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A listing of characters that appear in The Overseer Series, a set of interlinked mods created for Fallout: New Vegas.

Unmarked spoilers are listed below.

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Companions

    Eliza 

The titular companion from the mod of the same name. Eliza is a young woman who works with the Great Khans as a part-time runner, and meets the Courier when they are tasked by Rivas to contact her at the Mojave Outpost, which starts her companion quest.

  • Badass Normal: Compared to the other factions and companions the player character can hang out with, Eliza is literally just an average non-descript young woman from out of state who only got roped into a major investigation due to the Courier's sidework for the Great Khans — yet she proves she's more than capable of holding her own in combat.
  • Bounty Hunter: Will have comments relating to this if you rope her into helping you complete the assassination contracts for the Office of Mojave Affairs.
  • Dare to Be Badass: The culmination of her companion sidequest has her ask you to help her hunt down "Big Al", an oversized Radscorpion (similar in size to the Radscorpion Queen and the mutated Radscorpion in the Searchlight Fire Department) which is hanging out in the hills near the Mesquite Mountains.
  • Did I Just Say That Out Loud?: Hang out with her long enough, and she'll start rambling about a fantasy she has about getting lots of booze and two other men before abruptly stopping herself and wondering if she just said her secret out loud.
  • Nice Girl: She's likely the most level-headed companion you'll meet in the game, mod or otherwise — she's never been involved with any raider factions, only came to the Mojave because she wanted to take a chance on work in the region, is generally positive about everything, won't lecture the Courier regardless of their morals, and admits that there's nothing particularly salacious or compromising about her character — she's about as plain-jane as it gets.
  • Odd Friendship: With "Cricket", her arms supplier — a pre-teen girl who smokes like a chimney, is implied to be a kleptomaniac, and has a far deeper voice than normal for her age.
  • Wide-Eyed Idealist: She came to New Vegas to see if she could make her fortune working as an independent contractor for anyone who needs her services — and all things considering, she's doing far better than most when you meet her, as she already owns her own house and has contacts with arms dealers near Bitter Springs.
  • Wrench Wench: She's one of the available companions (alongside Raul, Veronica and ED-E) who is capable of repairing the player's weapon through dialogue, and she has a full assortment of workbench-related materials at her house near Bitter Springs.

    Todd 
An ex-junkie living in Freeside, who can join the Courier as a Companion during the events of The North Road.

  • Sir Swears-a-Lot: As is befitting his nature (that of a highly strung-out former junkie), he will repeatedly delve into cries of "Fuckity fuck" and variations thereof during combat... or for any reason at all.

    Charlie 

Charlie is a Professional Killer who is contracted by the Office of Mojave Affairs (via April Morgan) to protect the Courier during the main questline of The Depths of Depravity, and serves as a potential Companion.

