The Courier | Companions | New California Republic | Caesar's Legion | The Strip (Robert Edwin House) | Settlements | Other Factions | Other Characters | Dead Money Characters | Honest Hearts Characters | Old World Blues Characters | Lonesome Road Characters
The crowning jewel of New Vegas and its most iconic casino. Ruled over by the mysterious leader of New Vegas, the Lucky 38 is the tallest structure in the ruined city and can be seen even from the far reaches of the Mojave Wasteland. For years no one has been inside save for an army of advanced security robots and Mr. House himself. Unbeknownst to most of the residents of The Strip, the Lucky 38 would soon open its doors once again to a package Courier seeking a very valuable misplaced package...
- See his page here
The Securitron robot who narrowly saves the Courier at the very beginning, seemingly by coincidence while scavenging around the graveyard area.
- Body Backup Drive: Like Yes Man, Victor is just a personality that can be uploaded to any Securitron.
- Manchurian Agent: Victor has no idea that he's remotely controlled by Mr. House. He's being completely honest with you when he says he has no idea how he does the things he does or why, but he nonetheless does them because that's what he's programmed to do.
- Mysterious Protector: Early on in the game, Victor can occasionally appear to help fight off enemies if the player's having trouble. Specifically, he's House's eyes and ears on you and trying to make sure you get to Vegas safely.
- Ninja Pirate Robot Zombie: He's a robot unicycle who thinks he's a cowboy.
- The Mole/Sheep in Sheep's Clothing: Victor spends a good part of the first half of the game being very ominous and suspicious. Rarely giving direct answers to personal questions, and always just running into you by coincidence. Despite the leery behavior, he turns out to actually be a helpful robot trying to get you safely to your destination.
- Shout-Out: To Vegas Vic, a neon sign over the Pioneer Club in real life Las Vegas.
- Unwitting Pawn: To House. Whether he knows it or not, House is giving him commands to help the Courier that coincide with his own friendly nature. He's also the one who hired the couriers for the Platinum Chip in the first place.
- What the Hell, Hero?: A Dummied Out event that's restored in certain mods has Victor angrily confronting the Courier and saying that he should have left him/her in the grave if the player destroyed the Securitron Vault under Fortification Hill."You low-down snake! I wish I'd have left you in the ground to rot!"
The gravel-voiced AI personality who acts as DJ of Radio New Vegas. He will often report on activities happening out in the Mojave Wasteland.
- Catchphrase: "All this said by an old man armed to the teeth with dynamite."
- The Charmer: "I tried to test my charisma on a Vit-o-Matic Vigor Testernote once. The machine burst into flame." He only says this with the Wild Wasteland trait.
- Deadpan Snarker: His commentary on the news stories slips into this sometimes, where he follows up a sober description of everyday wasteland brutality with a cheesy joke, delivered in the same stoic voice."Refugees at Bitter Springs are giving startling accounts of the Legate known as Lanius, who is said to be Caesar's top field commander. One refugee told us the Legate took over an underperforming squad of troops by beating its commander to death in full view of everyone. The Legate then ordered a tenth of his own force be killed by the other nine-tenths."
- Endangering News Broadcast: A few of his broadcasts involve him sharing NCR military information over open airwaves so anyone with a radio can hear. Makes sense, since he is an ally of Mr. House and thus is working to circumvent the NCR's position in a subtle manner.
- Mr. Fanservice: At least some of the ladies of the Mojave consider him to be "charming" and "a real gentleman". An Informed Attribute, as he makes no physical appearance (since he is an AI, after all)."People sometimes ask me, 'Is there a Mrs. New Vegas?' Of course there is. You're her. And you're still as perfect as the day we met."
- Verbal Tic: He drawls on the word "New" a lot, emphasizing his status as a propaganda machine for House. One of House's defining aspirations for New Vegas is that it is a new society, untainted by old world values.
- The Voice: Is never seen in-game, and unlike the radio stations in Fallout 3 and Fallout 4, it is impossible to visit the physical broadcast location, which is presumably somewhere in New Vegas that the player never visits. Even his playing card refuses to reveal what he looks like, showing only a microphone. As he is actually just an AI personality programmed by House, he likely doesn't exist as anything other than a computer terminal buried somewhere in the Lucky 38.
- Voice with an Internet Connection: He somehow knows about every event that takes place in the wasteland and reports about them on his radio show. It is revealed that he is actually an AI programmed by Mr. House before the war.
- Worst News Judgment Ever: Averted, unlike Three Dog from Fallout 3. All of his reports are generally fairly newsworthy, they're unbiased and have outside commentary, and most importantly, the Courier is almost never mentioned. Any time you're responsible, he'll at most mention a third party or a civilian but won't name names. His only direct mention of you is your miraculous recovery at the beginning, and that is newsworthy in itself.
- He also has a lot of news stories about the goings-on of the Mojave before you got shot in head. However, these are almost all dependent on certain quests and will be replaced with new news once you complete them.
A Securitron with the personality of one of Mr. House's favorite girlfriends from before the war. She seems to be in charge of running things around the Lucky 38 and will buy any snow globes the Courier finds to add to Mr. House's collection.
- No Celebrities Were Harmed: An allusion to actress Jane Russell, who starred in films made by Mr. House's inspiration Howard Hughes.
- Robot Maid: She's an advanced combat robot that serves a role similar to a secretary and makes sure Mr. House is happy.
- Sexbot: Hilariously, a lot of dialogue implies she serves as this for Mr. House despite the fact that she's a standard-model security robot with a woman's face displayed on her screen. At least one companion will even comment on it.
- Sexy Secretary: She seems to have been designed with this trope in mind.
A classy casino built as a fun alternative to the shady Gomorrah and snooty Ultra-Luxe. The Tops is run by the Chairmen, a group of friendly reformed tribals who like to talk in hip lingo and treat their customers to a good time. The highlight of The Tops is the Aces Theater, where guests can view various acts and musicians in addition to the various gambling and boozing available in the other casinos.
A group of tribals formerly known as the Boot Riders, reformed by House to embody what is "cool". They currently run the Tops Casino and Aces Theater.
- Camp: To the point of making it an art form.
- Challenging the Chief: A custom of theirs back in their tribal days.
- Expy: In-universe, to the Rat Pack and similar entertainment of Vegas's 1950s heyday.
- Jive Turkey: The group all speak in swinger slang.
- Token Good Teammate:
- Among the Vegas families. Sure, one member (and his four thugs) is kind of a dick, but the faction as a whole is comprised of mostly legitimate businesspeople. At least they arent cannibals or slavers.
- Even before they became "civilized" by House, it's implied that they held some degree of honor. If you disagreed with the Chief's decisions, you could challenge him to a duel to the death. If you won, the rest of the tribe would follow your word on the matter without question.
Benny is the head of the Chairmen, one of the Three Families who rule the Strip. He is the one who shot the Courier in the head at the start of the game and stole the Platinum Chip. Ambitious, charming, and backstabbing, Benny will do anything to further his place in the world, and his latest plan has the scope of taking over the Strip and possibly the entire Mojave Wasteland.
- Affably Evil: He's quite charming and nice, if a bit sleazy and murderous. He even makes it clear right at the beginning of the game when he has the Khans dig you a grave, and when the Khans start protesting that he should just get it over with, he snaps back that he isn't a "fink" and wants to look someone in the face when he kills them.
- All Girls Want Bad Boys: Can be subverted and played straight if the player character is a female. You can have sex with Benny, but it can just be a means to get the chance to kill him in private. Benny himself is even somewhat weirded out about the fact that a girl he has shot in the head and left for dead thinks he's hot and wants to have sex with him despite that. Not enough to stop him from doing it, of course, but unsettled nonetheless.
- And There Was Much Rejoicing: Benny is a world-renowned asshole. If you kill him, the only person in the entire Mojave saddened by his death is Swank, and then only if you failed to persuade him that Benny was plotting against House. Almost every group in the game except the Boomers and the Brotherhood make comments about how glad they are that he's gone, and some people will even lament that they weren't there to see him die.
