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A community inhabiting an old Ghost Town, where the Courier wakes up at the start of the game. It is habitable thanks to three nearby wells, containing one of the few fresh water supplies in the area. Unfortunately, the town has run into some trouble with the recently formed Powder Gangers, and it is up to the player to either help them, or betray the people that saved their life.
- Beware the Nice Ones: Goodsprings is arguably, the friendliest settlement in the game. But if they are threatened, they will turn the attackers into Swiss cheese.
- Bittersweet Ending: Three out of their five endings are this. If the NCR takes over, they experience increased trade but struggle under higher taxes. Mr. House has Victor permanently stationed at the town to protect and watch them. In the Legion ending, they abandon the town.
- Cool Old Guy: Pete is a very friendly former scavenger who happens to be armed to teeth with dynamite.
- Curb-Stomp Battle: If you get all the people to help, the town will completely annihilate the Powder Gangers, without the player having to fire a single shot.
- Downer Ending: If you side with the Powder Gangers, almost the entire town's population is slaughtered in a gunfight by the very Courier that Doc Mitchell had saved. Only Chet and a handful of citizens are spared, who are all either enslaved or at least stuck under the Powder Gangers' rule. Eventually, the town is abandoned entirely and only visited by prospectors and tourists who come to see the grave where the Courier "rose from the dead".
- The Farmer and the Viper: Becomes this with a Powder Gangeraligned Courier, where their kindness in taking them in and nursing them back to health is repaid with betrayal and a slaughter of the townsfolk.
- First Town: Goodsprings is where the Courier starts their journey and where they can get a handle on several of the game's basic mechanics.
- Karmic Jackpot: If the player helps them fight the Powder Gangers. First Doc Mitchell saved the Courier's life without asking for anything in return, and after that Sunny Smiles shows him/her how to survive and fight. In return, the Courier saves them from the Gang which wants to attack their village.
- Not Evil, Just Misunderstood: How most of the town sees Victor, seeing him as simply a friendly and harmless robot.
Goodsprings' resident doctor. He is the man who removes the bullet from your head at the beginning of the game. He is actually from Vault 21 beneath New Vegas.
- Embarrassing Nickname: "Molebutt", according to Sarah Weintraub from Vault 21.
- The Farmer and the Viper: You have the opportunity to thank Doc Mitchell for saving your life by killing the Powder Gangers who were planning on conquering Goodsprings... or you can stab him and the rest of the town in the back by joining the Powder Gangers and killing almost everyone in town, becoming the metaphorical viper. Similarly, helping Mr. House (the man who forced him out of his home) can also be considered this.
- Frontier Doctor: Doc Mitchell is a former vault resident/traveler, who eventually settled down here with his wife.
- Karmic Jackpot: It's possible to repay him for saving your life by defending his home from the Powder Gangers.
- The Lost Lenore: Doc Mitchell's wife died years before the game begins. If the Courier speaks to Sarah Weintraub and then go back to Goodsprings to tell the Doc that he visited his former vault, he will reveal that his wife was also a fellow Vault 21 Dweller who, due to a lack of antibodies (she spent her whole life in the vault) for the wasteland diseases, ended up dying near Goodsprings, when they were travelling to California. Doc Mitchell abandoned his travel plans and stayed in Goodsprings to be "close to her".
- Nice Guy: Not only does Doc Mitchell preform brain surgery on you for free, he even gives you valuable supplies, including weapons, Stimpaks, and his incredibly valuable Pip-Boy.
- Noodle Incident: He'll mention that he, like most people in the wastes, has lost something dear to him, but if you try to question him further on this, he'll brush off the question. Until you visit Vault 21 and talk to Sarah Weintraub, and mention it to him. He will talk about how Mr. House took away Vault 21 from him by filling it with concrete, which in his mind he had no right to do.
- The Shrink: He does a Rorschach test on you as part of his medical evaluation. It determines your tagged skills.
- Unwitting Pawn: An evil Courier can trick him into giving the Powder Gangers some Stimpaks for their raid on Goodsprings.
- What the Hell, Hero?: During his personality test, if you give answers that are obviously violent and malicious, Doc Mitchell passive-aggressively voices his disgust towards you."Hmm. Sometimes when you give tests like this, you learn more than you was hoping for, and I reckon that ain't always the best thing. But I guess maybe it explains a thing or two about your predicament."
- Voiced by: Lora Cain
The local mayor and bartender of the Prospector Salon.
- "It" Is Dehumanizing: Unlike other Goodspring residents who address Victor as "Him", she refers to Victor as "It".
- Ms. Exposition: She gives you a basic rundown of the major factions as well as tell you how the Alliance Meter works.
- Properly Paranoid: She is the only person in Goodsprings to be actively suspicious of Victor, believing that there is more to him than just the goofy smile. As it turns out, Victor is House's eyes and ears. In a House ending (the only ending that Victor survives), Victor returns to Goodsprings as House's "reward", acting both as a town protector and as House's enforcer.
- Team Mom: She is regarded as this by the town's people, who will join in defending the town if the player convinces her to help out.
- Voiced by: Katherine Pawlak
A local hunter and town guard of Goodsprings.
- Badass Normal: She is just an everyday hunter with a dog and the weakest rifle in the game. But she also jumps in to help a desperate man she barely knows, battles escaped convicts, and routinely takes care of any mutated critters that may wander into town.
- Canine Companion: Owns a dog named Cheyenne that helps Sunny hunt and protect the town.
- Ironic Name/Meaningful Name: Oddly, averts both of them. Despite the incredibly upbeat name, she's neither irrepressibly cheery nor unassailably dour. It's just her name.
- Justified Tutorial (also Ms. Exposition): Doc Mitchell recommends asking her for help in surviving in the Wasteland, which she's happy to provide, and takes the Courier/player to shoot bottles (weapon controls), hunt geckos (combat tutorial) and making things (crafting, which she notes works the same way whether it's food, ammo or making weapons and medicine). However, after the first part the rest can be skipped.
- Nice Girl: She's a friendly sort, and offers to help both the Courier and Ringo without hesitation. She's also one of the few characters (ten in the whole game) with a Very Good karma.
Goodsprings' resident merchant.
- Dirty Coward: Chet only looks out for himself, as shown how when the Powder Gangers attack, he sits out to guard his merchandise.
- Karma Houdini: If Chet helps the Powder Gangers defeat the Goodsprings militia, he is never punished for it.
- Jerkass Has a Point: Chet may be looked down upon for wanting to hand Ringo over and stay out of the fight, but he brings up a good point about one man not being worth the whole town.
- Les Collaborateurs: If you side with the Powder Gangers, Chet can be convinced to provide them armor for their siege on Goodsprings.
- Mr. Exposition: As the first
- Non-Action Guy: Chet refuses to fight the Powder Gangers, despite the fact that almost everyone else in Goodsprings is willing to.
- Only in It for the Money: Chet refuses to help out in the upcoming battle, unless the player passes a barter check, reminding him that a raiding party isn't good for business.
- Pet the Dog: He will give a Courier with a "Mixed" reputation a significant discount because they remind him of himself when he first came to Goodsprings.
- Shopkeeper: He owns the General Store of Goodsprings and is the very first shopkeeper you'll meet.
A mining camp located along the I-15, Sloan and Quarry Junction are the foundations of the NCR's construction efforts in the Mojave. Sloan has experienced a considerable slowdown in business when the Powder Gangers attacked the camp and stole the entire cache of dynamite. Without blasting sticks, a pack of Deathclaws moved in when the quarry fell silent. Being put on forced leave with a barely functioning generator and no prospects for relief, the morale at Sloan has been slowly deteriorating.
The foreman of Quarry Junction. He tasks the Courier with taking out the Deathclaws in Quarry Junction.
- Hands-Off Parenting: The Great Khans are a tough gang, a historic enemy of his people and their initiations are no picnic, but that's the path his daughter has chosen and he's fine with that. He doesn't police her drug-trade either, feeling that her choices are her own.
- NPC Roadblock: Downplayed. While he won't technically stop you from heading north past Sloan, he's scripted to automatically discourage you the first time you pass by the area, citing the local Deathclaw population.
- Parent-Child Team: He's the father of Melissa, the Great Khan camped out at the other end of Quarry Junction. He's also the middle-man for her under-the-table chem dealings.
- Sensing You Are Outmatched: If you're below Level 15 and you suggest you want to get rid of the Deathclaws, he'll outright tell you you're too weak and won't give you the quest (or the Stimpaks that would help). Not that this stops you from actually taking the creatures down, of course.