  • The Ace: Is quite possibly the most adept companion in the game, mod or otherwise. She has no need for establishing a career, as she's a master assassin that already has the tools she needs for the job, and is adept with both close-quarters and long-range weaponry. You don't have to give her any supplies — she ends up giving you free Stimpaks because she has too many. She is a highly-paid asset that could conceivably take out any target in the Mojave, up to and including President Kimball himself, if she was so inclined (and if the pay is right). But...
    • Broken Ace: It becomes clear that something is very wrong with her. Despite her claims that she's always capable and adept at completing any contract, she tells the Courier that she downs sleeping pills to avoid nightmares about her past, has lingering problems from past drug use (so much so that she admits seeing hallucinations), bursts out laughing while mowing down targets in combat and suffers from PTSD caused by past abuse, the latter of which can be pointed out to her.
  • Ace Custom: Carries a custom (jet-black) G3 Heckler & Koch assault rifle with all mods attached (based off a cut weapon for the game), along with a camo-patterned version of the Assassin Suit from the Dead Money DLC. Taking a look around her safehouse reveals a similar assortment of modified weapons hanging on the walls.
  • Affluent Ascetic: It's made clear that she's moderately, if not Secretly Wealthy, and she clearly has enough capital to buy an assortment of high-end customized guns, custom armor (and even a Pip-Boy) and maintain a library with a ton of Pre-War material... yet she also lives in a run-down safehouse tucked into the ass-end of Freeside, with no stated hobbies other than meditation and reading. Talking to her suggests that she only uses her money for more weapons/equipment and reading material, and sees no need to spend it on anything else (the reason being that contract killing for money is already its own reward).
  • Ambiguous Situation: Is she as much in control as she claims? One of her combat barks clearly has her start laughing as she guns down enemies, and despite her claims that her past drug problems have been dealt with and won't affect the mission, she admits that she suffers from hallucinations and nightmares. If you administer Stimpaks via the Companion Menu, she will exclaim, "Ah, syringes... my old friend."
  • Anti-Villain: Starts out as an amoral assassin who admits that, if the pay is right, she'll kill anyone — be it men, women, children or even President Kimball himself. The player can slightly shift her sensibilities by being nice to her and suggesting more positive outlets to spend her time.
  • Badass Bookworm: Subverted; her dialogue indicates that she's not picky about the material she reads (noting it ranges the gamut from children's books to cookbooks to smutty novels), but a cursory look at the interior of her safehouse reveals a large collection of Pre-War books, including a copy of "The Collected Works of Nietzsche".
  • Beauty Is Never Tarnished: Subverted; despite having the resources and funds to maintain a much better lifestyle than she has, she wears a ratty bandana, has matted and disheveled hair, sunken eyes and pale complexion. It's hinted that she only maintains a bare minimum of hygiene due to her work necessitating it.
  • Because I'm Good At It: She notes that she followed the assassin who saved her, and subsequently learned how to become a master assassin herself, because she benefited from being very good at killing from a young age. Despite having made more than enough money from her job to comfortably retire, she continues to do it simply because it's the only thing she considers herself good at.
  • Because You Were Nice to Me: The notion of someone paying attention to her well-being is utterly alien to her, and she responds with shocked silence or long pauses when you bother to suggest positive outlets for her downtime (such as listening to music, donating to charity or looking to therapy). This eventually causes her to become slightly warmer during conversations with the player.
  • Berserk Button: Despite giving you supplies if your affinity with her is high enough, she will immediately go hostile if you steal any of the books in her safehouse, completely disregarding the contract she made with the OMA.
  • Blood Knight: By her own admission, she lives for killing, and initially sees no purpose in her life outside of said contract killing. Questioning her about this leads her to state that it's the only thing she knows, though you can suggest she look to therapy to help with her priorities.
  • Broken Bird: One of the most pronounced examples in the game, mod or otherwise — a child who was practically born into slavery, repeatedly abused, forced to kill to survive, pumped herself full of drugs to cope for years and eventually earned a living as a Professional Killer... it's no wonder why she shows a Lack of Empathy in her dialogue. If the Courier has high-enough Medicine, they can perform a skill check noting that she is exhibiting signs of PTSD, and can gently suggest she look into taking therapy sessions.
  • Card-Carrying Villain: Before her Character Development. She is an amoral killer who doesn't care what the target is — she only cares that she can keep killing and get paid for it, as it is ostensibly the sole reason why she hasn't ended her own life.
  • The Chain of Harm: She was a slave from birth, was repeatedly abused, raped and beaten, was forced to kill her competitors in raider arenas, and was forced to defend herself from other slaves when they took issue with her having slaughtered all of their friends (in said arena, while enjoying it) before being freed. And all this occurs before she was taught to be a Professional Killer whose sole reason for existing (at least, from what she initially tells you) is to kill even more people and get paid for it.
