at him harboring some dark views on government or suffered personally at the hands of bandits that the Legion is the lesser evil of the two.
  • Badass Mustache: It might be tiny, but his mustache survived ghoulification.
  • Beware the Nice Ones: Raul's a pretty cool guy, if a bit snarky. If you get him angry, be prepared to be filled with revolver bullets. The raiders who killed his sister and Claudia learned this the hard way.
  • Cool Old Guy: He's been around since before the bombs fell.
  • Cowardly Sidekick: If you take him to the REPCONN test site and encounter Feral Ghouls, he'll tell them to eat the smoothskin.
  • Cowboy: Formerly a Vaquero to be exact, though he can be convinced to become one again.
  • Deadpan Snarker: Will snark at anything. Even if you point gun at him, he'll only say that he "wouldn't mind so much, if it wasn't for that maniacal glee in your eye".
  • Determinator: Raul, on the subject of Claudia being kidnapped...
    Raul: They had a head start, but they slept nights. I didn't.
    Raul: [...] By being a meaner old cuss than the rest of them, boss. I wanted to keep living until they weren't, so I just kept shooting until they were all dead. I was in pretty bad shape in the end, though. I don't know how long I laid there with the sun baking me and the buzzards chomping at me. Eventually I got the strength to start moving. Some long time after that, I managed to drag my carcass back to town.
  • Downer Ending: Sort of, though through no fault of the writers. The three NPCs you need to talk to for his companion quest are all notoriously buggy and have a higher than normal chance of disappearing, spawn where they shouldn't (i.e. IN the maps) or bug out and not give dialogue options. This makes them impossible to talk to and thus makes it impossible to complete Raul's quest, resigning him to a fate of going back to being a drifter and never finding peace.
  • Earn Your Happy Ending: If the player does complete his personal quest, he will get one of the happiest endings of the companions. He will either happily retire to the quiet life of a mechanic, or become a heroic vigilante determined to protect the weak.
  • Fate Worse than Death: A minor version; If the Courier doesn't bother to make the trip to the mountain, Raul is just stuck there, falling prey to the whims of a crazed super mutant. He knows she won't kill him but still a miserable existence.
  • Genre Blind: The reason for his Ghoulification. He admits that at the time, he wasn't really aware of the effects of the Atomic Bombs, so he didn't realize why going to a nuked out Mexico City was a bad idea until after the radiation poisoning set in.
  • Heroic Neutral: He doesn't really mind the Legion, as he witnessed the change in Arizona. But when he sees anyone that preys on the weak...
  • He's Back: A possible outcome of his companion quest, the other being that he comes to accept that being a Retired Badass isn't so bad.
  • Highly Visible Ninja: If you convince him to go back to his old ways and try to sneak, he'll snark about how the old ghoul in the vaquero outfit will just blend in with the scenery.
  • Insistent Terminology: One thing he's a bit of a stickler on is the name of Tucson, which he refuses to refer to as Two-Sun. Mostly because he's the only one who remembers its real name.
    Raul: ...the locals can call it Two-Sun all they want, but it's Tuscon, dammit!
  • Know When to Fold 'Em: The Courier can convince him to give up his gun-slinging ways and focus on being a repairman.
  • Let's Get Dangerous!: His Old Vaquero perk really gives his edge back.
  • Made of Iron: But it's more due to sheer force of will than physical prowess.
    Raul: By being a meaner old cuss than the rest of them, boss. I wanted to keep living until they weren't, so I just kept shooting until they were all dead.
  • Mr. Fixit:
    • A skilled repairman who can even fix terminals. Having him around makes your weapons degrade 50% more slowly. He can also repair your equipment and has a Repair skill of 100, but you have to dismiss him and tell him to go to his shack instead of the Lucky 38 for him to be able to do it.
    • If you convince him to give up being a Vaquero and hang up his guns for good, he spends the rest of his days living in New Vegas, fixing ancient machinery. This also makes his companion perk more effective, causing your equipment to degrade 75% more slowly (which will fully cancel out the downside of the "Built to Destroy" trait if you've taken it).
  • My Greatest Failure: His failure to protect his little sister Rafaela, as well as Identical Stranger Claudia many years later from being killed by raiders.
  • Mythology Gag: Raul has a similar habit to Vic in that he keeps calling the Courier boss. It helps that he's also a repairman that you rescue from slavery.
  • Nice Hat: If you convince him to take up his gunslinging ways again, Raul gets a sweet-looking vaquero outfit, complete with badass sombrero.
  • The Nicknamer: He always refers to the Courier as "boss".
  • Ninja Pirate Zombie Robot: He's a Ghoul Mechanic Vaquero.
  • Pre-Asskicking One-Liner:
    Raul: I been doin' this longer than you, pal!
  • Quick Draw: His specialty in his days as a Vaquero. If you make him return to his Vaquero ways, he gets a perk that increases his firing speed with revolvers and lever-action guns. No matter what perks you have, he will shoot faster than you.
  • Really 700 Years Old: He was alive before the Great War and can still remember how the world used to be like. He's actually one of the oldest living ghouls ever introduced. He's over two hundred years old, and remembers the nuclear war that ended the old world.
  • Roaring Rampage of Revenge: Has had to pull this off twice now, for his sister and for Claudia. Wasn't pretty for either side.
  • Sarcastic Devotee: Like Arcade and Veronica, Raul is prone to making snarky comments. Unlike them, it's pretty apparent he actually believes you're completely foolish, though he avoids saying so outright. Just like the rest of the companions however, he still believes in you.
  • Servile Snarker: Raul is perhaps one of the wittiest companions in the entire series. Even if he clearly sees you as a fool, he'll follow you through any faction's path, even the Legion's. He may sound snarky whenever he calls you boss, but after his companion quest, you know he isn't kidding.
  • Shrouded in Myth:
    • If you persuade him to go back to his vigilante ways, his ending has stories coming in of a ghost Vaquero who protects the weak.
    • He treats Mr. House this way, stating that he could either be a clever raider with a mind for history who took his name, that he left instruction to his robots before the war or that he uploaded his brain patterns to a computer to become a "godless, soulless machine-god" that rules Vegas (though he's obviously sarcastic about that last one). He even suggests that it could all be one big coincidence. He also talks about how even before the war House was an enigmatic figure.
  • Sweet Tooth: He will comment on and eat sweet consumables such as bubblegum and Sunset Sarsaparilla, if you leave them in his inventory.
  • Token Evil Teammate: Downplayed. He's not evil per se, but he's the only companion that has a somewhat positive opinion on Caesar's Legion.
  • Undying Loyalty: To Rafaela, Claudia and, especially after his companion quest, you.
  • Vigilante Man: In his Vaquero ending, he takes up his guns and hunts down those who would prey on the weak.
  • Weak, but Skilled: He states that his eyesight among other things have gotten poorer with age but he's still fairly fast with a gun. As stated above, he can get his edge back.
  • Weapon of Choice: Can equip revolvers and lever-action rifles, typical cowboy/vaquero weapons.
  • What the Hell, Hero?: If you tell him that his family deserved to get killed by raiders in their sleep due to not setting a watch, he'll accept that while they should have been more careful, saying that they deserved is way out of line.
    Raul: Maybe we made a mistake. It was early on, we didn't know just how serious it was out there. But to say they deserved it? What kind of devil are you, boss?