- Arch-Nemesis: The Courier's, for the first half of the game, at least.
- Authority Equals Asskicking: He's a relative pushover in-game, but the All Roads comic shows that despite his dandy-like appearance, Benny is actually highly skilled in wasteland survival and combat, impressing even his Great Khan henchmen. He used to be a wasteland tribal warrior prior to Mr. House's takeover and renovation of New Vegas, and took over the tribe by defeating the previous leader in a knife fight.
- Badass in a Nice Suit: Well, an expensive suit, anyway. Tasteful is another thing, although it seems to have a certain tacky chic to it, considering that it grants Speech and Barter bonuses. Although the game refers to it as a "suit," it is actually two non-matching pieces, a black-and-white buffalo plaid sport coat and solid gray dress slacks.
- Big Bad Wannabe: He's aiming to take over the Mojave, but is nowhere near as smart as the Courier or House. While he might have succeeded in being able to take over the Strip by usurping House, it's highly dubious as to how well he could have dealt with the Legion or NCR, to say nothing of the many outside factions he'd have to deal with.
- Bond Villain Stupidity: Averted. His method for disposing of the main character is to shoot them in the head. It doesn't work.
- Chronic Backstabbing Disorder: He killed his tribe leader in order to side the Boot Riders with Mr. House and reform them as the Chairmen, then he began plotting to overthrow House, and he runs out on the Great Khans he hired to ambush you without paying them. When it comes to his dealings with you, Benny talks a lot about how We Can Rule Together, but is never sincere about it. Dummied Out dialogue implies that he would have ambushed you after freeing him from The Fort, mocking you for showing mercy to a weasel like him.
- Consummate Liar: He lies to you time and again. If you actually trust him, then there is something wrong with you.
- Cool Gun: Maria, his custom Browning Hi-Power. You can get it if you kill him, and it's one of the best pistols in the game, on a par with the Mysterious Magnum.
- Crazy-Prepared: Apparently, Yes Man being able to follow anyone's orders was something of a contingency. Just not a very well-thought-out one.
- Crouching Moron, Hidden Badass: If you ask about his background, Benny will tell you about how he became tribe leader through Klingon Promotion, taking down his former boss. In the tie-in graphic novel All Roads, one of the Great Khans he is travelling with reacts with shock to the revelation that he used to be a tribal. His friend responds as they are crossing the wasteland by telling them that "It's midday and he's setting the pace. You tell me."
- Depending on the Artist: Most famously, his look in the intro cutscene versus his comparatively doughy in-game model. Even in the tie-in comic, he seems to change faces from panel to panel.
- Disc-One Final Boss: Becomes pretty much irrelevant after the end of the first act (i.e. chasing Benny down).
- Distracted by the Sexy: If you seduce him with the Black Widow perk.
- Do with Him as You Will:
- If you don't feel like dealing with him personally when you meet him in Caesar's camp, you can simply walk away and let them do as they will.
- This is also essentially what Mr. House tells you. He has no interest in Benny aside from the Platinum Chip, and will even mock you if you try to brag about killing him.
- Enemy Mine: You and he can decide to try and cut your way through Caesar's tent at the Fort. He'll likely die fighting.
- Even Evil Has Standards: Proven in the game intro when, upon a Great Khan asking him why he waited until the Courier was conscious to kill them, he actually gets offended, making it quite clear he considers it reprehensible to shoot someone without looking them in the face. As bonus points, he even apologizes to the Courier for having to kill them for merely being in the wrong place at the wrong time. He's also creeped out by the White Glove Society and is very wary towards the Omertas.
- Evil Counterpart: Plays this role to the Courier, being groomed as House's lieutenant but betraying him to take Vegas for himself. However, if the player is evil and out to to claim an independent Vegas as their own personal kingdom, Benny could be considered their Good (or at least, A Lighter Shade of Gray) Counterpart, as he does actually have hopes for the Strip and his fellow Chairmen beyond power for its own sake. Additionally, in the Collector's Edition deck of playing card, Benny and the Courier are the Jokers, and in tarot, the two Jokers are the Magician and the Fool. The Fool is the spirit in search of experience, and represents cleverness and aimless wandering, while the Magician represents trickery and deception, and the pursuit of personal power. And in some interpretations, it is the meeting with the Magician that starts the Fool on their journey to meet the other Tarot symbols.
- Face Death with Dignity: Unless you decide to crucify him for your own amusement, he actually admits defeat and dies with his head held high. If you decide to execute him, he'll refuse your offer to close his eyes and simply asks that you "make it clean". However, should you decide to face him in the arena, he'll be incredibly grateful, since it is a worthy death in-line with his tribal roots.
- Fashion-Victim Villain: He carries an In-Universe case of this. Yes, it's an expensive suit that shows off his prestige, but it's also tacky as hell with its black and white checkered pattern. Some NPCs remark on its strangeness when you ask them about Benny, like Johnson Nash and No-Bark Noonan, and the White Gloves in the Ultra Lux will call his jacket a crime.
- Flunky Boss: If you opt to just attack him on the floor of The Tops after convincing Swank to let you bring in your gear and kill him, he'll be backed up by four thugs wielding knives and submachine guns. He'll put up a little more of a fight than if you fight him in the arena and can even overpower low-level players, but a high-level player still should have no problem with him.
- Gameplay and Story Segregation: He's surprised that the Courier lived when confronted, even though Mr. New Vegas regularly runs a news story announcing it.
- Graceful Loser: When you have him at your mercy in Caesar's tent, he actually tells you his plans with Yes Man and encourages you to finish them, even if you plan to kill him.Benny: Look, I ain't a harbor for illusions. I ain't expecting to get out of this shin-dig alive. That's why I'm trying to hand you my scheme, baby. It's called having a legacy.
- Hidden Disdain Reveal: It's implied that Yes Man's Irrational Hatred for the Khans comes from listening to Benny talk down on them in private.
- Hoist by His Own Petard: Part of the reason it is so easy for the Courier to lure him into a trap and potentially take over his plans with Yes Man is because he programmed Yes Man to be completely incapable of saying no to any request but didn't take into account the possibility of someone other than himself finding Yes Man and politely asking him about said plans or to adjust Benny's schedule.
- Hypocrite: Call the Khans out for not looking the Courier in the face before killing them. When the still-alive Courier comes for him, however, Benny has no problem luring them into a trap and having them killed out of sight.
- I Call It "Vera": Benny's gun is called Maria and has Our Lady of Guadalupe on the handle.
- Idiot Ball: Hilariously, what gave him away in his attempt to pose as a member of the Legion was the fact that he didn't change his well-groomed haircut. Caesar admits that Benny had been doing so surprisingly well at infiltrating his fortress, he was actually disappointed such a Worthy Opponent at outsmarting his troops was brought down due to a menial thing like vanity.
- Impossibly Tacky Clothes: His buffalo plaid sport coat is quite loud, and other characters mention it often.White Glove Society Member: I know Benny was murdered, but if you ask me, the real crime was that chequered jacket.
- Jerkass Has a Point: If you call him out on his murderousness, he counters with the fact that the stakes of his plan — the fate of three entire nations — are so high that yes, he's perfectly willing to murder to achieve success. Turns out he's right; in every ending path, you'll be forced to assassinate people.
- Jive Turkey: Benny and The Chairmen all speak in '50s style Rat Pack slang.
- Klingon Promotion: He became leader of the Chairmen back in the day by winning a knife-fight to the death against the then-chief, Bingo.
- A Lighter Shade of Black: To a very evil Courier.
- Meaningful Name: As listed under Evil Counterpart, he and the Courier are the Jokers in the Collector's Edition deck of cards. In Euchre, the Joker is the highest trump possible, and is referred to as the Benny card.
- Missing Steps Plan: Benny's plan to take over the Mojave only goes so far as "use Yes Man to take control of the Securitrons". Beyond that, he hasn't really thought things through. The player can directly ask Benny what makes him think he can succeed in his plans, and Benny admits things are still "coming together", and script notes for this dialogue spell out he's not certain about this.