Sloan's resident chef who runs the mess hall. She asks the Courier to bring her a Deathclaw Egg so she can cook her grandmother's famous omelet.
A friendly mole rat and the quarry workers' pet.
- Team Pet: To the miners.
A tiny town on the border of California and Nevada, it is one the first and last stops of travels in and out of the Mojave. Pre-War, Primm was a "budget Vegas": a place to gamble and have fun without spending too much money. Post-War Primm has seen better days. With the sheriff dead and escaped convicts taking over the Bison Steve Hotel, Primms citizens took refuge in the Vikki & Vance Casino. With no law enforcement and the NCR soldiers lacking reinforcements to take order, the people of Primm are in desperate need of somebody to take control of the situation.
- Voiced by: Jude Ciccolella and Marianne Muellerleile, respectively
Johnson and Ruby Nash are an elderly couple living in Primm who run the local branch of the Mojave Express.
- Reasonable Authority Figure: Johnson Nash. Best shown if you clear the escaped convicts out of the town, then go and ask him about the NCR's plans for taking back the town. At first, he'll try to get you to pay for the information, but if you threaten to just storm in there yourself, he'll give it to you for free:Hold on there! With everything you already done for this town, I'd feel ungrateful as hell if I let you risk yourself for no good reason! He made me swear not to say a word to no one, but an NCR deserter passed through some days ago and traded for supplies. According to him, the NCR's decided enough's enough and's going to send in a mess of troops to take back the prison any day now.
- Shopkeeper: On top of running the Mojave Express, Johnson Nash also serves as a merchant.
- Supreme Chef: It takes a special kind of woman to figure out how to make a delicious meal out of highly deadly radscorpion venom.
Deputy Sheriff of Primm, and brother-in-law to former Sheriff McBain through McBain's marriage to his sister. Beagle saw Benny and his cronies pass through the city, but is reluctant to help since you find him in the middle of a hostage crisis with the Powder Gangers.
- Clueless Deputy: It's pretty clear that he's way in over his head. When Sheriff McBain gets killed, he was sleeping in the office and gets himself captured quite easily. Neither Meyers nor Primm Slimm let him keep his position as deputy if they become sheriff.
- Deadpan Snarker: He's quite sarcastic, but very polite and even-toned while doing it. A lot of his dialogue has the script note "gentlemanly" accompanying it.
- Dirty Coward: Deeply and unashamed of it. He'll run off to let you deal with the Powder Gangers alone, repeatedly expresses hesitation to fight if you talk him into staying, and has no interest in being made the new Sheriff.
- Guest-Star Party Member: He can be talked into helping you fight the Powder Gangers in the Bison Steve Hotel and becomes a temporary companion, including the ability to give him superior armor and equipment.
- It's All About Me: Sheriff McBain was his brother-in-law through marriage to his sister. He doesn't seem too concerned with the fact they're dead and is more worried about his own skin.
- Jerkass Has a Point: If Primm Slim is made Sheriff, he admits that while Slim is probably a good choice, he's just a robot who can't understand that the law isn't black and white. The ending subverts it; despite his poor mobility, Slim is a genuinely good Sheriff.
- Malaproper: He has a comparatively advanced vocabulary above the normal wastelander, but mispronounces a lot of words at the same time.
- Nepotism: According to Johnson Nash, the only reason he's the deputy is because he's the brother of the sheriff's wife.
- Ungrateful Bastard: After you rescue him, unless you pass a Speech check to make him help you, he'll run off and leave you to finish off the Powder Gangers. He also claims credit for running them out of town "with your assistance."
- Likewise, no matter how you end the quest to give Primm a new sheriff, he will blame you for losing his job in the process since the NCR doesn't need a civilian to help them and Primm Slim can handle himself, like Meyers (cut content in the case of Meyers had him hire reformed NCRCF inmates as his deputies).
- Video Game Cruelty Potential: You can sneak into the room he's being held in, talk him into telling you about Benny in exchange for release, then leave him at the mercy of the Powder Gangers. Being that he's tied up and helpless on the floor, you can kill him with all the dignity of an execution if you tire of his cowardice.
Primm Slim is a guard robot, historian, and caretaker for the Vikki and Vance Casino. Primm Slim is also a huge source of information for the Courier and will speak at great lengths about Primm, Vikki, Vance, the Bison Steve Hotel and the casino. If the player chooses so, they can make Primm Slim the new sheriff of Primm.
- By-the-Book Cop: If he becomes sheriff of Primm, Beagle notes that "the law to him is a set of logic," in contrast to the Cowboy Cop Meyers.
- Cool Hat: His cowboy hat, which incidentally makes him one of the few robots in the entire series that wears any type of clothing.
- Cowboy: At least this is what he's meant to invoke.
- Mighty Glacier: If he becomes the new sheriff of Primm, it's noted that while mostly competent at his job, his lack of mobility makes him easy to outrun by criminals.
- Ninja Pirate Zombie Robot: He's a cowboy robot tour guide, and depending on your actions, he can become a cowboy robot tour guide sheriff.
- No Indoor Voice: He hollers every other sentence.
A town near the southern edges of the Mojave close to the NCR outpost back to their territory. It was one of the last stops in California before crossing into Nevada and a popular stop for booze, women, and gambling for people heading to New Vegas or for those who wanted a taste but couldnt pay for the full trip. The New Reno of California, Nipton was full of corruption and vice, with Mayor Joseph B. Steyn adding more fuel to the fire. With the NCR troops in the night and Powder Gangers in the day, Nipton stayed profitable. In October 2281, Mayor Steyn tried selling out to the Legion, only for its residents to be massacred. By the end of the "lottery," the citizens were either dead or enslaved save for two very lucky Powder Gangers.
- Asshole Victim: It was a Wretched Hive full of thieves, prostitutes, and gamblers, with no loyalty to anyone. While what the Legion did to the townsfolk was awful, no one is really going to mourn them.
- Backstab Backfire: After months of putting up NCR troops and Powder Gangers behind the others' back, they made a deal with Vulpes and the Legion to capture members of both sides and sell them out to the Legion. Instead, Vulpes captured them as well.
- Cloudcuckoolander: Judging by their houses and the notes left behind inside it, some inhabitants were really weird. For instance, one filled his use with traps because he though the other townsfolk were trying to steal his "vital essence" and another thought that he could impress women with the Mr. Gutsy he fixed.
- Defiant to the End: Despite Vulpes's claims that the town went without a fight, poking around town finds you three dead Legionaries and several corpses that imply Nipton's citizens did try to fight back.
- Eviler Than Thou: They tried to pull it on the Powder Gangers, then got it pulled on them by the Legion.
- Lottery of Doom: Vulpes held a lottery for the lives of the people in Nipton. Oliver Swanick wins and gets to leave with his life (which he will gladly tell you about). Boxcars gets second place and gets his legs smashed. The third- and fourth-place "winners" are enslaved, the "Lucky Losers" got quick deaths by beheading, and the rest were killed slowly and painfully by either burning or crucifixion.
- Posthumous Character: The whole town has been wiped out by the Legion prior to the start of the game.
- Rewarded as a Traitor Deserves: Joseph Steyn, the mayor and implied pimp, sold out the off-duty NCR troops being serviced in his town to the Powder Gangers, then sold out the Powder Gangers to the Legion. Unfortunately for the town, he didn't seem to suspect that just maybe the self-righteous Vulpes would betray him as well, and ended up receiving an almost karmic end, involving a burning pile of tires.Vulpes Inculta: For a pittance, the town agreed to lead those it had sheltered into a trap. Only when I sprang it did they realize they were caught inside it, too. [...] I told them their sins, the foremost being disloyalty.
- Wretched Hive: Before the Legion hit the town, it was populated by gamblers, thieves, and prostitutes under the leadership of Mayor Joseph B. Steyn; the town would service NCR soldiers in the night and Powder Gangers in the day.
Named after the "No Vacancy" neon sign of the motel, this hamlet serves as a rest stop for anyone traveling on Highway 95 both before and after the Great War. Novac especially relies on the water merchants going up and down the highway. Its most famous/only attraction is Dinky the Dinosaur and "The World's (2nd) Largest Thermometer", which also serves as a sniper nest and general store. Other landmarks are the small Brahmin farm and the local "doctor store" (in the loosest sense of the word). Small and sleepy, most of the folk in Novac are friendly but aren't the most trusting of people, and some of them have nasty skeletons in their closet.