    Rose of Sharon "Cass" Cassidy
Three of Hearts
Voiced by: Rachel Roswell

"A sober woman might take insult at that. Me, I might just bust you one."

Rose of Sharon Cassidy used to be the proud owner of the Cassidy Caravans until it was erased from the Mojave Wasteland. The Courier can convince Cass to sell the will to her caravan but it will take some heavy persuading or some heavy drinking to do so. Now down on her luck and with nothing better to do, Cass joins the Courier on a romp through the Wasteland.

In combat Cass is capable of a variety of methods to eliminate the opposition: shoot guns, chuck dynamite, and even bludgeon someone when it's really necessary. Just like dear old dad.

Provides examples of:

  • Action Girl: Rough and tumble and fond of a good bar fight.
  • The Alcoholic: Her companion perk and much of her personality are based around her constant drinking. You find her at the bar at the Mojave Outpost, where she says she's already been there for days and she'll stay there until when or if the Courier recruits her. After that, she continues drinking and suggests the Courier join her, offering to brew up some godawful homemade "whiskey"/moonshine on the trail. Her companion perk actually removes all the downsides of being the Alcoholic for the Courier.
  • Anti-Hero: She may be a coarse, hostile boozy snarker, but her morals are solid, being the only follower to call the Courier out on evil Karma, and expressing concern for your welfare as the story progresses. Depending on how you resolve her quest, she may become more violent or keep to her morals.
  • Armor-Piercing Attack: She starts out with the Shotgun Surgeon perk, which ignores 10 points of DT (Damage Threshold) on each of the multiple projectiles fired with every shot.
  • Badass Normal: Compared to the other three human companions, she has no military training or equipment. Cass is just a cowgirl with a shotgun who's been around the wasteland a lot, and picked up a lifetime's worth of fighting experience.
  • Beauty Is Never Tarnished: Someone who's been living off whiskey and getting into bar fights for more than half her life should not still be that gorgeous.
  • Booze-Based Buff: Her companion perk, "Whiskey Rose", removes the penalties from all alcohol items and alcohol addiction, allowing you to gain all the SPECIAL bonuses with no downsides. She'll also match you drink for drink, though in her case the Strength bonus is only useful if you've equipped her for melee.
  • Canon Immigrant: Not the character per se, but her face. It bears a strong resemblance to several non-canon depictions of her father's face: bony cheeks, straight thin nose, blue eyes, and straight lips. Granted, her face is more feminine and has 30+ years less on it.
  • Continuity Nod: She is the daughter of Fallout 2's Cassidy. She also inherited his heart condition and gets upset if you use drugs.
  • Cruel Mercy: You can convince her in her quest that letting the NCR bureaucracy deal with the Crimson Caravan and the Van Graffs is far worse than simply killing them. However, if the player previously helped the Crimson Caravan's owner, Alice McLafferty, steal the Gun Runners' design schematics, this option still winds up getting McLafferty and the Van Graffs killed once their crimes are publicly exposed, though by the Gun Runners instead of Cass.
  • Deadpan Snarker: Something that she learned from her father.
  • Disappeared Dad: John Cassidy just up and left one day; Cass has no clue what happened to him. She believes he probably died somewhere in the wastes — she's not sentimental, but she doesn't think he was the type to just walk out on his family.
  • Don't Explain the Joke: Her rather colorful metaphor for the NCR's expansionism.
    Cass: Nobody's dick is that fucking long, not even Long Dick Johnson. And he had a fucking long dick. Thus, the name.
  • Downer Ending: Potentially. If you side with House, the epilogue reveals that Cass eventually dies of a heart attack (having apparently inherited her father's congenital heart problems) sometime after the ending. Her narration echoes the last line in The Great Gatsby:
    Cass: We were going full speed ahead... but facing backwards the whole time.
  • Drowning My Sorrows: You find her doing this at an NCR outpost.
  • Fiery Redhead: Quite a mouth, outspoken, snarky, prone to slug someone who talks smack with her, and crimson-locked.
  • Functional Addict: Dialogue with her makes it clear that she's an alcoholic, however it doesn't seem to affect her at all. Her companion perk even turns you into a functional addict as well, removing the penalties from alcohol addiction.
  • Gargle Blaster: The ingredients for her moonshine. Do you wanna try alcohol that's made from fission batteries?
  • Generation Xerox: Like her father, she becomes the companion of a person destined to change the wastelands. The nightkin on Black Mountain seems to know her father as well.
  • Gilded Cage: Tell her to go to the Lucky 38, and she says "Back to the gilded cage." In general, she seems to display a certain level of contempt for Vegas as a city. She even has a unique text when/if the player sends her to wait in the Lucky 38 " Cass has the Lucky 38."
  • Good Is Not Soft: She's tough as nails and twice as righteous. If an evil Courier pleads that they tried to do the right thing, but life in the wasteland was too hard, she'll be unequivocal — become harder, and do good anyway.
  • Guide Dang It!: A mild case, but compared to your other companions her recruitment quest does have the most steps. First you need to make it to Crimson Caravan headquarters and do Alice McLafferty's first mission, delivering an invoice to Fort McCarran. Only then will she give you the mission to buy out Cassidy Caravans, at which point you can go back to Mojave Outpost... only to find out you must pass a Barter/Speech check of no less than 50 to make the deal. If you were already at level 30 in the base game, you might be out of luck.
  • Hard-Drinking Party Girl: To the extent that her companion perk lets you drink whiskey and become an alcoholic with no downsides. She even lets you brew moonshine.