- Mythology Gag: Benny's suit is similar to the one Vault Boy wears in the image of the Smooth Talker perk from the first two Fallout games. That perk raises your intelligence to +1 for dialogue purposes, while Benny suits has a vaguely similar effect of raising both the Speech and Barter skills to +5.
- The Nicknamer: Calls the Courier "Baby" regardless of gender.
- No Historical Figures Were Harmed: His name, position, and especially his suit are all references to Benjamin "Bugsy" Siegel, a well-known mobster who helped build the Las Vegas Strip as we know it today.
- No-Nonsense Nemesis: Both times he has you at his mercy, he shoots you square in the head. One of them being at the very start of the game. Surviving both encounters is nothing short of a miracle on your end.
- Opportunistic Bastard: Benny will do anything to gain more power and has more ambition than actual ability.
- Pet the Dog: When you confront him at his casino, there is a route where he traps you in a room and is about to send four assassins to kill you. But you can speak with him through intercoms before he does. If you beg him for mercy, point out that you are just a courier who happened to be in the wrong place at the wrong time, and promise that you'll never go after him again if he lets you go... he actually lets you go.
- He hired Emily Ortal to reprogram Yes Man, promising her that he'd help the Followers of the Apocalypse in exchange, but then banned her from his casino after she finished the job. While that was a dick move, Emily is fully aware of his plans to turn on Mr. House, making her an extremely dangerous witness: all she'd have to do is whisper a few words to a securitron, and Benny would be done for. This is the point where the villain always has the witness murdered to keep them quiet. But Benny never harms her or tries to go after her, similarly to the Courier route above he actually lets her go. Also worth noting that even though he didn't keep his promise to her, ultimately his plans to overthrow Mr. House would still benefit the Followers.
- Precision F-Strike:
Benny: The cleaners will knock twice. Tell them to be thorough.
- Happens when you deliver a Bond One-Liner to him over the intercom while he thinks he's talking to the thugs/cleaners who are there to get rid of your corpse.
Courier: Yeah, it's a real mess up here — four bodies.note
Benny: What the fuck?!
Benny: You sick, vindictive fuck!
- If you choose to have him crucified by Caesar's Legion, he does not take this well:
- Sensitive Guy and Manly Man: All Roads in particular casts Swank and Benny like this. Benny is scheming to take on Vegas, Swank is worried about the extremes he'll go to... and about him getting cigarette burns on the carpets.
- Smug Snake: He'd be a lot more efficient as a liar if he weren't so arrogant.
- Spanner in the Works:
- Whether Mr. House could have actually succeeded in taking control of the Mojave on his own is debatable, but what is certain is that Benny's actions have significantly disrupted his plans and the delicate balance of power between the factions fighting over the territory.
- Benny is also responsible for one of the biggest spanners: his schemes led him to make Yes Man, who can allow the Courier to become a spanner to all the factions. For delicious irony, Benny's plans can then be used to become his own spanner as you murder him, usurp him, and proceed to do his job better than he could have.
- The Starscream: Mr. House was grooming him as his lieutenant, but he underestimated Benny's ambition. Benny's decision to betray him came out of nowhere from his perspective.
- Starter Villain: By the time you're ready to confront him, it should be clear to you it's just the end of phase one in a much larger conflict.
- Take Up My Sword: If he's captured by the Legion and facing certain death, he'll tell the Courier he doesn't mind, so long as they continue his project of ousting House.
- Token Evil Teammate: Of the Chairmen, who are otherwise the Token Good Teammates of the Three Families.
- Ungrateful Bastard: He was originally supposed to ambush the Courier and try to kill them after the Courier saved his life from Caesar's Legion.
- Villainous Legacy: Should you decide to go the Yes Man route, this will mean that Benny's plans will come to fruition, even after he dies.
- What Happened to the Mouse?:
- If you free him from the Legion, he disappears. In a deleted scene, he was going to ambush The Courier later on and mock him/her for showing him mercy.
- It's entirely possible to go through the NCR route without ever confronting Benny, and thus he'll just stay at the Tops indefinitely for the rest of the game unless you decide to kill him.
- Wild Card: To the point where the Collector's Edition playing cards makes him into one of its two jokers, along with the Courier. Stealing the Platinum Chip turns Benny from House's chosen protégé into this. It doesn't work out... Not for Benny, at least.
Benny's right-hand man. Swank is unaware of his boss's plan to overthrow Mr. House.
- Anti-Mutiny: He will help the player if he's convinced that Benny is working against Mr. House, since he happens to like his current position of luxury.
- The Creon: Unlike Benny and the Omertas, Swank actually seems to like working for Mr. House, who personally describes him as both dependable and unimaginative.
- Klingon Promotion: After you deal with Benny, Swank becomes the leader of The Chairmen and will officially run The Tops. He especially qualifies if you got his help by convincing him that Benny was up to no good.
- Nice Guy: He is one of the friendlier guys you'll meet in The Strip and has some sensible things to say of the various factions of Vegas. Swank will also help the player deal with Benny if he's convinced that he's up to no good, specifically by letting them carry their weapons and letting you search Benny's private suite.
Tommy is a high-ranking member of the Chairmen who runs the Ace's Theater. Unfortunately, he's in desperate need of some new talent to bring in more paying customers, especially with such stiff competition coming in from Gomorrah and the Ultra-Luxe.
- Badass Bystander: He has a 99 in Energy Weapons and a perfect 100 in both Guns and Melee Weapons.
- Beware the Nice Ones: Tommy is one of the nicest, politest people on the Strip. He also has Energy Weapons, Guns, and Melee Weapons as his tagged skills, all of which are nearly perfect.
- Jive Turkey: As with all the other Chairmen.
- No Celebrities Were Harmed: He looks an awful lot like Rat Pack member Sammy Davis Jr., complete with eyepatch.
- Third-Person Person: Tommy's the kind of cat who loves talking about himself in the third person, ya dig, baby?
- Voiced by: Rob Corddry"Hey, what about that suit Benny wears? If I had a suit like that, the ladies would be all over me. What, you expect a punchline? The guy pays my salary! It's true!"
A down on his luck comedian who is stuck advertising himself on The Strip in the hopes of landing a stable job. Luckily for him, the Courier is looking for acts for the Aces Theater and can talk him into joining their line up. Once recruited his stand up routine will begin every evening at 4:00 pm.
- Awful Wedded Life: About of a quarter of his jokes are about this:I take my wife everywhere, but she somehow keeps finding her way back.I've been married for 17 years. Where did I go wrong? Oh!My wife and I know the secret to a happy marriage. Two times a week we go to a nice restaurant. She goes Mondays, I go Fridays.I told my wife she's good-looking for a ghoul. It's just too bad she's not a ghoul. Ay-ay-ay!
- Biting-the-Hand Humor: Zigzagged a bit. He has absolutely no problems making fun of Mr. House and his securitrons or The Tops as a whole, but draws the line at directly insulting Benny since the guy controls his salery.
- Police Brutality: He pokes run at the Securitrons in one of his jokes:I love these robots with the friendly little policeman's faces. Sure, they still rough you up, but they look so happy!
- Voiced by: Chris Ciulla"It's great to be up here, looking down at all your smiling faces. That won't last long."
A ghoul working as an insult comic at the Atomic Wrangler for the Garret Twins. He really wants to move on to bigger and better things but is stuck in a contract that prevents him from leaving. Once the Courier convinces the Garrets to void the contract for him he can be found performing at The Tops each day at 1:00 pm.
- Deadpan Snarker: Comes with being an insult comic, he even has a few choice things to say about the Courier.
- Insult Comic: His bread and butter. He'll even mock the Courier depending on their SPECIAL score and Karma:High Intelligence: Somebody told me the other day you were bright - I wasn't sure if he meant smart, or radioactive.High Endurance: Buddy, you look tough enough to drink a pint of glowing water. Why don't you do us all a favor and try it?Low Agility: Boy, you're clumsy, you're so clumsy that when you slip in a shower, you fall up.Low Charisma: My friend, you got style, grace and charm. The style of a feral ghoul, the grace of a super mutant and the charm of a deathclaw!