Owner of the Dino Dee-lite Motel and de facto mayor of Novac.
- Affably Evil: She's almost always polite towards the Courier (except if s/he insults her hotel), but she hides a very dark secret regarding the disappearance of Boone's wife.
- Asshole Victim: Considering what she did, no one sheds a tear if Boone blows her brains out. The Courier will get good karma for killing her as well. Even if the Courier hilariously ask Briscoe that if he can still get a discount after killing Jeannie, Briscoe will only feel uneasy and nervous, and if the Courier said she had it coming, Cliff is surprised that she must've really pissed somebody off to get killed and later shrugs it off.Cliff Briscoe: Lord almighty. I can't for the life of me imagine her doing anything that'd make someone want to kill her. Not that I'm saying you're a liar, of course! I'm just surprised, is all. Will there be anything else?
- Berserk Button: Criticizing Novac. She will tell the Courier to jump out a window if they do, and it was part of her motivation to sell Boone's wife.
- Bitch in Sheep's Clothing: Acts very welcoming and expresses concern for Boone about his reaction to his wife going missing, although she thinks Carla just ran off. However, she is also a racist against Ghouls and she knows the truth about Carla is very different.
- Evil Is Petty: It's heavily implied through the investigation that the whole reason Jeannie sold Boone's wife to the Legion was because she critiqued her hotel.
- Fantastic Racism: Asks the Courier to wipe out the ghouls at REPCONN, despite the fact they are not bothering the town aside from occasional ferals that are easily taken care of. Should the Courier help the ghouls instead and tell her that they left, Jeannie refuses to pay them and is concerned they could come back asking for handouts.
- Karmic Death: If you choose to help Boone, her abominable actions regarding Carla are rewarded by being lured outside and in front of the dinosaur prop that Boone frequents, then having her brain splattered across the road in retribution.
- Too Dumb to Live: Why in the world would you keep a receipt that states that you were responsible for selling the wife of a highly skilled and very, very vengeful sniper into slavery instead of destroying said evidence of your actions the first chance you got? Averted though, since the answer is the Legion will owe her more money once Carla gives birth. She needs to keep the receipt to ensure that she gets the money.
- Played straight in that Jeannie willingly agrees (without a speech check or any further convincing) to stand directly in view of a sniper tower just because the player tells her that shes vaguely needed there. She never asks whats happening, even when she arrives at the destination, before you put on a First Recon beret to signal Boone. Jeannie May Crawford literally walks straight into her own demise.
- Would Hurt a Child: She knew that Boone's wife was pregnant and would get an extra 500 caps when the baby was born.
Owner of the Dino Bite gift shop. He is bummed out that nobody is interested in buying the Dinky the T-Rex souvenirs. He is also a Caravan player.
- Extreme Doormat: Played for Laughs. He will be shocked to hear that the Courier has killed Jeannie May, but gets over it surprisingly quickly and says he hopes they can still be friendly even if he considered her a friend.
- Nice Guy: A meek and friendly person who unlike some other residents don't have any particular darker traits.
- Room Full of Crazy: His house has Dinky the T-Rex souvenirs all over the place.
- Shaped Like What It Sells: He sells souvenirs based on the town's landmark, a giant dinosaur.
Novac's resident expert in all things unexplained. Most residents quite rightly view him as a nutjob, though there is often a grain of truth to his ramblings.
- Cloudcuckoolander: Big time.
- Conspiracy Theorist: His craziness works this way.
- The Cuckoolander Was Right: He is actually very perceptive of the more low-key and shady goings-on in and around Novac, and while most of his theories may be wildly off the mark, some are rather close to the truth, just not in the way he imagines them.Courier: Why do they call you No-bark?
No-Bark: 'Cause they know I ain't just barking here. What I say's got bite, 'cause it's the truth.
- He claims the Bright Brotherhood are "commie ghosts" who want to steal rockets to fly to the moon, paint it pink and draw a Lenin face on it. He's right in that the Brights do want to use rockets to fly off, just not to space. After the Courier completes "Come Fly With Me", Radio New Vegas will "interview" him about what happened (actually he was talking to a teddy bear and one of their mics just happened to pick him up), and he gives a completely accurate summary of events for once. However, since "religious ghouls in rockets looking for a land to call their own" sounds just like his usual insane ramblings, nobody believes him.
- On the topic of whatever is killing the McBride Brahmin, No-Bark is eventually paid no mind when he claims it is the work of the Chupacabra, due to the fact that the holes in the dead Brahmin are in fact bullet holes. No-Bark simply responds that this means the Chupacabra has an automatic weapon, a comment to which no one openly protests since it means, Chupacabra or not, something that is both invisible and in possession of heavy firepower is shooting up their Brahmin. It turns out to be a Nightkin instead of a Chupacabra.
- He's the only person in Novac to recognize the local Bitch in Sheep's Clothing Jeannie May Crawford, reasoning that everyone has something weird going on about them, so anyone who seems perfectly normal must be hiding it, and if they're hiding it, then it must be really bad.
- In a more downplayed example, he fully recounts meeting Benny and seeing Legionaries abduct Boone's wife, though he isn't aware of the significance of what he saw. For instance, he believes the Legionaries were mole rat men who kidnapped Boone's wife to make wigs out of her hair.
- Hidden Depths: No-Bark claims to be a scientist. This information is unreliable because he's obviously crazy, but considering his advanced vocabulary (suggesting some sort of higher education, see his description of the happenings at the REPCONN factory for an example) and the amount of caps he has to bet on a game of Caravan, it's possible that he may have been one before losing his mind.
- Hypocritical Humor: His initial theory regarding REPCONN.No-Bark: Folks'll tell you that they seen ghouls up near the rocket factory. Sensationalist hooey, cooked up by superstitious yokels seeing phantoms of their own imagining.
The Courier: Who do you think is actually at the factory?
No-Bark: Ghosts. Commie ghosts what don't know they're dead, hoping to steal our rockets so they can fly up and paint the moon pink, and draw a Lenin face on it.
- King of Games: Challenge him to a game of Caravan sometime. You'll be surprised to see that this crazy old man is one of the richest players in the game, and is capable of putting up more than a thousand caps a game.
- Only Known by Their Nickname: According to Alice McBride, No-Bark is a nickname someone gave him based on the expression "not all his dogs are barking" and nobody in Novac remembers what his real name is, not even himself it seems. However, No-Bark thinks his nickname is due to the townsfolk knowing that he is not "just barking" and what he says "has bite" in it.
- Properly Paranoid: At the very least, he's right in thinking that there are some mighty suspicious things going on, even if the conclusions he jumps to are rather strange.
- Room Full of Crazy: Natch, his shack is this. Nothing overtly dangerous; the rigged shotgun trap doesn't even have a trigger mechanism.No-Bark: How did you get past the guards?
- Voiced by: Katherine Pawlak"That's not so bad. I'll have you looking as good as new. I mean, what are the chances of me botching another routine procedure in the same day?"
Novac's resident "doctor," who hangs out near the edge of town with her mercenary bodyguards. She isn't tied to any major quests or factions and doesn't have too much to say, but there is a very good reason she has a spot here anyway.
- Back-Alley Doctor: She is nowhere close to being a legitimate medical professional and has an absolutely abysmal score in medicine. The only real reason to visit her is to hear the hilariously messed-up things she has to say to people seeking treatment from her. (Well, that and the fact that she sells stuff at a discount.)
- Dr. Feelgood: She unabashedly sells hard drugs like Jet in addition to medical supplies. This makes for some hilarious dialogue when the Courier comes to her seeking to fix their chem habit.Courier:: I think I might be addicted to something.Ada Straus: Hey, pipe down, we can't talk about that here, out in the open. Oh, you mean you want a cure. Oh.
- Gameplay and Story Segregation: Despite her abysmal medical skill, the medical services you request from Straus work just as well as any other doctor in the game. Plus, she's cheaper than most other doctors in the game, so it may actually be more beneficial going to her for help, if you want to save some caps.
- Meatgrinder Surgery: Heavily implied.
- Mundane Utility: She thinks up some pretty interesting ways the Courier could use their advanced radiation poisoning.Courier: Can you heal my radiation?Ada Straus: Are you sure? You won't be able to read in the dark as well.Courier: No, thanks.Ada Straus: In that case, stand just like that for a second. I want to make some toast.
- Nice Hat: She wears a Rawhide Cowboy Hat.