  • Character Development: While she refuses to consider quitting her trade, and demurs if the Courier suggest she seek therapy, continuing to be kind to her will eventually lead her to admit that she cares about the Courier, beyond her stated contract. The implication being that she's simply never had a friend before.
  • Contrived Coincidence: In the event that you completed a specific contract in the Headhunting mod (that of Eugene Schrader), she will reference him in dialogue as being the one who witnessed the death of her original slavemaster. Mentioning this to her will cause her to react in surprise and thank you for having done so.
  • Covert Pervert: She apparently makes a habit of reading porn, though she contends that it's simply part of a larger pursuit of literature she picks up to "absorb as much information" as she can.
  • The Cynic: To the point of being a Running Gag. She has no real opinion of any faction's goals or ideology — but if you decide to support an independent New Vegas, she will admit that it will make the situation better... because it will mean more work for her. She also has no real opinion of people, mostly lapsing into nihilism (caused by PTSD) over the motives of Mojave residents.
  • Dark Action Girl: She repeatedly makes it clear to the Courier that she is not someone who should be pitied or sympathized with, as she explicitly notes that she's killed "triple digits" of targets (including women and children), carries an assortment of lethal rifles and guns of her own, and has no problem wiping out all of the Courier's enemies — only because she's being paid to do so. And because she carries an assortment of stealth equipment (including a silenced assault rifle and a camo-retexture of the Assassin Suit from Dead Money), she'll mop the floor with most threats.
  • Dark and Troubled Past: Though she initially attempts to hide it under a cold and clinical background, it quickly becomes apparent that she's never known a normal life, having been repeatedly abused physically and sexually by raiders, forced to kill for sport, suffered numerous childhood traumas just to survive, and has a Lack of Empathy and cold exterior to match.
  • Deadpan Snarker: She has a very, very dry sense of humor.
    Charlie: "I feel it necessary to point out that I've also been traumatized, but I didn't choose to cope by launching ICBMs into population centers."
  • Death Seeker: Heavily implied; she notes that her only reason for living is to keep killing and get paid for it, with the suggestion that she would have killed herself years earlier if this need wasn't being satisfied.
  • Deconstructed Character Archetype: Of the standard Professional Killer, showing just how much of an emotionally-damaged mess a person would have to be to excel at that career to the extent that Charlie has.
  • Defrosting Ice Queen: When you first recruit her, she's a professional (but extremely clinical and cold) assassin who is simply content to do the job without much discussion, if any. if you earn her trust enough, though, you can get her to come out of her shell — to a certain extent.
  • Determinator:
    • Insofar as her mindset is concerned, nothing will stop her from completing a contract — this includes the protection of the Courier themselves; she will fire on enemies the moment they show a whiff of aggression, and she notes that she's duty-bound to keep you safe, unless you specifically order her not to, up until the conclusion of the Legion's second assault on Hoover Dam.
    Charlie: Slowing me down will only make your death more agonizing.
    • This is also discussed in her ambient barks, when she mentions that she spent three whole days waiting for a target... to walk past a window so she could shoot him.
  • Don't You Dare Pity Me!: If the player tries to sympathize with her methodology of killing, she throws it back in their face, explicitly noting that she has killed women and children and feels nothing about them, other than simply being targets who more than likely deserved what they had coming.
  • Emotionless Girl: She explicitly points out that she doesn't have a functioning sense of emotions, outside of the morbid satisfaction she seems to derive from killing her targets.
  • Evil Cannot Comprehend Good: A large part of her character is that her upbringing and mistreatment has led her to become cold and detached from other people, in a manner similar to Jack from Mass Effect 2. Part of her development is getting her to enjoy more positive pastimes and suggest that she deal with the trauma of her past, which leads her dialogue to become somewhat more positive.
  • The Ghost: Discussed — she's functionally a master assassin who (despite having dealt with most factions in the Mojave in one way or another) doesn't meet with most clients directly, doesn't leave a calling card or evidence of her involvement, and is extremely particular about the way she conducts her business. She tells the Courier that she wouldn't be very good at her job if she wasn't doing these things.
  • Guide Dang It!: The various locations where she has unique dialogue — which, depending on what else you've installed, may bug out and not function correctly. One of the prompts requires you to travel with her through the Lonesome Road DLC and bring her all the way to the final area (Ulysses' Temple) — in effect, utilizing Loophole Abuse (companions aren't normally able to travel to DLC areas, except for some modded companions that don't have a specific framework built in) to hear her dialogue.
  • Gun Nut: She's really into suppressed weapons, favoring a silent submachine gun as her primary ranged weapon and sporting an assortment of similar silenced weapons at her safehouse. When questioned about her pastimes, she notes that she spends a good chunk of her money on more weapons.