- Jerkass: He's pretty rude even when he isn't performing.
- Pet the Dog: If the Courier is able to break his contract with the Garrets and get him a gig at The Tops, he drops his insult comic act and graciously thanks them.
- Shout-Out: A clear tribute to the late Don Rickles.
The Lonesome Drifter is a mysterious traveler and guitarist from Montana, on a journey to no place in particular in hopes of finding his long lost father, who abandoned him and his mom. He's very heavily implied to be the son of the Mysterious Stranger. He's also one of the people you have to recruit to be performers at The Tops, as part of the quest "Talent Pool" and plays songs on his guitar each night at 10:00 pm.
- Ancestral Weapon: His revolver was left to him by his missing father.
- And Then What?: You have the option of asking him what he will do if he ever finds his father:Lonesome Drifter: Can't say as I really know. Maybe I'll just ask him why. Maybe I'll punch him right in the mouth.
- Disappeared Dad: His father, possibly the Mysterious Stranger, ran off on him and his mother for mysteriously while he a child.Courier: When did your father leave?
Lonesome Drifter: Long time ago, now. I never even knew him. Ma always said he was a mysterious feller, always traveling on in secret.
- The Gunslinger: His look invokes this: He wears a cowboy hat and duster, and his weapon is a revolver.
- Hero of Another Story: He has traveled who knows how far from Montana on his journeys. While talking to Follows-Chalk in the Honest Hearts DLC, he will mention how a man fitting the Lonesome Drifter's description helped ignite his interest in civilization outside Zion with his stories.
- Luke, I Am Your Father: Subverted. When the Lonesome Drifter discusses how he has come from Montana to New Vegas in search of his long-lost father, the Courier, provided they are male and have the Lady Killer perk, can nervously ask him if he wouldn't happen to be around 17 years old. The Lonesome Drifter responds that he is actually 28, and the Courier replies with relief at the revelation.
- Nice Guy: He's a pretty friendly.
- No Name Given: His real name is not stated.
- Offing the Offspring: Assuming the Mysterious Stranger really is his father, it's possible to invoke this, if you turn him hostile while you have the Mysterious Stranger Perk, he could be killed by his own father. Amusingly, the developers had plans to make the Mysterious Stranger teleport in and kill the Courier if the player tried to target the Drifter with VATS, but they were never implemented in the game.
- Revolvers Are Just Better: He wields the Mysterious Magnum, a unique a .44 Magnum revolver with a silver finish left by his missing father, that plays a part of The Mysterious Stranger's Leitmotif whenever it's first drawn or holstered. With a barter skill of fifty or more, you can convince him to give it to you as payment for finding him work at The Tops.
- Voiced by: Gregory Alan Williams"Robbed" is such an ugly word. It's more like I took care of a payroll problem for him. Also, I might have... umm... sort of... plowed his daughter. A little."
A former singer at the Shark Club in New Reno who was forced to leave town after robbing a dangerous mob boss and getting a little too intimate with his daughter. He's currently hiding out in Novac hoping to avoid getting capped by mafia thugs when the Courier finds him and offers him a job at The Tops, which he gladly accepts. He performs each night at 8:00 pm.
- Ain't Too Proud to Beg: When he mistakes the Courier for an assassin he immediately begins groveling for his life.
- Continuity Nod: The mob boss he is running from is Mr. Bishop, and he had slept with his daughter. This means that the Chosen One sided with the Bishops in New Reno, and slept with Bishop's wife or daughter, whose son grew up to be the new mob boss of New Reno.
- In Love with the Gangster's Girl: He slept with a famous mob boss' daughter and this is after he already stole money from the guy. The fact that he's still breathing by the time he meets the Courier is a minor miracle.
- Too Dumb to Live: Robbing a mob boss and sleeping with his daughter wasn't a very smart decision.
A Securitron reprogrammed by Benny to be subservient to him, hence the name, Yes Man is the key piece in Benny's plan to rule New Vegas.
- Angrish: If the player destroys the Securitron Army underneath Fortification Hill, while he cannot directly insult you, it is clear that he is at a loss for words at how detrimental your actions are. The most he can say is that you sure are brave for doing such a thing and how it'll make everything more... challenging.
- Appropriated Appelation: The name of Yes Man apparently started off as a mocking nickname from Benny. Being the only human he's ever interacted with until you found him, he doesn't have any other name to use and so goes by that.
- Benevolent A.I.: He is programmed to help others accomplish their goals no matter his actual opinion on the matter. In the ending, he upgrades himself so that this only applies to The Courier.
- Berserk Button: Yes Man seems to have a particular hatred of the Great Khans, likely just him parroting Benny's actual opinions on the Khans. He also dislikes the Brotherhood on a smaller scale for about the same reasons as House. However, unlike House, Yes Man cannot make the Courier exterminate said factions, but will note that keeping the Brotherhood alive is a poor long-term choice and hopes that the Great Khans will die a grisly death in some other way.
- Beware the Nice Ones:
- Despite his cheery demeanor, this is the AI that masterminded a plot that puts him in total control of a Securitron army and, by default, Vegas itself. He also tends to favor most of the brutally pragmatic options that House puts forward (such as exterminating the Brotherhood) and doesn't hesitate to subtly chew you out for leaving factions he dislikes alive.
- He's also responsible for setting up the plan to ambush you and help Benny put two bullets in your noggin (he's awful sorry about it, though, once he knows who you are).
- Also, there's a piece of Dummied Out dialogue for the Independent ending that hints at a sadistic side:"Greetings, General Oliver. The disappointment you're about to experience delights me!"
- Body Backup Drive: Every time the player character kills him, his "neurocomputational matrix" is just uploaded into another robot. This could go forever, making him one of the few immortal characters in the game. This is put into the game for a very specific reason: since Yes Man is unkillable, even if you screw yourself out of being able to do any other ending, you can still finish the game on the Wild Card path.
- Cannot Tell a Lie: He is programmed to be forthcoming with any and all information he has available to everyone who asks him any questions. He comments that it probably wasn't a very sound decision on Benny's behalf to make him behave like that.
- Cheerful A.I.: He was programmed to be overly cheery and helpful, likely because Benny's the kind of asshole who doesn't want backtalk from his lackeys.
- Chessmaster Sidekick: He serves as this to Benny and potentially the Courier if they pursue the Wild Card questline since it's ultimately Yes Man making the plans and handling the logistics. In the Independent ending, Yes Man goes so far to upgrade himself so that only the Courier is capable of giving him orders.
- Dissonant Serenity: It's rather disturbing to listen to him talk about murdering certain people/factions he doesn't like while keeping his cheerful, happy tone."You should accept his invitation, and then murder him when he least suspects it!""I sure hope they get eaten by scorpions!"
- Double Standard: He has a humorous moment of this if you get the Great Khans to aid the NCR."That's not aiding the enemy. Not when you do it."
- The Dragon: To Benny, and you if you go for the Wild Card path.
- Dragon-in-Chief: What with it being him rather than Benny/you who controls the securitrons.
- Dude, Not Funny!: If you make it clear to him that you're the Courier that Benny shot:"Ha ha ha, that's... not funny, you getting shot in the head. I guess I really shouldn't have taken so much pride in how I set that up. I feel really bad now."
- Extreme Doormat: If you decide to attack him, the most he can do is beg for mercy and say how much he deserves it. However, he can't be Killed Off for Real, since he'll just upload himself to another Securitron."That's it! Make me take my medicine!"
- Hidden in Plain Sight: After killing Benny and chatting with him, Yes Man takes position right outside the Tops on the open Strip... with House's Securitrons rolling by completely oblivious. This is because of measures taken in his reprogramming to make him a ghost on the Lucky 38 network.
- Honest Advisor: While his programming forces him to severely sugarcoat things Yes Man tends to make it clear when he considers certain actions very questionable. This ranges from choosing to ignore/spare problematic factions to outright shooting yourself in the foot by destroying the Securitron Bunker.