Old Lady Gibson is a friendly old former scavenger, trader, and repairwoman living in a scrapyard just outside of Novac with her dogs.
- Canine Companion: She has a small pack of them named Audaz, Basura, Colmillo, Reina, and Rey, the last of which is one of the options for a replacement brain for Rex.
- Captain Obvious: If you ask her why people call her Old Lady Gibson:Gibson: Let me give you a hint; They used to just call me Gibson, I hope you can figure out the rest.
- Cool Old Lady: She is one of the pleasanter characters in the game.
- I Call It "Vera": Her shotgun is named Big Boomer.
- Never Mess with Granny: She might be a friendly old lady, but if you anger her, she'll pull out her shotgun and attack you, along with all five of her dogs. Worth noting is her tagged skills are guns, melee weapons, and sneak.
- Retired Badass: Downplayed; she and her now late husband used to be scavengers, but now she has resigned herself to the quiet life of a trader. But don't think she can't still fight...
- Shoot the Dog: If you choose Rey's brain as the replacement brain for Rex, she will be the one to kill him.
- Shotguns Are Just Better: She carries a unique sawed-off shotgun called Big Boomer.
- Shout-Out: She is likely one to the Mad Max franchise: her name and the name of the scrapyard she lives in is Gibson, the surname of Mel Gibson, the star of the first three movies; she's an old lady with a shotgun, which is a Running Gag in those movies; she lives in a post-apocalyptic Scavenger World; and she also lives with only the company of her canine companions, like how Max only lived with dog at the beginning of the second movie.
- Wrench Wench: Can repair your items with a 79 repair skill, and one of her projects in the garage is a motorcycle.
188 Trading Post
A small outpost made up of makeshift shacks and tents. Veronica Santangelo, a potential companion, can be recruited here. The trading post is located directly north of El Dorado Dry Lake, west-northwest of Boulder City, and south of Camp Golf. Established by Michelle and her father Samuel after the Powder Gangers' break-out down at Primm forced traders northward, the 188 Trading Post is now a bustling trading spot, catering to the NCR from Boulder City and Hoover Dam, as well as offering good connections down Highway 95. Its name comes from the actual spot it's in; it is situated at the intersection of Highways 93 and 95 — the two numbers add up to 188.
A great deal of travelers pass through the trading post. As I-15 was shut down due to deathclaws overrunning Quarry Junction, Highway 93 became the only way for NCR citizens to safely reach New Vegas. Coming, people casually spend the money they had conserved for gambling at the casinos. Going, the same people (now completely depleted of all their money) also go through the 188, this time willing to literally give the shirts off their backs to avoid starving before making it back to their homes in the NCR.
- Merchant City: Downplayed; it's a very small community, made entirely of merchants.
See NCR Character Sheet.
A young lad living under the bridge at the 188 Trading post. He survives by "selling thoughts" — specifically, he "takes off his headache medicine" and "thinks" about whatever his customers ask. As one can tell from his incredibly detailed and disturbingly accurate speeches, he's a psyker — a rare breed of mutant with mental powers some would call supernatural, not seen since The Master's days.
- All There in the Script: His real name, Clay, is only revealed through programmer notes in the game files.
- Foreshadowing: The Courier can pay him to think about certain concepts ("You", "Here" or "Everywhere") and speak about it. Each of his speeches may foreshadow future events in metaphorical ways.
- Fortune Teller: His profession.
- Mad Oracle: He comes across as this when not wearing his nullifier — his cheerful and childlike tone of speech drops and he begins talking in creepy metaphors.
- Mysterious Past: Little to nothing is revealed about his past or how he became a psyker.
- Mythology Gag: Psykers and the nullifiers they wear appeared in the first game, as byproducts of the Master's genetic experiments. How this kid attained the same type of mutation over a century later is a mystery.
- Power Nullifier: He wears a psychic nullifier to keep his mental powers from overwhelming him. Being a little kid who doesn't understand his own abilities, he calls it "medicine" for his "headaches".
- Psychic Children: He is one.
- Wisdom from the Gutter: He's just an orphan kid living under a bridge... that happens to have powers of prediction that grant him insight into the goings-on of the entire Mojave.
A trader affiliated with the Gun Runners.
- Jerkass: There's no other way to describe his personality. Call him out on it, and he'll tell you to fuck off.
- Small Name, Big Ego: When he refuses to sell to you because "you're small time", it's safe to say that his opinion of himself (and his employers, to an extent) is inversely proportionate to his reputation.
Aerotech Office Park
A small refugee camp on the outskirts of New Vegas near Camp McCarran. It's a place where people who have lost everything, be it at the tables on the Strip or at the end of a bandit's gun barrel, inevitably end up. As if living conditions weren't bad enough, the whole place is sorely understaffed and afflicted with a large number of problems ranging from drug addiction and gambling all the way up to missing persons.
A former Legion slave who spends most of his time selling chems and conning other residents out of their hard-earned money.
- Asshole Victim: As noted by Captain Parker himself after he guns him down for breaking the law and mocking him over his wife leaving him.
- Card Sharp: Passing a speech check has him admit to marking cards with extra ink to swing things in his favor. A set of marked cards can also be found among his belongings.
- Dirty Coward: Captain Parker calls him a cowardly son of a bitch who might do something desperate if cornered.
- Faux Affably Evil: He has a perfect Charisma of 10 and is polite and friendly to potential marks and customers, but drops the act when Captain Parker confronts him over his illegal activities. This gets him filled full of lead when he pushes one too many of the captain's buttons.
- Too Dumb to Live: Selling drugs and scamming the other refugees was bad enough, and so was telling the Courier that he marks cards, but insulting the military officer pointing a loaded service rifle at him about his failed marriage? That wasn't too smart, Keith.
A cowardly man who lost his family to Legion slavers while attempting to cross the river near one of their camps. He feels enormous guilt over abandoning his family, and asks the Courier to save them.
- The Alcoholic: He apparently turns into a pretty mean bastard when he gets drunk, which is one of the reasons his family wants nothing to do with him.
- The Atoner: The player can convince him to get himself cleaned up in the hopes of one day earning his family's love and respect back.
- Dirty Coward: He abandoned his own family to Legion slavers and made a run for it while they all got captured, though he at least feels immense shame over this and tries to have them rescued.
- Domestic Abuse: His mistreatment of his family caused them to resent him even before he left them to be captured by the Legion. If they are rescued, they quite understandably want nothing to do with him.
- Driven to Suicide: If the player feels he is unworthy of redemption, he can be convinced to commit suicide.
Dirty, broken down, and seen better days two centuries ago, Freeside is the slums of New Vegas. Lacking the glitz, glamor, and safety of the strip, Freeside is the home to both locals that have lived there all their lives and NCR squatters that took over parts of the town, leading to conflict between both. Freeside is also the only way in and out of the Strip to any NCR citizen rich enough to get to the shining city, so the demand for a bodyguard is high. Freeside's major gang is the Kings, though the Van Graff family owns a significant hold due to their ties to the NCR's politicians and having firepower that rivals the Brotherhood of Steel. Finally, the Followers of the Apocalypse have taken over the Old Mormon Fort as their base to aid anyone that needs them.
The Garret twins are the owners and proprietors of the Atomic Wrangler casino in Freeside, making them the pushers of alcohol, drugs, and prostitutes to the region. Francine handles the business end of things, while James concerns himself with public relations and image.
- And There Was Much Rejoicing: If you kill Caesar, Francine gives you a free drink on the house for killing the leader of an army of rapists. If you kill Benny, James mentions how he only regrets that he wasn't there to see it.
- Armored Closet Gay: James is an Armored Closet Robosexual.
- Anti-Villain: True, they openly admit that they like getting their customers drunk or drugged so it'll be easier to shake them loose of their caps, but that's the limit of their misdeeds. In the Fallout world, prostitution and drugs are acceptable business to most, and the Garrets otherwise aren't looking to cause any trouble or get anyone killed.
- Even Evil Has Standards: If you have a bad reputation in Freeside, James will refuse to sell to you, disgusted with you. He'll spread a good word on your behalf for the right price, but if you get really bad enough to need it, he'll only do it once, then it's on you.
- Friendly Enemy: With the Followers of the Apocalypse, on account of the Followers constantly taking in the drunks and druggies the Garrets are churning out. However, the Garrets appreciate their efforts to make Freeside a better place, and are willing to supply them with medical chems if the Followers will help them out in kind. The Followers, in turn, reluctantly admit that against the increased relief the support will let them provide Freeside, helping the Garrets is worth it.