  • Heart Trauma: She has a heart condition, much like her father. It's possible for her to die from it post-game if you side with House.
  • Ironic Name: In The Grapes of Wrath, her namesake is submissive, hyper-feminine and very nearly useless. Cass is tomboyish, independent, and as hard as nails.
  • Jerk with a Heart of Gold: She might be foul-mouthed and sarcastic at times, but she also has a very strong sense of morals.
  • Jumping Off the Slippery Slope: Alice and the Van Graffs may deserve a bullet in the head, but attacking the former in public will result in the deaths of a lot of innocent bystanders.
  • The Lad-ette: She drinks, sleeps around, swears a lot, and is incredibly adorable.
  • Late Character Syndrome: Fitting her into an established playstyle isn't always easy. You can only have one humanoid character at a time, and Cass isn't the furthest from where the Courier starts, but recruiting her does require you to jump through several hoops and then do some extra work to make her competitive with combat-centric companions like Boone, Veronica, and Lily. Even her booze-based companion perk can be somewhat niche, possibly requiring a previously sober PC to suddenly take up drinking.
  • Like an Old Married Couple: Most of her interaction with the Courier has subtle shades of this, likely a holdover of the cut companion romance quests.
  • My Country, Right or Wrong: Partially subverted. Although she's an NCR citizen and a patriot, she sees that there are a lot of problems with the Republic. Nonetheless, as Cass herself puts it:
    Cass: The NCR's like family. Not the functional kind, but more like 'Some dumbass younger brother, say, who knocked up the pastor's daughter, can't hold a job, and his home-away is a jail cell'; they frustrate the hell out of you, but you stand by them anyway, because that's what families do.
  • My Girl Is a Slut: Though she's normally only into men, she'll admit to a female Courier with "Cherchez La Femme" that once she's got enough booze in her she'll bang anyone, male or female. However she seems to have genuine Affection with a male Courier and even has a relationship with them that resembles marriage.
  • Nice Hat: No special properties, but the unique shape gives her Hidden Eyes half the time. She levels her gaze with more gravity when she looks from beneath the brim.
  • Nice Job Breaking It, Hero!: Following through with her Roaring Rampage of Revenge and killing the Van Graffs and Alice will severely damage the NCR's efforts to supply the Mojave once the battle for the Hoover Dam is over. Letting them live, however...
  • Oh, Crap!: If her currently-equipped weapon is inadequate for the enemy she’s facing:
    Cass: I’m just pissing him off!
  • Older Than They Look: Cass is actually 37 and the oldest of the human companions. She looks around ten years younger than that, which is odd for someone who's led such a hard-drinking life.
  • Parental Abandonment: Her father left at an early age.
  • Really Gets Around: She’s had her share of fun in the wasteland, and when she gets enough booze in her, doesn’t care who she gets into bed with. If the NCR wins, and the Courier is male, Cass will go to his room in order to 'celebrate', but only finds an NCR trooper whose barracks got destroyed. So she cuts her losses and screws that guy instead.
  • Roaring Rampage of Revenge: An option in her side quest is to gun down responsible for shooting up her caravan.
  • Ship Tease: She seems to have the hots for the Courier (mostly seen with male). As noted she shows signs of Unresolved Sexual Tension, as well as having a relationship Like an Old Married Couple.
  • Shotguns Are Just Better: Her default weapon is a caravan shotgun, and she has the Shotgun Surgeon perk to give her shotgun blasts extra penetrating power (-10 DT). Even this can slow her down in the later game, but shotguns can remain competitive with the right ammo. Get the girl a riot shotgun and watch the bodies pile up.
  • Shout-Out: As she'll point out short of naming the title, her father took the name from The Grapes of Wrath. Apparently naming after characters runs in the family - Cassidy Senior liked to mention he was named after a character from some old comic book.
  • The Snark Knight: She adheres to a very strict code of conduct. "Tact" is not part of that book, however.
  • Stunned Silence: The Independent ending implies that Cass is absolutely amazed at the Courier for managing to hold off the Legion, NCR, and House, but for once shows enough tact to say anything about it.
    Cass lived to see the Courier take down three armies, and by her count, that was three more than she expected. She kept quiet about that though.
  • Tomboy and Girly Girl: The tomboy to Veronica's girly girl. Possibly to a female Courier as well depending on how you play.
  • Unresolved Sexual Tension: Definitely displays this with the Courier.When romance sidequests were planned, there was going to be a quest where the two of you woke up with The King watching over you, only to find out the two of you got drunk the previous night and The King married you.
  • Vitriolic Best Buds: Depending on the player's action, she can easily become this with the Courier.
  • What Measure Is a Mook?: When she learns that Alice McLafferty conspired with the Van Graffs to kill off her competition, she initially wants to kill them all, which would also mean killing several guards at the Crimson Caravan outpost who likely did nothing wrong and knew nothing of the conspiracy. She can be talked out of it, under the justification that reporting their dealings to the NCR is a worse punishment.
  • What the Hell, Hero?:
    • She will leave you if your Karma drops too low for her liking. A stand-out example, really, because every other companion judges by reputation among factions. Luckily your Karma is unlikely to drop low enough that she takes off unless you're purposefully trying to be a bastard... in which case you're likely to have sold her out to her enemies and gotten her killed.
    • She'll also call you out if after convincing her to let the NCR deal with the Crimson Caravan and the Van Graffs, you just kill them anyways, asking why you even bothered in the first place, though she's more annoyed at how you just wasted her time.