- Irrational Hatred: He has no real reason to hate the Khans, but he would really like it if they died horrible deaths.
- Large Ham: Very cheerful and nice.
- My Master, Right or Wrong: No matter how questionable your actions may be, Yes Man cannot disobey the player in any way and will be forced to progress with his plan. Even if it includes trying to take over Vegas with no standing army whatsoever. He can, however, lampshade your idiocy and question your actions in a somewhat passive-aggressive manner."This is going to be great! I'm going to help you accomplish so much, whether I want to or not!"
- Nice Guy: Aside from some passive-aggressive tendencies and an irrational hatred of the Khans, this pretty much sums up his personality in a nutshell.
- Once Done, Never Forgotten: If you blow up the Securitron army, Yes Man will not let you forget that it would have been really useful to have a massive army of robots at your command, but you certainly can't be dumb enough to do such a thing without a good reason.
- Please Kill Me If It Satisfies You: He's the reason Benny was able to track down and shot the courier carrying the platinum chip and Yes Man tells this fact in a mocking tone, without initially realizing that he's talking to that same courier. Then, depending on the dialogue options, Yes Man then may offer the Courier to destroy him to aliviate the anger, warning that his personality will just be transfered to another securitron if that happens.
- Servile Snarker: He can be incredibly passive-aggressive if you do something that seems like it would cause some problems later on, such as blowing up the hidden Securitron army.Yes Man: Oh, yeah, I'm sure you're right. I mean, for one thing, it's you saying it, and you always know what you're talking about. And if you had, you know, a huge killer robot at your command, yeah, that would just clutter things up. And a lesser person might want that kind of overwhelming force on their side, but you know - where's the challenge in that?
- Sycophantic Servant: His general demeanor is that of a complete lickspittle, and not even attacking him will make him change his behavior. It's explained that Benny reprogrammed him to make him this way on purpose.
- Undying Loyalty: At the end of the game, Yes Man upgrades himself to be more "assertive" so that only the Courier can give him orders.
- Vengeance Denied: Due to his functional immortality, Yes Man notes that you cannot properly take vengeance against him for planning Benny's ambush. You're free to attack him, but it won't do any good. He of course apologizes for how incomplete your vengeance must be.
- What the Hell, Hero?:
- Destroying the Securitron Vault leaves him utterly dumbfounded since you've essentially destroyed your ace in the hole. As such, while he can't outright call you out he'll make his frustrations clear.
- Leaving the Brotherhood alive is something that he takes personally due to the fact that as an advanced AI he'd be one of their targets. As such, he reasons that it's because you just see him as just another machine.
- Wild Card: He is needed for you to get the Independent Vegas ending.
- Yes-Man: Benny calls him this. The name stuck.
The Ultra-Luxe enjoys a reputation as the fanciest and most sophisticated casino on the entire Strip, which is entirely earned. From the strange masked waiters to the extravagantly decorated interior, the Ultra-Luxe feels outright alien compared to the dirty ruined world outside its doors. Run by a clan of people known for their taste and wealth, the casino caters to only the highest of high society... though they have their share of dark secrets and are hiding plenty of skeletons in their closet.
The White Glove Society
A group of tribals reformed by House with a love for sophistication and luxury. Founded by Marjorie, they currently run the Ultra-Luxe Casino.
- Cane Fu: Their preferred weapons are dress canes. They are actually surprisingly effective melee weapons that hurt like hell.
- Cannibal Clan: Before they were the White Glove Society. Interesting enough, the developers originally named them the Sawneys (aka Sawney Bean) though in-game their original name is never revealed (with House stating that he's contractually obligated to not reveal it).
- Doing It for the Art: To them, fine cuisine is an art form, and they pride themselves on offering the greatest dishes in the wasteland.
- Everybody Knew Already: Their general creepiness and the fact that it's a rumor that everyone talks about makes the fact they used to be cannibals less surprising.
- Exact Words: The White Glove Society has never eaten human flesh. But they weren't always the White Glove Society. In their tribal days, however...
- Expy: In-universe, to the glamorous and exclusive mink-lined side of classic Vegas luxury.
- FaceHeel Turn: If you help (or allow) Mortimer to return them to their cannibalistic ways.
- Faux Affably Evil: They're very pleasant, despite being former cannibals, and they acknowledge their cannibalistic past just to emphasize they've put it behind them. However, they laugh about it if you help Mortimer turn them back to cannibalism, and they eagerly embrace the idea anew. Their attitude towards cannibalism is more that they dislike the negative connotations it means for the group and their publicity; they still don't find anything wrong with the act.
- High-Class Cannibal: They live a life of luxury and see themselves as being a cut above the common savages of the Wasteland. They were also a Cannibal Clan at some point in their history, though their contract with Mr House forbids them from eating human flesh these days. Some, such as Mortimer, have reverted to "the old ways" and would like to see the contract broken.
- I Am Spartacus: A variation, and a villainous one at that. Mortimer's plan is to trick the other members of the Society into consuming human flesh so that (1) they can become accustomed to the taste and (2) it'll be almost impossible to punish because everyone is just as guilty.
- I'm a Humanitarian: Or well, they used to be. Some, like Mortimer, still are.
- Small Name, Big Ego: Potentially. If you bump into them they will sometimes say "I prefer to converse with interesting people". They will say this even if you're Mr. House's right hand or the de facto leader of the Strip, meaning they're talking down on people who are more important than themselves.
- Upper-Class Twit: They insist that they are the best and most sophisticated people in the world.
- White Mask of Doom: Their members put on a white mask because their leader Marjorie thinks it will add to their mysterious and elegant atmosphere. But many people comment on how it just makes them creepy.
The prestigious founder of the White Glove Society who is in charge of running the Ultra-Luxe, the finest casino and resort in all of New Vegas (and probably the rest of the world) which is the envy of its competitors The Tops and Gomorrah.
- A Lighter Shade of Black: Compared to Mortimer. See Not so Above It All.
- Even Evil Has Standards: For all of her faults she detests the Legion and considers them to be brutal savages. She also tries to keep her society from practicing cannibalism and wants to keep it outlawed.
- Exact Words: Marjorie tells the player that the White Glove Society have never committed cannibalism. She will, however, acknowledge that they were not always known as the White Glove Society.
- Not so Above It All: Marjorie is indignant if you try to bring up the family's history of cannibalism. Once you and Mortimer turn them back that way, she giggles you two are mischief-makers as if it's a grand joke. And even if you do stop Mortimer, she just sees him and what he tried to do as minor nuisances, and seems more worried with the negative publicity the act would have earned them than the act itself.
- Rich Bitch: She founded the White Glove Society, a group that looks down on even most of the residents of the Strip, which is one of the wealthiest communities in the entire wasteland. (For the record, just getting into the Strip requires either a passport or 2000 caps. Most wastelanders are lucky to even have a hundred.)
The front desk manager of the Ultra-Luxe and second-in-command of the White Glove Society.
- Affably Evil: He is very polite to the Courier despite being one of the few characters in the game with very evil karma.
- Arc Villain: Of Beyond the Beef unless you side with him, being the ringleader of the conspiracy to return the White Gloves to cannibalism.
- Laser-Guided Karma: Depending on how "Beyond the Beef" is completed, he can be thwarted at his moment of triumph by the Courier, who can note that they switched the recipe to imitation human flesh and exposed his proclivities in front of the rest of the White Gloves, forcing him to make a run for it. If you are fast enough, you can even shoot him down before he makes it out of The Gourmand.
- Man of Wealth and Taste: He rocks a fancy suit, nice top hat and treats human flesh as a delicacy that only the finest and most sophisticated people deserve to enjoy. What makes this especially noteworthy is that the wasteland setting of the game makes most forms of luxury and refinement unheard of in even large and civilized settlements.
- Meaningful Name: His name is derived from the Latin morte, meaning death.