- Good Counterpart: To the Omertas and Gomorrah. Both are sleazy casinos that cater booze, drugs, and prostitutes, but the way they go about it is rather different.
- The Wrangler doesn't abuse their prostitutes at all. Francine mentions that right up front if the Courier expresses an interest. They also have no qualms about letting the workers choose their own clients, and they never force them to work for someone they'd rather not. Gomorrah actively works to get their sex workers addicted to keep them in a state of pseudo-slavery. They routinely abuse their own workers, give them no say in who they're forced to serve, and they even let Clanden torture and murder some of the girls, because he provides them with other services.
- Francine sends the Courier to non-lethally shake down some indebted customers, and they only ever resort to murder in the case of McCaffery, who actually robbed them. The Omertas are... less kind, as both Henry Jamison and Ranger Lenk will immediately panic if the Courier even implies they might mention it to the Omertas.
- Half-Identical Twins: Both share the same facial structure as one another.
- Pet the Dog: The Wrangler as a whole is pretty seedy, but if talked into working with the Followers, James will level with you that despite their reputation, they do care about their customers, and aren't actively seeking to get anyone addicted.
- Pragmatic Villainy: They're in the business of making money, not murder. Sure, some folks are being stingy on their tabs, but they prefer their debt collectors get the debtors to (more or less) willingly hand over their money rather than looting it from their corpses, because corpses don't come back for more. Additionally, despite their dealing in the booze and drug trade, they prefer people not becoming violent addicts, because Freeside is on hard enough times without a bunch of chemheads running around.
- Robosexual: James hires you to track down a sexbot. For a client, that is! He isn't into that kind of shit, those sick fucks. Ew. If you actually hire the sexbot, his reactions are priceless.
- Transparent Closet: James attempts to hide his robot fetish are hilariously bad, he doesn't even tries to hold on his excitement when you tell him that you "hired" Fisto.
Caleb McCaffery is the Garret's old debt collector, before he robs them, for letting the Courier do some of his work.
- Evil Is Petty: He betrays and robs his former employers, just because they let someone else handle a few of the jobs he normally does.
- Nice Hat: He sports a cowboy hat. If the player is inclined, they can spare him by convincing Caleb to give them his hat as proof to the Garrets.
- Shotguns Are Just Better: His weapon of choice.
- Small Name, Big Ego: He's just a hired gun who keeps the drunks and bums in line in Freeside, yet acts like he's some sort of famous wasteland bounty hunter or mercenary.
- Suicidal Overconfidence: As shown in his above quote, he disregards the Courier during their confrontation, despite the fact that at that point in the game, the Courier is very likely to be leagues above him in terms of skill and weaponry. Big mistake.
- Voiced by: Dante Reid"I am programmed for your pleasure. Please assume the position."
A protectron found by the Courier in Cerulean Robotics that is reprogrammed to work for the Garret twins at the Atomic Wrangler... as a sex worker. Despite being a basic model of what is essentially a utility and security robot Fisto is apparently quite... "skilled" in its prime operations and makes a welcomed addition to the casino. Fisto can be hired by the Courier for 10 caps.
- Sex Bot: Hilariously, Fisto manages to serve this role even though it's just a simple Protectron with a program upgrade. James Garret certainly seems to like it, though...
- Single-Task Robot: Its programming allows it to simulate intercourse with human clients. More specifically, its name and primary method of attack indicates how it most likely... accomplishes this task...
- Steven Ulysses Perhero: Being named "Fisto" is awfully convenient for a robot destined to be a sexbot.Fisto: Fully Integrated Security Technotronic Officer active and reporting for duty.
The Courier: That is a mouthful. Let's shorten that to Fisto.
Fisto: Yes, ma'am. Fisto reporting for duty. Please assume the position.
The Courier: What!? No! / I suppose I should test you out before I hand you to the Garrets...
Street Vendors and Merchants
A homeless ghoul who spends his time sitting at the gates of Freeside by Mick and Ralph's shop. He hears a lot of things, and in a dangerous place like Freeside, knowledge is security. And Rotface is willing to tell you all he knows, one tidbit at a time, if you've got the caps. As detailed under Demoted to Extra, Rotface was originally a more complex character that had his story considerably sliced down.
- Demoted to Extra: He was originally going to have an ongoing storyline, where the player's continued donations allowed Rotface to buy things, and the player's comments on his purchases would influence his ultimate fate in different ways. Most of it was cut, and now he just buys a hat after you pay him enough caps. However, fan mods exist that piece together the subplot from script notes and leftover voice clips to mostly restore the subplot to full working order, sans some incomplete bits that were planned but not given voice acting.
- Disproportionate Retribution: In one of the "bad" endings to his story, he decides to mug the player because they made fun of his outfit.
- The Dog Bites Back: One ending for him was that the player could tell Rotface that now that he's rich and has a gun, he doesn't need to be pushed around anymore. Rotface decides to confront some of the people who were mean to him in the past, and gets killed for his courage.
- Golden Ending: In the optimal ending to his subplot, he would have joined the Followers of the Apocalypse to rededicate his life to something better.
- Knowledge Broker: He knows a lot of what goes on around Freeside, the Strip, and some of the Vegas outskirts, seemingly just by keeping an ear out. Talking to him hints at dozens of questlines and enables some optional objectives in others now that you've heard something from Rotface about the characters involved.
- Meaningful Name: He's a ghoul, so "Rotface" is rather literal.
- Nice Hat: Buy enough tips off him, and he buys a nice new hat for himself. It's actually Eulogy Jones's hat from Fallout 3, and unique in New Vegas.
- Screw This, I'm Out of Here!: In one ending to his subplot, he would have saved up his money and left Freeside.
- Too Dumb to Live: Numerous "bad" endings to his subplot would have gotten him killed due to Suicidal Overconfidence; either he tries to mug the player, he tries to push around some thugs, or he flashes his wealth around too much and is mugged and killed.
- Ungrateful Bastard: As told under "Disproportionate Retribution," in one potential ending, he would mug the player after they donated enough caps.
- Wisdom from the Gutter: As noted, he's been around to know a lot about the local area for ghoul hobo.
Mick and Ralph are a pair of merchants operating from their store in Freeside by the east gate. Mick sells guns, and Ralph sells food and supplies. Ralph also provides some specialty items, namely fake passports into the Strip for 500 caps (or for free, if you cash in The King's favor).
- Arms Dealer: Mick is one, though to access a good portion of his inventory, you'll have to pass a thirty speech check to convince him he can trust you, at which point he'll open a secret door to the rest of his inventory.
- Everyone Has Standards: Ralph finds the idea of sexbot reprogramming off-putting.
- Friend in the Black Market: Despite running a mostly legitimate shop, both men dabble in illegal side businesses. Ralph sells counterfeit passports to The Strip, and Mick has a secret stash of high-end weapons that can only be accessed with a speech check. This seems to be a bit of an Open Secret in Freeside, with the duo actually using this trope to advertise and attract more customers.Mick & Ralph Crier: We've got stuff we're not even allowed to sell, people! Only at Mick and Ralph's!
- Master Forger: Ralph makes and sells passports good enough to fool the robot security guards at the gateway to The Strip. He charges a pretty steep fee for one, but they're the only way around the 2,000-cap credit check that the player has to meet to enter normally.
- Shopkeeper: They both serve as this.
- The Smart Guy: Ralph is not only capable of forging documents, but he's also the one that can help you program a robot for the Garrets' ...use.
Dixon is a drug dealer operating just outside of Mick and Ralph's shop, supplying Bill Ronte and Jacob Hoff with cheap but highly addictive chems and alcohol.
- The Aggressive Drug Dealer: Subverted; while he's definitely not a pleasant person, he's generally pretty laid-back and unaggressive.
- Asshole Victim: While you can get him to stop selling his stuff to Bill and Jacob non-violently, no one will mind if you just blow his head off.
- Evil Is Petty: He enjoys watching NCR citizens slowly kill themselves on his drugs.
- Jerkass: Not only is he a drug dealer, he's a drug dealer that enjoys watching people destroy their lives because of the chems and alcohol he sells.
A street vendor selling various cooked critters at a small food stand near the Freeside main gate. He cooks pretty much anything his child helpers can catch, from roasted squirrels to giant rats. He's not a master chef by any means, but in Freeside it's better to be fed than picky.