  • Hidden Depths: Questioning her enough reveals a far different side to her cold exterior, including moments of extremely dry sarcasm (when asked about her name — "Met many men named Charlotte, have you?"), an affinity for reading philosophy books and listening to psychedelic music, a sheepish liking of flowers, clear traits of PTSD (caused by her traumatic past as a Sex Slave and life as an assassin) and her eventually warming up to the player when spoken to enough.
  • Hitman with a Heart:She is initially introduced as an apparent Flat Character who, despite being proficient at her career, generally won't talk about herself and has no real opinion of anything in the Mojave due to being The Cynic. Earning her trust opens up an assortment of dialogue options, ranging from the eclectic (she also has a Pip-Boy) to the moral (debates over the ethics of contract killing) to the personal (discussions about her traumatic past).
  • Hypercompetent Sidekick: You really don`t need to go out of her way to give her any supplies or additional equipment — she's wearing a set of Ace Custom gear, is one of the most practiced assassins in the Mojave with a triple-digit kill count under her belt, uses her own Pip-Boy (meaning she more than likely has the same abilities as the player, i.e. VATS usage and data storage), has several sidejobs she pursues outside of her dealings with you, and is capable of solo'ing just about anything the game throws at her. Then it's subverted when you discover that she's dealing with a lot of trauma behind the surface, which is bleeding its way into her personality and demeanor.
  • Gameplay and Story Integration: Despite being an apparent master assassin who has survived for years due to her skillset and stealth, she has no real experience with explosives, and will accidentally set off traps if she walks past them. This is most apparent in the Exile's Cave (a location visited in the same mod), where's she more than likely to set off the Satchel Charges along the path.
  • Karma Houdini: Invoked in-universe — despite freely admitting to killing more than a hundred people (by her lowest estimates), including women and children — she has never faced any reprisal for her actions, and the Office of Mojave Affairs thinks highly enough of her to give a hefty retainer to keep her on contract to protect the Courier, if/when they need her.
  • Lack of Empathy:
    • Due to her traumatic upbringing as a slave and the way she speaks, it's clear that she's been emotionally-stunted from years spent killing other people. With some effort on the player's part, she will eventually come to care for them in her own strange way.
    • This even extends to certain ambient prompts. If you aim a gun at her, unlike any of the other vanilla companions (who will make threatening remarks telling you to get your gun out of their face), she will simply respond that she "really doesn't care". In combat, one of her combat barks involves laughing out loud while gunning down targets.
  • Lampshade Hanging:
    • Her tendency of handing the Courier Stimpaks (if her trust is built up enough) because "I don't want you to die" is reminiscent of the Stealth Suit Mk. II, which does the same thing with Med-X (whether the player wants it or not). Bonus points for the fact that she's using a customized version of the Assassin Suit (effectively the Stealth Suit Mk. I).
    • If you bring her along to the Lonesome Road DLC and keep her up through Ulysses' Temple, she'll cast shade on Ulysses' tendency to Motive Rant, claiming that it's a thinly-veiled excuse for mass murder, and that she's never felt it necessary to cope by launching ICBMs into population centers.
  • Laughing Mad: One of her ambient combat responses has her burst out laughing as she guns down targets, in a way that's very uncharacteristic of her Professional Killer reputation. This is Foreshadowing that there's more to her than meets the eye.
  • The Lost Lenore: Defied; she notes that she doesn't care who her parents were and doesn't particularly want revenge, nor gives much thought to the death of her mentor (the male assassin who taught her the trade) beyond burying him in the desert instead of leaving him like the other contracts she'd handled up to that point.
  • Married to the Job: In tandem with No Social Skills, she notes that she has no other purpose for living other than killing and being paid for it. Prying deeper reveals that she meditates for an hour every day to clear her mind, and reads what she can get her hands on (regardless of whether it's a children's book, a cookbook or smutty novels) to absorb more knowledge. If the Courier actually asks whether she's been in a relationship, she finds the question utterly absurd.
  • Morality Chain:
    • The Courier can become this for her — if you talk to her enough, she will admit that she cares about you, in a way distinctly different from her normal treatment of anyone involved in a contract. You can go one step further and suggest a relationship, which she finds baffling, but somewhat flattering.
    • This also becomes apparent if you have multiple conversations with her — she will go from being generally ambivalent about the Courier to offering up Stimpaks, because "I... don't want you to die," using a less clinical tone than she normally does, coupled with a notable pause in her line.
  • Not in This for Your Revolution: Her raison d'etre for being. She notes that she simply killed for attention as part of a group of slaves, killed fellow slaves when they were freed (and insisted on making an example of her) and has no real affinity for any of the Mojave factions' goals or mindsets, instead (initially) only wanting to get paid for work, and nothing more. She also states that she doesn't particularly care who you side with during the Second Battle of Hoover Dam... except the Legion, and only because it will make it slightly more difficult for her to do her work unimpeded.