- "Not So Different" Remark: He can be swayed to help an Evil Courier when the latter points out that (if the Cannibal Perk has been unlocked) they both know what it's like to have "the Craving" — an unexplainable urge to consume flesh. Alternately, if you have high-enough Speech, you can lie through your teeth to convince him of the same thing.
- Pragmatic Villainy: He wanted someone high-born and healthy, but he knows not to attract the wrong type of attention. Thus when he finds out his men snatched the son of a prominent cattle baron to use for their meal, he asks the player to return the kid to his father and trick them into not blaming the family. Short of that, if you must kill him, make it a frame job.
- Rich Bitch: Cannibalism aside, Mortimer is also much more elitist than Marjorie, who's already pretty elitist herself. If you talk to him about becoming an honorary member of the White Glove Society, he will dismiss this as a foolish idea of Marjorie's part, claiming that only people born in the clan are worthy of its privileges.
- We Will Meet Again: Should he be outed before Marjorie and the other White Gloves, he makes a run for it but not without swearing to come back and drive the Society to the ground (assuming he survives the escape attempt). Marjorie however isn't so worried it'll happen, assuming he survives.
An extremely arrogant, prideful chef with severe psychological issues who works for the Ultra-Luxe. He cooks the people Mortimer captures and serves them as gourmet dishes.
- Angrish: If you manage to lock him in a freezer, he'll be so angry that he can't even curse properly.
- Bad Boss: If his comments towards the player when he mistakes them for a waiter are any indication.
- Evil Chef: He is one of the few people in the game to have very evil karma. Not surprising given his status as a cannibal chef working for the equally depraved Mortimer.
- Freudian Excuse: As a sufficiently-knowledgeable Courier can point out, him treating others like crap is clearly projection coming from his terrible upbringing.
- A God Am I: He declares himself "the god of New Vegas brahmin fusion cuisine" when angered, and takes credit for inventing edible food.
- Hilariously Abusive Childhood: His childhood is so exaggeratedly horrible that it just becomes plain silly, especially in how simply getting to talk about it is enough to emotionally break him.
- Jerkass: Most of the White Gloves at least attempt to be polite to the Courier, even while being condescending. Philippe is just a whiny crybaby with an over-inflated ego.
- Laughably Evil: Big time.
- Made Myself Sad: With a high enough Medicine skill, you can psychoanalyze him, which will cause him to rant about his awful past before running off and crying.Philippe: Oh. I see how it is. You think because my father walked out on us when I was five, now I have to yell at people. Or because my mother was a deranged chem fiend who regularly brought strange men home who told me to call them uncle. Or because my sisters would lock me in a shipping crate when they didn't want me around... and my brother... God, I'd forgotten about that. How could they do that to me? I... I can't stay here. I need to be alone.
- Psychopathic Manchild: Most prominent if the player passes the medicine skill check. He'll end up running out of the room crying.
- Sir Swears-a-Lot: He's one of the more profane characters in the game.
- Small Name, Big Ego: While he is the head chef of the most high-class restaurant in the Mojave he greatly overestimates his own importance and insists that he somehow deserves credit for inventing edible food.
- Supreme Chef: Credit where it's due, the man is a genuinely good cook.
- Voiced by: Avery K. Waddell"Yes. The White Glove Society strictly forbids eating humans. But we weren't always the White Glove Society.
A member of the White Glove Society that has become disgusted with the actions of his fellows and attempts to aid a detective in uncovering the truth of the Ultra-Luxe. When the detective doesn't show he decides to aid the Courier instead, which leads to his demise at the hands of an assassin.
- Black Dude Dies First: He is the only White Glove to suffer a plotline death at the hands of an assassin while meeting the Courier in a sauna. All of the others can potentially survive.
- HeelFace Door-Slam: He becomes disturbed at what the White Gloves have become and tries to aid the Courier in stopping them. This leads to him being assassinated for giving away the society's secrets.
- He Knows Too Much: Meets his end at the hands of an assassin for giving the Courier critical information about the kidnappings happening at the Ultra-Luxe.
- Plotline Death: Even if you barricade yourself and Chauncey from anyone, he will die to the assassin after he spills the beans to you during the quest.
- Sacrificial Lion: Dies to an assassin immediately when he's done telling you about Mortimer's plan.
- Surprisingly Sudden Death: He gets shot dead by an assassin mere minutes after meeting the Courier in the sauna.
- Token Good Teammate: He hates what has become of the White Gloves and wants to stop them from harming any more people. Unfortunately, this gets him killed for aiding an outsider and giving away important information.
- Voiced by: Peter Renaday"Beg your pardon, stranger, but I'm looking for someone. You ain't seen a young man with dark brown hair and a white hat on lately, have you?"
A big name brahmin and bighorner rancher who lost his son Ted while conducting business with the White Glove Society. He's at his wits end from worry and is willing to accept help from anybody with a good pair of eyes and legs, promising a large reward for the safe return of his son... or the names of the people responsible if something has happened to him.
- Beware the Nice Ones: He's very polite and friendly to the Courier, but more than one NPC will tell you that he has an infamous reputation as a cattle baron who destroyed his competition by often less than legal means, which earned him the nickname "Hurricane Heck" from his enemies.
- Cattle Baron: He owns a vast amount of ranches and supplies a large portion of the Mojave's food. He's also developed a reputation for ruthlessness and intimidation, earning him the moniker "Hurricane Heck" back home in the west.
- Disproportionate Retribution: If the Courier returns Ted to him unharmed they'll have to pass a speech check to convince him not to cut off New Vegas from his food suppliers and starve them out. The only way to persuade him not to do this is by pointing out that it would be giving the White Gloves exactly what they want, never mind that he wouldn't have gotten his son back at all if not for the Courier.
- Jerk with a Heart of Gold: He's got a fierce temper and is willing to disproportionately punish all of New Vegas for the actions of a few White Gloves, but he genuinely loves his son Ted and handsomely rewards the Courier for his safe return.
- Papa Wolf: One of his unambiguously positive traits is his genuine love of his son Ted. He's willing to starve out the whole strip as punishment for his kidnapping unless the Courier can talk him down.
- Red Baron: Puns aside, his ruthless way of business has earned him the epithet "Hurricane Heck", according to Chauncey.
Heck's kidnapped son and heir to his name. Ted is found deep inside the kitchen at the Ultra-Luxe as a prisoner of Philippe, who intends to cook up and serve the boy as a meal for his boss Mortimer. He can be rescued by the Courier or left to his fate.
- Asshole Victim: He's not especially nice and only his father seems to even give a damn about him, which means there's no real penalty for leaving him to his fate and framing his dad for the murder.
- Complaining About Rescues They Don't Like: Even if you take the most difficult path to resolve the sidequest (rescue him and expose Mortimer without letting him see you during the dinner service, via sabotaging the meal), he'll still give you flak for not showing up sooner, and complains in front of you to his father about it.
- Guest-Star Party Member: For all of a few minutes — you can either use him as backup as you gun down the White Glove Society, or have him sneak out with you (potentially following while you reveal Mortimer's deception to the Society).
- Jerkass: He's not nearly as friendly or polite as his father and isn't particularly grateful to the Courier for saving him from becoming a main course in the Ultra-Luxe's dinner hall.
- Spoiled Brat: It's clear that his father's manners and politeness didn't rub off on him.
- Ungrateful Bastard: He seems more concerned over getting his revenge against his kidnappers rather than thanking the Courier for saving his life.
The shady and sleazy Gomorrah does a lot to live up to its namesake. Run by a group of mafia gangsters, known as the Omertas, this den of sin offers just about every vice imaginable. Sex, booze, drugs... gambling isn't the only addiction they endorse. Gomorrah isn't nearly as fancy or high-class as its competitors, but its many patrons don't seem to care so long as they get to fulfill their darkest desires and have a good time.
A group of tribals formerly known as the Slither Kin, reformed by House in the shape of old-world crime syndicates. Led by Nero and Big Sal, they run Gomorrah Casino and strip-club.