- Brutal Honesty: He is extremely up front that his food is barely edible and not very good quality. It is cheap and filling, though, which is more than most of the folks living in Freeside could ask for.Genaro: You won't regret it. At least until an hour or so from now.
- Lethal Chef: He fries up and serves whatever his assistants can catch, be it giant vermin or mutated bugs. His food probably hasn't killed anyone, but it's definitely not something anyone buys for the taste or health benefits.
Santiago is a smooth-talking con artist from Freeside who puts on a Spanish accent to get out of paying for his drinks, a practice that has led to him racking up hefty tab with the Garrets.
- Con Man: When The Courier tries to collect the debt he owes the Garrets, he will try to sell you a phony password for a non-existent discount at Mick and Ralph's.
- Dirty Coward: He immediately gives The Courier the money he owes after the latter lets him know that they aren't messing around.
- Gameplay and Story Segregation: He's supposed to be a smooth talker. His in-game Charisma stat? 2.
- Latin Lover: He uses a Spanish accent to sound more charming, and it's a trait that can make him a worthwhile "Smooth Talker" for the Atomic Wrangler. If you threaten him enough, he'll drop the accent and speak with a regular American accent.
- The Oldest Profession: Like Old Ben, Santiago can be recruited as a prostitute for the Garrets, but unlike the former, Santiago jumps at the opportunity.
- Small Name, Big Ego: Despite his grandiose personality, he is just a bum trying to smooth talk others into giving him what he wants.
- The Smart Guy: Like Old Ben, he has surprisingly high intelligence, barter, medicine, and science skills.
- Third-Person Person: He will do this while trying to play himself up.
- Voiced by: Andrea Thompson"Hello. Lovely to meet you."
A woman who has fallen on hard times ever since she lost her caravan near a cave filled with giant rats on the far side of the Mojave. Racking up a debt at the Wrangler has only complicated matters, and now she is stuck in Freeside with barely a cap to her name.
- Small Name, Big Ego: She's very self-important and sees herself as a high-class woman despite being a street bum who can't even afford a return trip to her home in California. One way to collect her debt is appealing to her vanity with Lady Killer and convincing her that not paying what she owes will damage her reputation.
- Voiced by: Chris Ciulla"Hey man, can you spare a few caps?"
An alcoholic ghoul who hangs out near the outer wall of the Old Mormon Fort asking for caps to pay off his debt at the Atomic Wrangler. He's very submissive and easily intimidated into paying what he owes. Just... don't insult his eye.
- Berserk Button: Making fun of his eye will cause him to fly into a rage and attack the player.Courier: Yeah, and your eye! That shit is hilarious!Grecks: My eye? A scum-humping water baron did this to me. No one talks trash about my eye.Courier: Seriously, zombie, are you looking at me or someone off that direction?!Grecks: That's it! No one insults the eye!
- Butt-Monkey: The Courier can be extremely abusive to him compared to the other two debtors. This includes insulting him, beating him, extorting him, literally taking the clothes off his back, and making fun of his weird eye.
- Extreme Doormat: As long as you don't press his Berserk Button, then it won't take much to collect on his debt because he'll cower to the smallest threat.
- Gonk: Being a ghoul hasn't done any favors for his looks as it is, but the deformity around his eye makes him hands down the ugliest character in the game. Just don't say anything about it.
- Voiced by: Karen Strassman
A ghoul with a cowboy look who is working for the Followers of the Apocalypse as a guard at the Old Mormon Fort, Beatrix can be convinced by the Courier to go to work for the Garrets as a prostitute.
- Action Girl: Being a ghoul mercenary means she has had a rather long and successful carrier in the wasteland, and she has some rather high stats to show for it.
- Fan Disservice: When you recruit her to work as a dominatrix at the Atomic Wrangler, she dons a Stripperiffic outfit consisting of a black bra and (leather) panties, a corset, cowboy hat, and chains. Only problem? She's a ghoul. You can sleep with her as well. The screen fades to black out, and you don't see anything but you can hear... sounds...
- Ninja Pirate Zombie Robot: One would think that the quest for a "real ghoul cowboy" willing to be a kinky prostitute would far too specific to find in the wasteland, but Beatrix fits the bill. (Even so, James Garret was hoping they would be male.)
- Only in It for the Money: Most of the staff at the Old Mormon Fort, including guards, see the work as a noble calling. For Beatrix it's just a stable and decently-paying job with good people. She's experienced enough to know that's nothing to sniff at, but not hard to draw away to the Atomic Wrangler.
- Whip It Good: She has a taste for domination.Beatrix: Longing makes the heart grow fonder, but I've always been a fan of hogtying my lovers to make sure they can't escape.
One of the older and more experienced gentlemen in Freeside, Old Ben is first encountered by the gate into The Strip and is one of the people that can be recruited as a prostitute for the Garrets.
- Hand Cannon: He wields a .44 Magnum revolver.
- Hooker with a Heart of Gold: He was a well-known male escort known for being a "smooth talker" and one of the few characters with Very Good karma. You can convince him to come out of retirement out of the fact that he offers people comfort.
- Insistent Terminology: Lampshaded. He prefers the term escort, because it sounds better than whore.
- Jack-of-All-Trades: As his quote implies, he's held almost every job you could have in New Vegas.
- Nice Guy: He's a very friendly gentlemen, who's even introduced warning the player of the dangers of trying to go into The Strip without talking to the robot gatekeeper. And like Sunny Smiles above, he's got Very Good karma.
- The Smart Guy: Oddly enough, he has an intelligence stat of seven and almost has a hundred in medicine, barter, and science, despite there being nothing in his interaction with the player that would imply he's that knowledgeable.
Orris is a popular bodyguard for hire in Freeside, who for some reason has been getting a lot of repeat business despite the fact that he charges twice as much as the other bodyguards, a fact that has earned The King's suspicion.
- Cut Lex Luthor a Check: Orris wears decent armor and wields one of the best pistols in the game. If he decided to do his job properly, he would probably excel at it.
- Engineered Heroics: He's revealed to have been staging attacks on his customers so he can play hero and use his fake exploits to drum up better business.
- Revolvers Are Just Better: His weapon of choice is a hunting revolver.
The west side of Las Vegas, this post-War settlement is one of the poorer places to live in the city, though not as much as North Vegas Square. Despite its lack of funds, Westside is self-sufficient and has more than enough food and water to trade, with the Westside Co-op pooling the community's resources and workforce to benefit everyone. The locals are fiercely independent and have their own active militia to defend against the Fiends and hostile animals that randomly attack. Currently, the town is in conflict with the NCR over water being siphoned from the local sharecropper farm and sent to Westside farms. As with every problem, there's more than water at stake.
- Badass Normal: Mean Sonofabitch may be the most memorable member of the group, but don't underestimate the other members who are still strong enough to survive in the desert and fend off the wasteland creatures.
- Can't Catch Up: The militia is, to a man, equipped with weak armor and the worst shotgun in the game. They're easily torn apart by Fiends by the time the player reaches Westside.
- Close-Knit Community: They are one.
- Home Guard: There's no full-time military, just regular people defending their home from gangs of drugged-up rapists and murderers.
- Voiced by: Lora Cain
The owner of the Thorn, a combat arena located in the sewers underneath Westside where warriors can test their skills against captive creatures or bet on fights between them.
- All Amazons Want Hercules: (Or Xena, she'll swing both ways.) Fittingly, as she was probably named after Red Sonja. You can sleep with her, but only after you've brought back eggs from the most dangerous creatures in the Mojave, which typically means raiding their nests.
- Blood Knight: She has a quasi-religious reverence for her gladiatorial operation, and she's only willing to sleep with people who prove themselves to be unflappable badasses.
- Cold Ham: She speaks with an indoor voice, but is nonetheless extremely theatrical with her word choice and affectation.
- Contralto of Danger: Has one of the deepest female voices in the game.
- Heroes Want Redheads: Implied if the Courier pursues her.
- Romance Sidequest: Her quest "Bleed Me Dry" involves the Player Character gaining her affection by killing various dangerous creatures throughout the wasteland. It ends with the two of you consummating your relationship and her giving you the title of her "hunter", making that quest the closest thing to this trope in the game.
- Shotguns Are Just Better: If you manage to impress her enough, she gives you the Dinner Bell, a very powerful unique Hunting Shotgun.
- Voiced by: Marc Graue
A first-generation Super Mutant who acts as one of Westside's protectors. He has a speech impediment due to NCR soldiers mutilating his tongue.