    Lilian "Lily" Marie Bowen
Voiced by: David Anthony Pizzuto (as a nightkin), Marianne Muellerleile (as a human, holotape only)

"Grandma's got a present for you!"

Lily's an old nightkin who was transformed long ago, when The Master amassed an army of nightkin like her, having been an elderly woman at the time. Like all nightkin, she has developed schizophrenia as a result of prolonged Stealth Boy exposure, which manifests as an aggressive alternate personality/devil on her shoulder named Leo. She joins the Courier when she learns about the investigation behind the recent Bighorner disappearances. Lily can fire guns, but she really shines in sneaking and melee combat. During their adventures, the Courier discovers that Lily needs to take her medicine so that her mental faculties regain some semblance of order. The Courier can either help Lily on the road to recovery or make it easier for Leo to come out and play.

Provides examples of:

  • Ace Custom: The Courier can obtain copies of all other companion weapons except hers. Her melee weapon (a vertibird propeller blade) is one of a kind (she made it herself), and while the Courier can easily get his/her hands on an assault carbine, it's impossible to get a silencer mod for it.
  • Adult Fear:
    • Lily's side quest involves learning an elderly friend/family member is not taking their psychiatric medicine properly and then trying to make a difficult decision on balancing its benefits with its side effects.
      • If she takes it properly, she stops having episodes but she loses her memory of her grandchildren.
      • If she continues on her half dose, she developes a dementia like state where she falsely remembers her grandchildren as alive and wanders off to look for them.
      • If she stops completely, she loses her mind to violent insanity.
    • Lily is an old woman struggling with memory issues, including forgetting her own grandchildren.
  • Anti-Hero: Would probably be a straight-up good guy on her own, but her Split Personality Leo's influence can push her into psychotic behavior. Can slide deeper into insanity and evil depending on the player's actions.
  • Ax-Crazy: She's a lot more sane then most nightkin, but she can still go crazy during combat and as a companion, she'll occasionally have a mental breakdown and attack everyone she sees.
  • Beware the Nice Ones: Even though she's a nightkin, Lily's still got the personality of a sweet ol' granny. Leo, on the other hand...
  • Berserk Button: Don't mess with her bighorners... just don't.
  • BFS: She wields a vertibird propeller blade as a sword.
  • Bunny-Ears Lawyer: She may be senile and is even more crazy than most nightkin you encounter, but she's still a competent fighter and was a high-ranking member of the Master's army.
  • Call to Agriculture: A former Unity spy and assassin turned bighorner shepherdess.
  • Cloud Cuckoolander: As with all nightkin, persistent Stealth Boy abuse has resulted in mental illness, in her case a violent split personality named Leo. She's also a hulking super mutant who acts like your slightly forgetful grandmother, though in her case that's actually her original personality shining through.
  • Cool Old Lady: She's a stealthy version of The Incredible Hulk who actually was a sweet old lady in her pre-nightkin days, and post-transformation regained most of her grandmotherly tendencies in the years since she left the Master's army. Even better, she more or less adopts you as her surrogate grandchild and kicks ass on your behalf with a sword made out of vertibird and/or an assault carbine. What's not cool about that?
  • Downer Ending: Lily is the only companion in the game with no real "good" ending. Depending on how much medicine you convince her to take, she'll either forget about her grandchildren entirely and throw away her holotapes of them because they now mean nothing to her, remember her grandchildren but be just crazy enough to think they're still alive after all these years and spend the rest of her life on a futile search for them, or just go totally crazy and end up as a mindless, violent beast.
  • Funny Schizophrenia: Played with. On one hand, the way she talks to or about Leo is pretty funny. But when 'he' fully takes control of her, the implications are a lot less funny.
  • Gentle Giant: She's incredibly kind by Super Mutant standards to the point that she's one of the few West Coast Mutants to actually hate The Master (with even Marcus reminiscing fondly of his days in the Unity).
  • Gollum Made Me Do It: Leo Made Me Do It: When Lily goes into an Unstoppable Rage, it's because Leo managed to take control of her.
  • Guttural Growler: Has the same gravelly snarl as most other super mutants, belying the fact that she's really just a kindly old grandmother. Most of the time, anyway.
  • Granny Classic: She may not look like one (apart from her hat and floral-print dress) but she sure acts like a loving, protective grandmother... that is, until Leo takes over.
  • Insane = Violent: Lily is clearly suffering with schizophrenia, mistaking people for her long-dead relatives and hallucinating that a voice called Leo is making her do violent things but in general Lily is pretty harmless when not in combat. If she is convinced to stop taking her meds however she becomes nothing more than a rampaging berserker, lost in her madness.
  • Invisibility Cloak: Regardless of whether the player has any Stealth Boys or not, Lily turns invisible automatically when you crouch.
  • Lightning Bruiser: As a super mutant, she'll charge into battle faster than you can, she maxes out with the highest HP of any main game companion (Dog and God can have more), her skin is the equivalent of Combat Armor, and she wields a BFS by default. It's also reinforced by the fact that she has 9 in Strength, 8 in Endurance, and 10 in Agility.
  • Mama Bear: She's this, and thinks you're her grandson, regardless of your character's actual gender.
    Lily: Get behind me, dearie! (Lily proceeds to paint the room red with blood)
  • More Dakka: She's the only companion whose default ranged weapon (an assault carbine) is automatic. Although Raul with his vaquero outfit and revolvers comes close.
  • Never Mess with Granny: Especially if she is an invisible super mutant with a Split Personality coming at you with a weaponized helicopter blade.
  • Ninja Pirate Zombie Robot: Super Mutant Ninja Grandma.
  • No Indoor Voice: Like most super mutants, she has trouble keeping her guttural growl below a dull roar.
  • Old Soldier: Like all West Coast super mutants, she served in the Master's army at one point.
  • Punch-Clock Villain: If asked about her time back in the Unity army, she openly calls the Master a "nasty man" and says that he got what was coming to him.
  • Replacement Goldfish: Lily latches onto the Courier as a replacement for her grandchildren.
  • Split Personality: "Leo", her Ax-Crazy alter ego.
  • Split-Personality Takeover: If she's severely wounded, Leo will take complete control of her and she goes berserk.
  • Stealth Expert: Despite her size and lack of volume control, Lily is still a nightkin and has the highest sneak skill of all companions. She employs an unlimited-use personal Stealth Boy when going into stealth and her personal perk doubles the time the Courier's Stealth Boys last.
  • Stealthy Colossus: She's a nightkin, elite super mutants specially equipped with Stealth Boys and trained by the Master's army to act as spies and assassins.
  • Superpowered Evil Side: Downplayed, but choosing to have Lily stop taking her medicine entirely will make her more susceptible to Leo's influence (she will go berserk at 50% health instead of 25%), but will make her more effective in combat, even when Leo isn't in control. If the Courier convinces her to stop taking her meds she'll be able to remember her grandchildren... but her schizophrenia becomes progressively worse until the sweet granny becomes lost under her violent madness.
  • With Catlike Tread: Although she's still the Stealth Expert regardless. Go into crouch mode and this is what you get:

    Veronica Renata Santangelo
Voiced by: Felicia Day

"Thanks for taking a chance on a naive young girl from California with stars in her eyes and a pneumatic gauntlet on her hand."

Veronica is a Brotherhood Scribe whose mission is to retrieve supplies that her bunker needs. But that doesn't stop her from tagging along with the Courier, hoping to learn more about the world and the Brotherhood's place in it. She specializes in crafting items for the Courier and dishing out violence with her fist.

Provides examples of:

  • Action Girl: A scout for a secret paramilitary/monastic/knightly order of power-armored heavily-armed soldiers and scientists.
  • And This Is for...: If you wipe out Hidden Valley before meeting her and tell her about doing so when she asks you if you've heard of the Brotherhood of Steel.
    Veronica: In that case, this is for them.
  • Badass Adorable: She's very cute, helped a lot by her quirky and humorous personality. She's also perfectly capable of punching Elite Mooks to death.
  • Badass Bookworm: She's a Scribe, but she's as effective in combat as a Paladin. She can even wear Power Armor and despite being a melee-focused character as her own stated preference, she has Energy weapons as a tagged skill.
  • Bare-Fisted Monk: Her specialty, as she prefers to use knuckledusters or a good power fist in combat. She will use ranged weapons if so instructed, but only grudgingly. Bonus points for actually having monk robes as her default outfit.
  • Beware the Silly Ones: Her sense of humor is quirky, but her Power Fist will still wreck you if you underestimate her.
  • Being Good Sucks: Like Arcade, she's an idealist in a world that does not like them. She recognizes the Brotherhood is going down a dead end, but they refuse to listen to her and she's become a pariah for her views. Every ending involving her ranges from Downer Ending to Bittersweet Ending; in the "best" two, either she becomes a wandering tinkerer afraid that anyone she gets close to for long will be executed by the Brotherhood, or she stays with the Brotherhood and learns to keep her mouth shut, spending her life studying promising new technologies she knows they'd have no interest in if she brought them forward.
  • Boyish Short Hair: Underneath her hood, she keeps her hair in a short and surprisingly tidy style.
  • Break the Cutie: The Causeless Rebel ending of her questline sees her horribly traumatized by the fanaticism of the Brotherhood, as a few particularly zealous Paladins massacre a Followers of the Apocalypse camp and then try to gun down you and her, just because they wanted to take no chance she might have told them something.
  • Cry Cute: She will have moments with this, such as in I Could Make You Care if find the Followers outpost decimated by the Brotherhood soldiers, or bits involving Elijah.
  • Cute Bruiser: As mentioned, she's cute and hits like a runaway freight train.
  • Deadpan Snarker: Up there with Raul as one of the quippiest companions, with a slightly more deeply hidden bit of Sad Clown thrown in for good measure. She cracks jokes constantly but there's definitely some lingering regret in there.
    Veronica: (when you tell her that you want to ask her a question) He was already dead when I got there!/I was young and I needed the money!/Well, when two people really love each other... you really don't know this stuff yet?
    Veronica: (asked about herself) My favorite subject!
    Veronica: (opening her inventory) You're making me carry the heavy stuff, aren't you?
    Veronica: (if you point your gun at her) Why do we always hurt the ones we care about the most?
  • Eating the Eye Candy: Played for Laughs whenever you happen across female strippers. After a while, she might begin stealing glances at them before full-on staring.
  • Even the Girls Want Her: Even though she doesn't advertise her sexuality, female NPCs will hit on her. Anyone that isn't currently trying to kill you both has a chance of calling Veronica hot stuff.
    Random Vault 3 Female Fiends: Hey, your friend... Does she put out?
  • Girly Bruiser: She is very much a girly-girl who loves dresses, but her fighting style revolves around punching people in the face with a Power Fist.
  • Guide Dang It!: In many paths, she either leaves as a companion or it becomes impossible to finish her questline and thus get her ending. There's also an odd bug when she teaches you an Unarmed move, due to its trigger being shared with 9 other things. Very few guides actually have this.
  • Head-Turning Beauty: When you travel around with her, male and female NPCs alike will comment on how attractive she looks.
    Random Powder Gangers: Damn, that's a fine looking woman. Just needs to ditch the robe...
    Random Great Khans: Your friend's cute — is she single?
  • Incompatible Orientation: Should a Male Courier order her to stay close, she jokes that the only way that could work was if they suddenly turned into a leggy brunette.
  • I Never Said It Was Poison: Played for laughs as one of her humorous responses when you ask her about herself.
  • In the Hood: Her cloak's hood is almost always raised, giving her a nomadic appearance. Apprentice Watkins even asks "Still hiding that hair of yours, Veronica?
  • Item Crafting: Her companion perk more or less makes her a mobile workbench.
    Veronica: Step into my office.
  • It's All My Fault: She comes to believe that she's to blame for getting innocent Followers killed by the Brotherhood. However, she also takes this as how leaving the Brotherhood was the right choice.