- Ape Shall Never Kill Ape: Their only internal rule is "Never betray the family"; everything else goes. However, it's possible to turn Big Sal and Nero against one another with a speech check by telling the former you're working for the latter.
- Becoming the Mask: Even compared to the other Families, the Omertas really bought into the stories House told of pre-War crime families and ran with them.
- Cluster F-Bomb: The staff at the other casinos try to keep their guests happy by being polite and respectful to them. But not the Omertas. It's implied to be mostly just an act, since Carlitos and Cachino can speak in a more civil manner.
- Defector from Decadence: Carlitos, Joana's lover, states that one of the reasons he left the Omertas was that he grew disillusioned by their way of life.
- Equal-Opportunity Evil: Sure, they are evil, but unlike every other casino, they have no prejudice whatsoever. They even encourage Raul, a ghoul, to have fun, outright stating they don't discriminate.
- Expy: In-universe, to the mobsters like Bugsy Siegel who were instrumental in the development of Las Vegas in its early days.
- Hidden Heart of Gold: Their bouncers comes across as blunt and rude during your first visits, but they eventually soften, especially if you help Cachino take out Sal and Nero. Their behavior was apparently an act to put up the atmosphere they want.Pre-quest Bouncer: Hey! No one but Omerta's are allowed to carry weapons.Post-quest Bouncer: I know you're good for it, but we still have to pat you down.
- Legitimate Businessmen's Social Club: They claim that the Gomorrah is just another hotel and casino, but everyone knows that they engage in illegal activities.
- The Mafia: The theme of their casino. They live up to it. House even admits that his main reason for keeping them around is purely nostalgic, because they remind him of the mafia groups in the pre-war days, and Vegas just doesn't feel right without that shady element.
- Rewarded as a Traitor Deserves: Lanius despises them and states that he personally wants them dead for their dishonorable actions, implying this would happen if others don't wipe them out.
- Smug Snake: Smug pawns of the Legion.
- Stupid Evil: In light of their very clear track record in regards to treatment of outsiders, siding with Caesar's Legion to bomb the Strip and aid their conquest of New Vegas qualifies Big Sal and Nero as this.
- Token Evil Teammate: Of the families. Though should Cachino succeed in having Big Sal and Nero sleeping with the fishes, he promises to keep the Gomorrah on a tight ship.
The don of the Omertas.
- Big Bad Duumvirate: While officially Big Sal is actually The Dragon to Nero, the two seem to share equal authority.
- Big Ol' Eyebrows: They're very impressive.
- Curse Cut Short: If you work with Cachino to take out the Omerta bosses, you'll get this exchange when you give the signal to him:Courier: We're here for a change in management. Cachino, NOW!Nero: What the fu?!? (Cachino blows his head off with a shotgun)
- Meaningful Name: Nero was the name of an infamous Roman Emperor, who is thought in popular culture to have set Rome on fire. The Nero in New Vegas is collaborating with Caesar to do essentially the same to New Vegas.
- Too Dumb to Live: Allies with the Legion, who have a well-known history of wiping out or enslaving their pawns once they are done with them, which is exactly what happens should the Legion win.
Nero's right-hand man.
- The Dog Bites Back: His motivation for trying to betray Mister House appears to be personal spite and envy against Mister House.Big Sal: Caesar asked us to provide a distraction on the Strip. So when he gives the word, we're going to launch an all-out assault on the Strip. First we're going to blow the Embassy, then we're going to use soldiers to kill every last motherfucker on the Strip. Then we'll run this joint. That'll teach Not-At-Home what can go on while he sits in his fucking ivory tower lording down from on high.
- The Dragon: To Nero.
- Dumb Muscle: Sal's intelligence is a measly 3, which is classified as "Cretin" by the Vit-o-Matic Vigor Tester.
- Guttural Growler: His raspiness is on par with some ghouls.
- Too Dumb to Live: Allies with the Legion, who have a well-known history of wiping out or enslaving their pawns once they are done with them, which is exactly what happens should the Legion win.
A senior member of the Omertas.
- Affably Evil: He is an unpleasant Jerkass at first, but after you blackmail him with his ledger during the main quest, he becomes unfailingly chill and polite towards you as he helps in stopping his boss' plan to cause havoc on the Strip.
- A Lighter Shade of Black: He is a horrible person, has Evil karma and is a chronic rapist, but his journal reveals he has legitimate guilt over his actions and he's horrified by his bosses's attempts to chlorine bomb the Strip and massacre the survivors.
- Anti-Villain: Cachino is explicitly a rapist, and is otherwise an murderous thug for the Omertas. Even so, he recognizes that what he does is wrong, and balks at his bosses plans to massacre the Strip for Caesar.
- The Atoner: In his journal, he expresses regret at the things he's done, and continually promises himself he'll never do them again. It's insinuated that he may finally turn over a new leaf now that he has the responsibility of running Gomorrah. He talks of "running a tighter ship" than his predecessors.
- Defeat Means Friendship: Stealing his journal and threatening to blackmail him with it actually causes him to become much calmer and more polite. If the Courier returns the journal to him, he keeps his word and helps them stop Nero and Big Sal's plans without any hesitation.
- Even Evil Has Standards:
- He may be a hustler and a rapist, but he knows something serious is up with the Omerta bosses and will even help you ruin their plans to help the Legion chlorine-bomb New Vegas.
- He also has standards in another way: he is very well aware that the things he does are wrong and wants to stop, but he never quite seems to get the willpower to.
- HeelFace Turn: If the Courier gives him the chance, he puts his misdeeds behind him and works to make Gomorrah more reputable than it was prior to his ascension.
- Token Good Teammate: Believe it or not. To put emphasis on how ridiculous this is: an entire quest is devoted to establishing how big of a bastard he is and his in-game karma is Evil, and yet when you reach the Omertas' actual quest, siding with him is the good option.
A contractor working for the Omertas. He's actually a terrorist-for-hire who is making chlorine bombs for the Omertas' assault on The Strip.
- Affably Evil: Even if you successfully blackmail him about his murders, he still keeps up a cheery attitude.
- Bitch in Sheep's Clothing: Cachino suspects him to be this, as he's too polite and virtuous for someone working for the Omertas. He's right, as Clanden is a serial rapist.
- Demolitions Expert: His explosives skill is maxed out.
- Hand Cannon: Carries a .44 Magnum Revolver.
- Karma Houdini: It's possible for Clanden to simply be blackmailed to abandon the Omertas, in which case he will never be punished for his crimes.
- Mad Bomber: He is an insane bomb-maker who murders prostitutes in his free time.
- Mask of Sanity: He appears to be a friendly, reasonably person when you first meet him, but then it's revealed that he's a sadistic serial killer and bomb-maker.
- Serial Killer: Rapes and murders prostitutes, all while he records it in holotapes.
- Snuff Film: He makes holotape recordings of his murders, which you can use to blackmail him.
- Torture Technician: He loves to torture women to death while recording himself.
- Walking Spoiler: His true nature is a major spoiler for the Omerta storyline.
A smuggler being blackmailed by the Omertas into assisting them on their plans for New Vegas by bringing in guns and working for them. He suffers from chem and sex addictions, but is very good at what he does and has a lot of knowledge about certain subjects.
- Boom, Headshot!: He can be killed this way by the Omertas if the Courier has him rig the thermite bomb himself.
- Crazy-Prepared: He rigs up a load of thermite, just so he can fight back if Nero and Big Sal decide to stab him in the back.
- Demolitions Expert: He has a tagged explosives skill of 67 and knows how to make a thermite bomb to destroy the Omertas' weapon stockpile.
- Frame-Up: He's been blackmailed into helping the Omertas after he got high and beat a prostitute to death there. You can find out that he's actually innocent, and they merely took advantage of his blacked-out state to convince him that he did.
- Functional Addict: His addictions have left him a mess, but he still manages to do his job and can help the Courier foil the Omertas' plans for New Vegas.