  • "Not So Different" Remark: She makes a point of chastising other bounty hunters who try to pretend they're above the profession, and notes that both said hunters and assassins accomplish the same thing, but the latter are under no illusions of even pretending to be good or moral people.
  • One-Woman Army:
    • To the extent that she would be willing to kill the President of the NCR, Aaron Kimball, if she was paid enough beforehand (and that she would even consider killing The Courier, having already been made aware of their improbable survival in so many situations). In casual gameplay, she's a beast, being able to solo most Wasteland enemies unaided (in a manner similar to Boone) via using suppressed weapons to get the drop on them.
    • She also notes in conversation that she's taken down "triple digits" of targets, ranging from innocents to fully-armored BoS Paladins on her own.
  • Only in It for the Money: She refuses to take a contract unless she's been paid half upfront, though she notes that her fees vary from "a couple hundred caps" for the rank-and-file Mojave citizen to thousands of caps for high-value targets. Her contract with the Courier was paid by the Office of Mojave Affairs, who gave "a generous amount" to ensure she assists the Courier up through the Second Battle of Hoover Dam. Note that this extends to political leaders as well — she says she would consider assassinating NCR President Kimball if she were paid 100,000 upfront.
  • Parental Abandonment: Her parents sold her into slavery when she was only a month old, though she notes if questioned that she has no idea where they are (and doesn't really care).
  • Pet the Dog: Treating her kindly will unlock more dialogue topics pertaining to various aspects of her history and personality, and despite her initially-cold behavior, she will make it clear that she values the Courier as a friend... Even as she doesn't really understand what that entails.
  • Professional Killer:
    • She has been hired by the Office of Mojave Affairs to protect you, the Courier, and notes that whether you do or don't utilize her services doesn't matter much to her, as her contract is applicable through the conclusion of the Second Battle of Hoover Dam and that she will kill your enemies without complaint, if so asked.
    • Charlie also notes that it would likely be impossible for someone to pay her enough money to take a swing at the Courier, noting that even if someone paid her 50,000 caps, she would still have to think about it.
  • Punch-Clock Villain: She notes that she (initially) has no real affinity for the Courier beyond their reputation, that she doesn't really care whether or not the Courier hires her to kill or not (given that she's a Professional Killer, regardless), and that she has other assassination contracts that will get handled in due time, but will allow the Courier to assist her on if they want.
  • Purple Is Powerful: She wears a distinctive purple scarf as part of her assassin ensemble, and asking about her favorite color leads her to hesitantly state that her favorite color is violet.
  • Rape as Backstory: During her time as a slave, to such an extent that she's developed obvious PTSD in part because of it.
  • Recruited from the Gutter: She is rescued from a life of slavery by a male assassin who (under contract from another party) slaughtered the raiders in the camp she was in — and then watched as she killed her fellow slaves who intended to kill her for her exploits in the arena. She points out that they hardly had a warm relationship, but the mere fact that he never abused her made him the nicest person in her life up to that point, regardless.
  • Sanity Slippage: Implied — between the lingering effects from enforced drug use in her past (which cause her to suffer from hallucinations), her odd way of speaking (caused by a lack of human interaction), traumatic past and slightly-unhinged behavior (one combat bark has her laughing out loud as she shoots enemies), it's clear that she's not completely there, despite her claims otherwise. If the player suggests she looks into therapy at the New Vegas Clinic, she will eventually admit that she doesn't think it's even possible to fix someone as damaged as she is, and then drop the subject entirely.
  • Secretly Wealthy: Heavily implied — she doesn't appear to spend any of the funds she gets on her jobs except for more reading material and more weapons (and an expensive Pip-Boy, which she recognizes is surprisingly useful for her work). The player can suggest she donate her excess funds to the betterment of Freeside, which she finds somewhat confusing (if endearing) as she doesn't consider herself to be part of the Freeside "community" in any capacity.
  • Shadow Archetype: Of Boone, another Cold Sniper who has some Death Seeker tendencies and a strict code of ethics. The difference is that while Boone has a strong sense of morality (he protects Novac, refuses to kill certain people and can be swayed to get past his suicidal tendencies by saving Bitter Springs)... Charlie is essentially the end consequence of an amoral killer who refused to change, having spent years taking contracts irrespective of morality.
  • Ship Tease: If the Courier insists on flirting with her and makes it clear that they're genuinely interested, she will begrudgingly admit to allowing them to broach the topic again after her contract is expired.
  • Single Woman Seeks Good Man: Subverted; if you broach the idea with her, she responds with shock and confusion, claiming that she's a "broken shell" of a human being that's never been in a relationship, and that the notion is absurd. You can either agree with this assessment or ask her to consider the idea of getting together... which she agrees to do after the endgame.