  • Kicked Upstairs: Quite literally. The reason that Veronica was promoted to rank of being a "procurement specialist" on the surface was because the Elder wanted to prevent her from spreading her subversive ideas by sending her as far away from Hidden Valley as possible.
  • Lipstick Lesbian: You can ask Veronica if she has ever been in love. She tells you that she was in love with a woman in the Brotherhood, but they were separated by the other woman's parents. What makes her a Lipstick Lesbian instead of merely Straight Gay is her single greatest desire: to own a pretty dress. If you give her Formal Wear or White Glove Society Attire (which look exactly the same), she thanks you rather excitedly and teaches you an Unarmed attack.
  • Meaningful Name: Veronica is supposed to mean "the one who brings victory" as a reflection of how the Brotherhood should progress.
  • Megaton Punch: When recruited, Veronica comes armed with a Power Fist and a great love of punching things. If you tell her to use ranged weapons, she asks if jumping on the target and hitting it counts.
  • Morality Pet: Not to anyone in-universe, but to players. Several players have admitted that the only reason they spared the Brotherhood of Steel is because destroying them would hurt Veronica.
  • My Country, Right or Wrong: At the end of her quest she can decide to stay with the Brotherhood in order to try and help them in whatever way she can since in the end they are still her family.
  • Not So Different: What she wants to accomplish with the Brotherhood is very similar to what Elder Lyons did with the East Coast chapter. By 2287, the East Coast Brotherhood of Steel is powerful enough to project significant power hundreds of miles away, even if they regressed a bit in their helpfulness.
  • Only Sane Woman: She's the only one of the Brotherhood who sees that stagnation is bad for the Brotherhood, and is actively taking steps towards helping her fellow members. She'll even choose this if you tell her to make the decision for herself.
  • Power Creep: More like utility creep. Veronica's first companion perk makes her a mobile work-bench. With the Lonesome Road DLC, however, ED-E will become a mobile workbench and reloading bench. This doesn't make her useless, however; she still's one of the more powerful combatants in the game. Give her a Ballistic Fist and a set of Brotherhood T-51b power armor? She'll slaughter anything that gets into melee range and tank anything until she gets into melee range.
  • Plucky Girl: Very much so, determined to do good with a good attitude even as no-one back in Hidden Valley seems to agree with her. Even more so when she's exiled, or if Hidden Valley is destroyed.
  • Realpolitik: While she dislikes the Legion, she also views the Legion as a much easier threat for any Brotherhood paladin to deal with than the NCR. She also wouldn't mind joining House's cause since he reminds her about Elijah. That said, in Dummied Out dialogue she admits that while the NCR may make things difficult for the Brotherhood she has no regrets helping them since they'll give the region its best chance for stability.
  • Real Women Don't Wear Dresses: Consciously subverted. She's responsible for roaming the harsh wasteland for supplies, confronts the Brotherhood about the slow suicide of their isolationism and with levelling she'll punch out a deathclaw. But what she would really like to find is a pretty dress to wear. Find one, and she'll be touched by your thoughtfulness. Find a really nice one ("Formal Wear" or a White Glove Society outfit) and she'll squeal with delight and teach you to punch harder out of gratitude.
  • Sad Clown: She's a witty, snarky joke-machine, but there's a lot of inner turmoil and angst under that smile.
  • She Knows Too Much: If she decides to join the Followers of the Apocalypse, she'll find that after a day a group of fanatical Paladins (who may or may not be sent under the order of the Elder) have destroyed the Followers outpost in an attempt to deal with her for potentially spreading knowledge to outsiders.
  • Sitcom Arch-Nemesis: She seems to have one with Watkins in the Hidden Valley bunker. Veronica will comment "I can hardly notice that lazy eye anymore, Watkins." and Watkins will sometimes say "Still hiding that hair of yours, Veronica?"
  • Tomboy with a Girly Streak: On the one hand she loves dresses, cute animals and wishes she could feel more like a woman. On the other hand she like gadgets, technology, takes a boyish glee in fighting and mentions that she likes boxing.
  • What the Hell, Hero?:
    • If you destroy the Brotherhood Of Steel bunker with everyone locked inside, she'll call you a murderer and leave you, saying you might as well just add her to your hit list.
    • To a lesser and more bearable extent (if the player would prefer not to be tongue-lashed by her), if you can convince her to leave the Brotherhood, she'll still pay homage to "The only family she's ever known" if you destroy the bunker, but won't leave your party.
    • On the other hand, if you do this before you meet her...
      The Courier: I killed everyone in the bunker.
      Veronica: Oh. Well. This is for them then.
    • In a manner Played for Laughs, when you trade equipment she snarks "You're making me carry the heavy stuff, aren't you?"
  • When All You Have Is a Hammer...: She far prefers punching things with her Power Fist over shooting. If you ask her to switch to ranged tactics, she asks, "Does jumping at them with my fists count as ranged?".