- Voiced by: Mela Lee"I'm... I don't know what's happening to me. I can't feel a goddamn thing anymore, empty and poisoned like the wasteland. I'm afraid I won't make it out of here, not without Carlitos. If the Med-X doesn't kill me first, Cachino or another Omerta will. Ha, I look pathetic, huh? The great Joana and now... I don't even know why I'm telling you this."
A Gomorrah prostitute that can be found in the courtyard at the back of the casino. Passing a skill check will convince her to reveal that the Omertas have her hooked on chems and force her to work for them as a sex slave. She's worried that if she doesn't get out soon the drugs or one of the bosses will end up killing her and asks the Courier for help escaping. She'll sleep with a Courier of either gender for 100 caps or for free with certain dialogue checks.
- Addled Addict: The Omertas have her so addicted to Med-X that its starting to affect her health. She's worried that if she doesn't get out soon either it or one of the higher ups will eventually kill her.
- Born Unlucky: Her luck attribute is only 3, which makes sense considering her current predicament.
- Brainless Beauty: She has an 8 in Charisma and a 3 in Intelligence. She also got hooked on chems by the Omertas, something that another prostitute working in Westside was smart enough to avoid.
- Damsel in Distress: Is this to Carlitos, who's been trying to figure out a way to rescue her from Gomorrah. The arrival of the Courier allows both individuals to enact a plan to rescue her once she gives the word.
- Sex Slave: The casino bosses have got her so dependent on hard drugs that she's basically become their sex slave. Cachino in particular seems to fancy her and apparently rapes her quite regularly.
- Third-Person Person: It's clearly an affectation meant to make her seem more appealing, since she drops the third-person speak if the Courier helps her leave Gomorrah.
- Voiced by: Andrea Thompson"A hundred caps. No kissing, no rough stuff."
Gomorrah's other prostitute who can be found in the courtyard near Joana. She'll sleep with a Courier of either gender for 100 caps or 50 with a skill check.
- Everyone Has Standards: Unlike Joana, she's very cautious about doing drugs on the job and will refuse to give the Courier a discount unless they can convince her that they know what they're doing.Courier: How about we just split this Med-X and... relax for a while?Dazzle: Hmm... I don't know. Doesn't that... mess you up?Courier: I used, like, a whole bunch of this stuff and I'm still fine.Dazzle: That's nice, honey, but no thanks.
- Everyone Loves Blondes: Blond hair, skimpy clothes and a perfect 10 in Charisma? Oh yeah.
- Happiness in Slavery: Her comments about her past imply that the Omertas bought her as a sex slave when she was younger. Despite this, she doesn't seem to want to leave since working in a casino as a prostitute beats whatever kind of life she had before.
- Sex Slave: While she seems to have avoided getting addicted to chems like Joana she makes a comment about the Omertas buying her at some point in her past. It's implied that the main reason she stays with them now instead of trying to leave is because its a better life than what she had in Westside.
Other Strip Residents
The owner and proprietor of the Vault 21 hotel and gift shop on the New Vegas strip as well as the sister of Michael Angelo (real name Sheldon Weintraub). She rarely leaves the vault, and asks the Courier for assistance collecting valuable vault merchandise to sell to tourists, promising them a good reward for their help. She'll accept any vaults suits (and Boomer suits with a speech check) they have in exchange for caps and will even agree to sleep with them once they find enough.
- Betty and Veronica: The cheerful Betty to Red Lucy's Veronica.
- Brains and Bondage: Subtly implied. She has a 6 in Perception, Charisma, Intelligence, and Agility, has Science as a tagged skill, and shows great excitement at sleeping with the Courier once they bring her enough vault suits. See her quote above.
- Doomed Hometown: Sort of. Vault 21 was re-purposed by House into a booming hotel. But Sarah very clearly misses how it used to be, as it's now largely empty and many sections were filled in with cement.
- Everyone Loves Blondes: Her blonde hair is one of her most notable features, and she's clearly meant to be one of the sexiest women in the game.
- Ms. Fanservice: She's blonde, has a fondness for leather, and is one of the few NPCs that will sleep with the Courier. She is also one of the few NPCs to have a portrait on the special edition playing card set.
- Nice Girl: She is one of the few characters in game to have Very Good karma.
- Totally Radical: She tends to drop a lot of antiquated slang into her dialogue.
- Voiced by: Jesse Burch"It's this place - my inspiration ebbs and I don't know how to stop it! I Can't feel the warmth anymore..."
Sheldon Weintraub, better known by his pseudonym Michael Angelo, is a Reclusive Artist from Vault 21 who is also the brother of Sarah Weintraub (its current owner) that has set up a workshop on The Strip to make neon signs and lights for Mr. House. Unfortunately, his crippling agoraphobia has led to him hitting a rut and becoming unable to find any good inspirations to make new art. To help him out the Courier can travel the Mojave with a camera to snap a couple photos of other great works of electrical art to help him get his mojo back.
- Named After Somebody Famous: Ever since leaving Vault 21 he's taken the artistic name Michael Angelo, a reference to Michelangelo, one of the most famous artists of all time who is mainly known for his work on the ceiling of the Sistine Chapel.
- Nervous Wreck: Getting behind on his work has left him worried about Mr. House finding out that he hasn't been getting much done and sending someone to pay him a visit. Once the Courier delivers the photos he requests he perks up and isn't so fearful anymore... unless they just decided to rob him the first time they met by posing as a hired thug and taking all of his caps.
- Reclusive Artist: In-universe; He has agoraphobia due to living in a vault for his entire life, meaning he is incapable of leaving his studio and feels deeply uncomfortable in anywhere that isn't a dark and cramped indoor environment.
- Voiced by: Peter Renaday & Marianne Muellerleile, respectively"Ethel's going to be madder than a wet hen but you reap what you sow, kid, and Heck's earned every ounce of misery he gets. So, we have a deal?" - Walter"If you don't mind, I have to look after my husband..." - Ethel
A wealthy brahmin rancher and his wife who have come to New Vegas not to strike it rich or enjoy a luxury vacation but to settle a score with a hated rival. In the past a man named Heck Gunderson stole much of Walter and Ethel's property and now that he's alone and without his army of guards Walter feels its the perfect time to strike back and deliver a little well deserved frontier justice to the crooked cattle baron. The Courier can assist him by agreeing to a hit on one or both of the Gundersons or talk him out of his quest for vengence altogether and convince him to return home with his wife.
- A Lighter Shade of Black: Walter's a brahmin baron himself and is perfectly willing to murder Heck's innocent son as a form of vengeance against his ruthless father, but if even half of what he tells the Courier is true he's definitely the lesser of two evils.
- Happily Married: Though they have some disagreements about how to deal with Heck Gunderson they both seem to genuinely care for one another and will be horrified if the other is killed.
- Pay Evil unto Evil: Walter's a firm believer in this, but his wife Ethel notably isn't.Ethel: Everything he says about the evils of Heck Gunderson is true, but I've never held the notion that fighting evil with evil carries the world forward.
- Women Are Wiser: Ethel is a lot more sensible and down to earth than her husband and will try to convince the Courier to talk Walter out of his vendetta against Heck before someone gets hurt.
- Voiced by: Gregory Alan Williams"My stock and trade? Allll kinds of easy-to-hide weapons for slipping into and out of casinos, they won't give you a second glance."
A weapons dealer who offers a small selection of concealable holdout weapons that the Courier can slip past the casino guards with a high enough stealth skill.
- Coat Full of Contraband: He wore a trenchcoat identical to the Mysterious Stranger's in the E3 2010 demo. He instead wears pre-War businesswear in the final game.
- Friend in the Black Market: He's a sneaky weapon merchant who specializes in items that can be hidden from the bouncers running the casinos.
- Mr. Exposition: He basically serves as a free heads up for the player on the casino weapons ban and explains to them how they can smuggle in certain holdout weapons. He also sells a few such weapons himself to allow the Courier to stock up before they unknowingly get caught in a patdown and lose all their offensive gear.
- Stealth Expert: He's able to sell a selection of holdout weapons on the Strip right under the noses of the Securitrons, which is pretty fitting as his shop's specialty is easily concealable stealth weapons.