- Because You Were Nice to Me: He came to Westside seeking out Klamath Bob, who had tried to free him from the NCR by purchasing his freedom after he witnessed soldiers torturing Mean Sonofabitch.
- Beware the Nice Ones: He is extremely amicable and polite. He is also part of the reason why the Fiends took over Vault 3, since Motor-Runner notes that Mean Sonofabitch kept killing them while they were out in the open near Westside.
- The Big Guy: Of the Westside militia. As a Super Mutant, he's the biggest person in town.
- Deathbringer the Adorable: Despite his vicious-sounding name, he has Good Karma and is generally a nice if simple mutant.
- The Dreaded: For the Fiends, who took over Vault 3 just to hide from him.
- Gentle Giant: A very kind and very loyal Super Mutant.
- Good Thing You Can Heal: He is the only non-DLC NPC that actually regenerates health.
- I Call It "Vera": Carries a unique weapon, the "Mean Super Sledge," which boasts a damage per attack that's higher than even the Super Sledge unique variant ("Oh, Baby!"). However, it cannot be looted by the player, and can only be summoned via console commands.
- One-Man Army: Single-handedly ran the Fiends, who the NCR can barely handle, out of Westside.
- The Unintelligible: Good luck understanding what he says. The NCR soldiers who captured him did a real number on his tongue.
- Token Non-Human: The only Super Mutant in Westside.
- Tongue Trauma: NCR soldiers cut out his tongue, which has left him with a permanent speech impediment.
The landlord of the Casa Madrid apartment complex, which he runs as the local whorehouse. He can be found sitting outside the main building welcoming in potential customers.
- Black Comedy Rape: He seems to think so, given the rather mocking comments he makes about Jimmy and Pretty Sarah's experiences.
- Cranky Landlord: He'll chew the Courier out for killing Dermot and Saint James, since he has now lost their business and has to clean up the bodies. Never mind that both men were scum-of-the-earth slavers that would happily sell out him and his entire building off to the Fiends if there was a pile of caps in it for them.
- Jerkass: He's reasonably polite to the Courier, but runs his apartment complex like a whorehouse and is more worried about losing profits than watching out for his tenants.
- Pet the Dog: Mentions he cuts Tom Anderson a deal on his rent out of gratitude for the help he's done for Westside.
- Slimeball: Marco is not only greedy and selfish as stated above, but he also makes several rude or inappropriate remarks about his tenants if you talk to him about them, mocking Jimmy's and Pretty Sarah's traumatic pasts and objectifying Sweetie. No wonder Jimmy says that "he's a pig".
A woman covered in burn scars who works as a pimp for Marco and keeps an eye on the prostitutes working for him.
- Action Girl: She serves as a hired gun who deals with troublemakers in Casa Madrid and carries a .44 Magnum Revolver.
- Berserk Button: Bringing up her burn scars, though she'll happily give the Courier a reward if they kill the man who gave them to her.
- Covered with Scars: Her body is covered from head to toe in nasty burn scars.
- Informed Deformity: The game doesn't actually have a unique texture for burn scars, so under her armor, Sarah has the same body as generic female raiders.
- Irony: She claims that she retired from prostitution to become a pimp because her body is covered with burn scars and "nobody would want to fuck that" while, depending on your actions, the Atomic Wrangler in Freeside may have a ghoul prostitute.
- Ironic Nickname: Pretty Sarah is a pretty ironic name for someone who's visibly dirty and covered in burn scars.
- Jerk with a Heart of Gold: She works as a madame and can be a little unfriendly, but is upfront with the Courier, and if shown evidence of Dermot and Saint James's human trafficking, she will be completely disgusted and promises to take care of them. She will also be very grateful to the Courier if she's told that Cook-Cook's dead.
- Made of Iron: She survived being burned alive by Cook-Cook and has an Endurance stat of 8, almost as much as the fabled Burned Man himself.
A prostitute working for Pretty Sarah and Marco at the Casa Madrid. Sweetie's the house favorite due to being the most attractive, but is also the most expensive. She can be hired by a Courier of either gender for 300 caps.
- Brainless Beauty: She has a very impressive 9 in Charisma... along with a very unimpressive 3 in Intelligence. She did have the good sense not to work for the Omertas, though.
- Ms. Fanservice: An in-universe example. Sweetie is the house favorite at Casa Madrid and seems to earn the most business out of all of their whores despite her very high rates. She even mentions that Saint James is one of her regular customers and will be disappointed if he is killed.
An elderly prostitute found working at the Casa Madrid alongside Sweetie and Jimmy. She isn't as young as her competition, but charges a much lower rate, which manages to earn her enough business to get by. She can be hired by a male Courier for 75 caps, though this isn't recommended.
- Incompatible Orientation: She'll refuse to sleep with a female Courier and looks down on Sweetie for swinging both ways as well as Jimmy for being gay.
- Racist Grandma: She makes some disparaging comments about the other prostitutes for sleeping with both men and women (Sweetie) or being homosexual (Jimmy). Given that she herself is just a little old to be whoring herself out, she really shouldn't be one to talk.
- Silver Vixen: Amazingly, she manages to keep her job despite looking like she could be pushing a hundred years old and seems to earn plenty of business. Interestingly, she has a perfect 10 in Charisma, which is one point higher than even Sweetie, the house favorite.
A male prostitute who works at the Casa Madrid. Formerly a Legion slave, he managed to escape his captors and eventually found himself residing in Westside where he has been living ever since. He can be hired by a male Courier for 200 caps.
- Born Unlucky: Had his home razed by the Legion, lost both his parents in the attack, spent time as a Legion Sex Slave, and now works as an escort in a run-down slum on the edge of Vegas. Yeah, he hasn't had the easiest life so far. His Luck stat of 3 might have something to do with that.
- Camp Gay: In his way of speaking, at least.
- Incompatible Orientation: He's gay and will turn down a female Courier's advances no matter how many caps she offers him.
- Sex Slave: When his home was destroyed by the Legion, he was taken in by a Centurion who kept him as a sex slave and apparently treated him fairly well, protecting him from the others and even occasionally giving him gifts. Unfortunately, the other Legionaries soon grew suspicious of their relationship, and the Centurion was forced to take him out of camp and attempted to murder him. Jimmy managed to surprise the guy with a kick to the nuts and ran for it, eventually making his way to Westside, where he now works as a prostitute.
- Voiced by: Emerson Brooks and Jesse Burch, respectively
A pair of slavers who live in Westside and claim to be scavengers and prospectors. They sell refugees to the Fiends by pretending to be coyotes who can get the refugees to safety.
- Asshole Victim: If the Courier wastes the both of them, the only person with even a slight problem with it is Marco, and only because it means he can't collect rent from them anymore. Pretty Sarah even rewards the Courier for offing them.
- Even Evil Has Standards: Dermot is not a big fan of Saint James, noting in his ledger that it is difficult to keep him from raping their female victims and calling him "sick" after he takes a seven-year-old girl's teddy bear as a trophy. He is also extremely disturbed by Cook-Cook burning alive one of the slaves they just sold him before they had even left.
- Ironic Name: Saint James is a very ironic name for a slaver and serial rapist.
- Jerkass: Both are thoroughly unpleasant and unrepentant assholes. Even before you find out that they're slavers, they are both incredibly rude to you and will tell you to fuck off whenever you end a conversation with them.
- Nice Hat: Dermot wears a police hat.
- Slavery Is a Special Kind of Evil: They're the only non-Legion-affiliated slavers in the game, and they somehow manage to make the Legion look better by comparison.
- Rape Is a Special Kind of Evil: Saint James is a serial rapist.
- Those Two Bad Guys: They are always seen together and are killed together.
- Would Hurt a Child: They have no problem selling children into slavery to the Fiends.
North Vegas Square
The slum of the slums, North Vegas Square is the home of anyone too poor to live anywhere else. There is little to note except for The Grey, a local apartment building, and a manhole cover that leads to the North Sewers. The locals are cold, xenophobic, and not willing to talk to anyone else. The Grey is the biggest building that still stands in relatively good shape and is the home of most of the citizens, in particular Andy Scabb, a ghoul gang leader. The closest thing the Square has to a "leader" is Crandon and his group, who make sure the shantytown is run as smoothly as possible.
The North sewers are the storm drains and, well, sewers that crisscross beneath Las Vegas and connect the different surface settlements together. Relatively safe, with only the local Greaser gang and giant rats being a threat, it offers a refuge to those who need a place to live but cant find anywhere else to go.