Whitley: "Eyebot Duraframe Subject E is both the prototype and the last functional model."

ED-E (Pronounced either "Eddie" or "E-dee") is an Enclave Eyebot from the Capital Wasteland heading west towards Navarro. He is damaged along the way, and the Courier can choose to repair him. ED-E is more of a support character, with a huge carrying capacity, decent damage output and a truly awesome perk.

Another version of ED-E accompanies the Courier in Lonesome Road. See the DLC character sheet for information on that incarnation.

Provides examples of:

  • And the Adventure Continues: In his ending, he either remains with the Courier, continues his travels to Navarro, or is taken on a travelling caravan as a guard.
  • Ascended Extra: In the base game, ED-E is barely given any real personality. Lonesome Road, however, expands on his character and goes more in depth into his history.
  • Badass Adorable: He may not look very threatening, but this lowly Eyebot floated his way across roughly 2800 miles of post-apocalyptic wasteland, and was only brought down when he got to Vegas. Doubly so in Lonesome Road when you get insight on his personality.
  • Cute Machines: He's a pretty adorable little Eyebot and the adorability is raised with Lonesome Road.
  • A Day in the Limelight: The upgraded copy of ED-E in the Divide is your sole companion (other than Ulysses's radio lectures) throughout Lonesome Road, which reveals his surprising Dark and Troubled Past and thousand-mile journey from the Capital Wasteland to the Mojave.
  • Disc-One Nuke: One of the most useful companions in the series is the first one you can stumble upon. And then a few towns later, you can gain the other Disc-One Nuke Boone, who synergizes extremely well with ED-E. The upgrades you can get for him in Lonesome Road keep his nuke status alive in the late game.
  • Early-Bird Cameo: In the E3 trailer, where he is shot by an unknown sniper while hovering down a road playing Gene Autry's "(I've Got Spurs That) Jingle Jangle Jingle". This explains his broken state when the player meets him in the actual game. This incident is finally heard in the Lonesome Road add-on.
  • Flat Character: In the vanilla game due to lacking a distinct personality. This is subverted come Lonesome Road, however.
  • Fun with Acronyms: ED-E actually stands for "Eyebot (Duraframe) – Subject E".
  • Glass Cannon: ED-E can take decent punishment from the start and has a decent weapon, but with a DT of 8 he's not the most durable thing around and will start hurting once you get to Vegas. The end of his companion quest lets you upgrade his gun to heighten this status, or turn him into a Stone Wall with a whopping 20 Damage Threshold. That's like strapping a suit of combat armor to him. It can be raised by 2 more with the "Lonesome Road" upgrades he can get.
    • On the other hand, you can improve his weapons array instead, really boosting the 'cannon' part. His rate of fire more than triples, and his damage, Critical Hit rate and critical damage all shoot up. Rank 4 of the Camerader-E perk increases his beam damage by 5 more.
  • The Greatest Story Never Told: ED-E has travelled all the way from the Enclave bases in Washington to get to the Mojave, and has still further yet to go to reach Navarro. In short, it's a full cross-country adventure from the East Coast to the West Coast.
  • Hidden Depths: In Lonesome Road, the copy ED-E has intact memory banks, revealing a much more detailed backstory and personality than the normal ED-E has. The DLC implies that those depths do exist within the original ED-E, but too much wear and substandard patch jobs mean he can't fully access it.
  • Item Crafting: With Lonesome Road installed and with some nifty skill checks (Repair and Science 25), ED-E becomes capable of acting as a mobile workbench and ammo-reloading station. The utility character suddenly has even more utility! The level 2 ED-E Cated perk allows him to create Microfusion Cells, Small Energy Cells, Flamer Fuel, and Missiles Once-Per-Day through dialogue options. The first two by benefit of having the perk, the other two after passing an Explosives Skill Check.
  • It Is Pronounced "Tro-PAY": The base game calls him E-D-E, while Lonesome Road dialogue pronounces it Eddie.
  • Robot Buddy: The Courier's faithful robotic right hand, with a multitude of crafting options on the go.
  • Stone Wall: In contrast to the Followers' upgrade, getting the Brotherhood upgrade gives him a DT of 20. Still not the best, but it's just shy of Ranger Armor and Powered Armor in terms of protection. Rank 3 of Camerader-E will increase it by 2 more.
  • Super Prototype: ED-E is an Eyebot prototype, albeit for an upgraded series of Eyebot that never went into production rather than Eyebots as a whole. ED-E is made of the same materials used to make Hellfire armor, can carry more than 200 pounds, and his laser isn't anything to laugh at. Plus, his 'Enhanced Sensors' perk lets you not only detect enemies from ridiculous distances, making sniping a breeze and allowing you to prepare for incoming NCR Rangers/Legion Assassins, it also lets you target cloaked enemies in V.A.T.S. Handy when you are fighting Nightkin, and makes Nightstalkers laughable.
    • However, if you give him to the Brotherhood they make an army of ED-Es.
    • He can also be brought along, in a sense, in Lonesome Road: the tech within the Divide makes a very long-range remote-scan of ED-E and makes a construct of him from the old eyebots in the Hopeville military installation, with an extra special bonus that he can scavenge upgrades from other broken eyebots...
    • He even packs a mobile reloading/repair bench, handy for Enclave soldiers who need weapons maintenance but too far from supply lines. With the proper skill checks, he becomes an all-in-one energy weapons and explosives ammo dispenser.
  • Theme Music Power-Up: Not quite a power-up, but ED-E will play a short tune before charging into battle. Just one more reason why he's awesome. Lonesome Road reveals that the song comes from the pre-war TV series "Ralphie", about a boy and his heroic eyebot, which ED-E loved watching with his creator, Whitley.
  • Took a Level in Badass: If you pick up all his upgrades in the Divide, he becomes free weapon maintenance, can manufacture ammo of various types, is a mobile workbench and reloading bench, and has a DT/accuracy/damage boost all in one, on top of Enhanced Sensors, and the Brotherhood/Followers upgrade.
  • Undying Loyalty: To the Courier for fixing him, as well as his (most likely deceased) creator, Whitley.
  • The Unintelligible: He can only "speak" through electronic beeps, and continues to do so even in his epilogues. In Lonesome Road, the Courier is able to understand him, somehow. (It makes sense if Old World Blues is completed before starting Lonesome Road. Otherwise... who knows?)
  • Visible Invisibility: With ED-E along, the Courier can use VATS against targets who are cloaked, and also can detect them on the compass. They're already visible as a shimmering figure in the first place, of course, but this is just one additional level to that.
  • What Measure Is a Non-Human?: ED-E was subject to painful testing under the orders of Colonel Autumn under this philosophy. His creator Whitley subverts this, however, treating him with genuine affection, and is horrified by ED-E's cruel treatment at the hands of others. Whitley is strongly implied to have been executed for smuggling ED-E to safety rather than consigning him and the other eyebots to the scrap pile to make more Enclave Hellfire armor.