- Close-Knit Community: They are a poor but very proud and close community.
- Home Guard: If you stretch the definition to two guys, you could count Crandon and Jules as this for the town.
- Jerk with a Heart of Gold: Though they are abrasive to outsiders, most of themnote are just trying to look out for each other, and if you can prove you have some grit, they'll start showing you more respect.
- Wrong Side of the Tracks: Even compared to Freeside and Westside, North Vegas is in bad shape.
An older man who watches over the North Vegas Square alongside Jules. He's the closest thing the town has to a mayor, and tries to make sure the walls don't (possibly literally) come tumbling down around him or the townsfolk. With the Fiends and local troublemakers causing no shortage of problems in addition to all the wasteland unpleasantness bleeding in through the cracks, he really has his work cut out for him.
- Berserk Button: Downplayed. He gets slightly offended and chastises The Courier if asked if the NCR helps the people in North Vegas.
- Cool Old Guy: He's a bit rough around the edges when you first meet him but quickly warms up to the Courier once they help him put out a few fires and make sure the North Vegas Square civilians are being protected. Notably, he has a perfect 10 in Charisma.
A survivalist who once roamed the Mojave from place to place before finally settling down in North Vegas Square. He helps Crandon keep the order and can teach the Courier a few things about ammo if their gun skill is high enough.
- Badass Bystander: He has enormously high S.P.E.C.I.A.L. stats for an ordinary NPC (including a perfect 10 in Charisma just like Crandon). His Intelligence stat is the only one that isn't above average, and it is still a very respectable 5.
- Dark and Troubled Past: A lot of his dialogue hints that the Mojave was less than kind to him during his traveling days. His trust in his fellow man has dropped so low that he'd even consider a Radscorpion better company than an unfamiliar stranger.
- The Gunslinger: He has very high Perception and uses both a .44 revolver and hunting rifle in combat. If the player proves that they know a decent amount about the subject, he'll even teach them a few new tricks when it comes to making ammo.
- Large Ham: If the player impresses him by passing his speech checks, he'll really excitable while speaking.
- Nice Hat: He wears a Desperado Cowboy Hat.
Before the bombs fell, Mount Charleston was a popular ski resort for visitors to Las Vegas. After the bombs fell, the site became abandoned as the lack of materials to salvage didn't justify the climb up the road for scavengers and prospectors. Only sometime around 2267 was the site actually inhabited permanently when Marcus, a former Super Mutant soldier of the Master's Army, discovered the resort and made it the home for mentally ill Nightkin, a place where they could get the help they needed while staying away from society. The name came from Marcus's old friend Jacob, a Brotherhood of Steel Knight that fought Marcus to a draw after three days and became best friends with him afterwards. Unfortunately for Marcus, Davison and Tabitha refused to submit to Marcuss rules, splintering off and making their own communities at the REPCONN test site and Black Mountain, respectively. The Nightkin still at the resort arent much better, as Keenes influence on the other Nightkin threatens to break apart what Marcus has built.
- Beware the Nice Ones: The super mutants in the town are peaceful, thanks to Marcus's teachings, but they are still hulking mutants.
- Hidden Elf Village: It is an entire town of mostly super mutants, nestled in the forested snow-capped mountains, that is very rarely visited by humans.
- Martial Pacifist: Marcus will insist on resolving the standoff with the mercenaries peacefully, but if it comes down to violence, he and the other mutants will fight to defend their home, even if he's not happy about it.
- Not Evil, Just Misunderstood: Marcus and the rest of the super mutants just want to live in peace, and Marcus would be happy to work with humans, but most people would react to them with either fear or violence.
- The Scapegoat: Politicians in the NCR try to make them this to the attacks made by other groups of super mutants in the Mojave and send a squad of mercenaries to forcibly move and/or kill them from the area. Marcus sends the Courier to inform them that that's a bad idea, peacefully or not.
The de facto leader of the Nightkin in Jacobstown, who has very reluctantly agreed to let Marcus and his human friends try to help them.
- Berserk Button: Do not stare at him... or try to talk to him... or be in his vicinity.
- Fantastic Racism: He hates being around humans, especially ones that stare.Keene: Another human? One was enough.
- Jerkass: He's very abrasive and doesn't even try to hide his disdain for humans or his impatience with Marcus's attempts to help them. Not to mention that after Doc Henry finishes work on the prototype for the Mark II Stealth Boys, Keene tries to take them by force so he and his fellow Nightkin would be done with Marcus and his ways.
- Jerkass Has a Point: While threatening to kill Doc Henry and anyone else in his way so he can take the Mark II Stealth Boy specs and go may have been a dick move on his part, he does bring up one valid point: it's the Nightkin's lives that are at stake and they have a right to choose how to deal with their illness.
- Reasonable Authority Figure: Relatively speaking, Keene is this for the other Nightkin. While he is definitely not happy with Marcus's ways of trying to help him or having to rely on help from humans, he does at least (reluctantly) give him and Doc Henry a chance. Plus, after he tries to take the Mark II Stealth Boy specs by force, he at least gives Doc Henry a chance to give them what they want so they can leave without hurting anyone, unlike many other residents of the wasteland would and can even be talked into changing his mind, if the Courier has a high enough speech skill.
Doctor Henry is an elderly former Enclave scientist in Jacobstown researching a potential cure for the Nightkin's schizophrenia, brought on by prolonged Stealth Boy use. He's also the doctor that the Courier can get to help save Rex's life, by transplanting a new brain into the dog.
- The Atoner: It's implied that he feels this way over his involvement with Enclave.
- Because I'm Good at It: His entire reason for helping Marcus is because he was asked, and he'd like to achieve one last scientific accomplishment before dying of old age. No greater purpose than that.
- The Bus Came Back: Like Marcus, he was first introduced in Fallout 2.
- Cool Old Guy: One of the brightest scientist in the Wasteland, who's work helped humanity. During the ending he'll run into battle with a Tri-Beam Laser Rifle.
- Defector from Decadence: He left the Enclave because his ideas on dealing with the mutant problem in the country were not popular with the rest of the Enclave.
- Energy Weapon: Henry's default weapon is a laser pistol, and if you convince him and the rest of the Enclave Remnants to join in at the Second Battle of Hoover Dam, he will come in with a tri-beam laser.
- For Science!: According to Arcade, he has saved countless lives by developing new medical treatments, but he is completely fine with nobody knowing about him. Apparently, the man simply enjoys solving difficult problems within his field of expertise. Unfortunately, he is also completely unconcerned with the moral implications of his work, as he is the one who modified the FEV to kill anyone with the slightest hint of mutation.
- Mythology Gag: In Fallout 2, the Chosen One could acquire a cyberdog companion with him. In New Vegas, he cures (fixes?) the Courier's cyberdog companion.
- Old Soldier: Just like the most of the other Enclave Remnants, he is an elderly man by the time of Fallout: New Vegas, but he and the rest them will still hold their own in the Second Battle of Hoover Dam, if the Courier convinces them to.
- The Remnant: Along with the rest of the Enclave Remnants.
- What You Are in the Dark: He doesn't care about recognition. He's perfectly fine with remaining obscure or otherwise unknown. He just wants to get science done.
Doc Henry's ghoul research assistant, who takes over for him if the Courier convinces Henry and the rest of The Enclave Remnants to aid in the upcoming battle for Hoover Dam.
- Deathbringer the Adorable: Her name is associated with loss and suffering. The lady herself is rather pleasant.
- Discard and Draw: How she staves off the boredom that comes with being a functionally immortal ghoul; she changes names and professions every decade or so. This time through, she's "Calamity" and "a scientist".
- Horrible Judge of Character: Downplayed, but she chose "Calamity" because she "thought it sounded nice".
- Instant Expert: Downplayed. Calamity has apparently never worked in the field of science before taking her current job as Doc Henry's assistant, but apparently has enough natural talent in the field that she's still a confidant lab assistant, despite her inexperience.
- Jack-of-All-Trades: She serves Jacobstown as a scientist, a repairman and a merchant. This is apparently just a meager showing of her various skillsets, considering how many she claims to have held in her long life.
- Only Known by Their Nickname: Apparently, she's so old she changes her name every once in while, out of boredom. Calamity is just her current name.
- Shout-Out: Calamity Jane.
- Wrench Wench: She serves as the repairwoman for Jacobstown and can repair the Courier's gear up to 76%.