Five of Spades
Rex is a cyberdog who belongs to the King in Freeside. He's a good boy, but lately he's been feeling under the weather. The Courier can help fix him up and he subsequently becomes a faithful companion. He is a melee character, with a surprising amount of hitpoints for a dog thanks to his cybernetic enhancements.

Provides examples of:

  • Action Pet: A dog that can damage your enemies with melee attacks.
  • Artificial Limbs: Has a transparent braincase and cybernetic jaw, left foreleg, and hindquarters.
  • Babies Ever After: If you created Roxie the Cyberdog in Old World Blues, all her endings will involve her eventually meeting up with Rex and building a litter of Boston Terrifier Cyberpuppies.
  • Back from the Dead: If Rex dies from his condition or is killed during the game, one of the Old World Blues endings has Roxie find him and drag him to Big MT to fix him.
  • Berserk Button:
    • He hates hats and rats, the former allegedly because it sounds like rats. Do not test this near people you want to live.
    • He also seems to hate ED-E, the other "pet" companion, tending to growl at it.
  • Brain in a Jar: It's even interchangeable! (Well, once.) The cybernetics in his transparent brain case allow for a personality backup, letting Rex keep his original memories and mannerisms while the memories from the new brain meld with his. Depending on the brains the player gets him he'll either gain an increase in damage, health, or speed.
  • Canine Companion: As per Fallout tradition, one of the possible companions is a dog.
  • Cyborg: A cyberdog with a healthy helping of Zeerust, with a visible Brain in a Jar, cyber-skeletal paws, and gratuitous visible fans in his mechanical components.
  • Flat Character: Played with. He's a loyal and excitable cyberdog, but in a rather colorful cast of NPCs with varied backgrounds, Rex seems to contribute the least backstory-wise, but he actually has hundreds of years of adventures he just isn't able to tell anyone about.
  • The Greatest Story Never Told: He has been alive since before the Great War. He served in the Denver police K-9 unit during the old world's final days, once belonged to Caesar, and generally has had lots of interesting experiences in his life. For obvious reasons, he is unable to tell anyone about them.
  • Notice This: His companion-perk, "Search and Mark". It highlights useful pickups, (like weapons, ammo, food and medicine) and containers that carry them.
  • Overshadowed by Awesome: Rex is a good fighter in his own right. However, thanks to the Lonesome Road add-on, his counterpart ED-E gets multiple upgrades in the Divide, placing him leagues beyond Rex when it comes to usefulness.
  • Punny Name: His owner the King, leader of the Kings, named him Rex, as in the Latin word for king. Fittingly, he was also once Caesar's personal pet.
  • Really 700 Years Old: It's obvious that a cyberdog can live longer than a normal one, but Rex has been around since before the Great War. The only companion older than him is Raul, and Rex looks a lot better than Raul.
  • Recycled In Space: Rex is basically Fallout 3's Dogmeat as a cyborg.
  • Red Ones Go Faster: Has a red racing stripe/swash of war paint along his flank.
  • Robot Dog: A faithful hound with both organic and Cybernetic components.
  • Split-Personality Merge: Giving him a new brain means that he effectively has to blend both his memory and the memory of the previous brain owner together.

Temporary Followers

    Deputy Beagle 
See Primm



    Private Halford 


    Ted Gunderson 


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