  • Sole Survivor: Of the raider camp she was imprisoned in — she would have escaped with other teenage slaves, but due to them wanting blood for her killing their friends in the arena, she was forced to kill or be killed.
  • Spy Catsuit: She wears a retextured version of the Assassin Suit from Dead Money (the same suit Christine Royce wore before she was captured in said DLC).
  • Super Wrist-Gadget:
    • She's one of the exceedingly-few people in the Mojave (outside of the Courier/Doc Mitchell/Sarah Weintraub/Mick of Mick & Ralph's) who has access to a working Pip-Boy, and she notes that she had to pay a ridiculous amount for it — but did so because she recognizes that it's one of the few products that Vault-Tec made that "works as intended" and makes her job much easier. One of her idle animations has her pull up the display and examine it while standing around.
    • Her Pip-Boy is explicitly an older model, as it is able to read and play the "Strange Music Holotape" (containing what is functionally Psychedelic Rock), whereas the player's Pip-Boy 3000 model is completely incompatible with it.
  • Surprisingly Realistic Outcome: Charlie is the end consequence of what would happen if a child who has faced repeated trauma grew up in a profession revolving around killing. She faces a significant number of personal challenges as a result of her job, including hallucinations, nightmares and an inability to connect with people, caused by clear signs of PTSD and forced drug use during her time as a slave. She has no real hobbies or pastimes outside of killing, is implied to barely maintain personal hygiene and displays clear signs of being a Death Seeker who's using her work as a coping mechanism for her trauma. She has been unable to form any sort of attachment to other people, both because of her line of work (she notes that she makes sure not to leave any traces of her presence so that she won't face reprisal) and her own personal beliefs (referring to herself as a "broken shell"), and being nice to her or getting her to open up has her repeatedly left at a loss for words.
  • This Is Something He's Got to Do Himself: Notably subverted; she notes that she has a number of other low-priority jobs she's working on, but tells you (the Courier) not to trouble yourself with it. If you offer to help, however, she will agree — so long as she's present to personally confirm the kill.
  • Token Evil Teammate: Subverted; unlike the vanilla companions (who, at worst, are repentant over traumatic incidents in their past), Charlie completely owns up to being a Professional Killer who doesn't care who she kills — only that she does kill, and kill well. Questioning her enough makes it clear that she's suffering from PTSD caused by years of suffering at the hands of raiders and her subsequent career, and she considers herself to be fully beyond fixing.
  • Trauma Conga Line:
    • She is a hardened assassin who faced years suffering from abuse and rape as a slave, had to kill her fellow slaves after they were freed simply to stay alive, and sees herself as only existing for the purpose of killing other people. Depending on your dialogue with her, you can either reaffirm her outlook or convince her that she can be more than just a Professional Killer.
    • When talking about the Legion's reputation, she will claim that she is unable to have children, implying that something happened in her past that has caused her to be permanently infertile.
  • Undying Loyalty: That is, according to the rules of her contract. She tells you upfront that she will aid the Courier and kill their enemies, no questions asked, up until the endgame, with no expectation of payment beyond what she's already received (from the OMA) and no concern over the Courier's enemies. Build up her trust enough, and it's implied that she's developed a desire to keep the Courier alive out of a sense of friendship, unrelated to her job.
  • Unwanted Assistance: In-universe, she'll tell you upfront that she doesn't require anything if you attempt to give her more supplies or equipment.
  • What Is This Thing You Call "Love"?: A platonic version. Nobody in her life has ever shown her any particular kindness or companionship, and she finds it very confusing if the Courier is the exception to this. If the Courier fully befriends her, she struggles to articulate her gratitude to them beyond giving out free medicine because she "doesn't want you to die".
  • Wicked Cultured: Despite her claim that there's no rhyme or reason to what she reads, she maintains a well-stocked library of Pre-War books and has a copy of "The Collected Works of Nietzsche" on a sofa chair in her safehouse.
  • Would Hurt a Child: Emphasis on children, plural. She outright tells you that she's killed kids, and didn't care if they were innocent or not, noting that they were just contracts that she saw through to the end.
  • Wrench Wench: She has both a reloading bench and workbench within her safehouse, and at least one weapon (a modified submachine gun, which can't be picked up) is lying on top of the latter. Given that she's functionally an independent contractor who has to maintain her own gear, this is not a surprise.
  • You Are Better Than You Think You Are: The Courier can repeatedly defy her claims of being a broken wreck of a person, which she appreciates in her own way.


Major Antagonists

    The Bodean Gang 

A group of raiders, descended from inbreeding, who are responsible for several attacks and illegal activities throughout the Mojave. They appear in Headhunting and the Depths of Depravity.

  • And This Is for...: Scooter Bodean, if he's encountered in Depths of Depravity outside Vault 19, and if the associated quest involving his father in Headhunting was completed, has this response when calling his relatives out to ambush the Courier.
    Scooter: This is for my pappy. Come on out, boys!
  • The Family That Slays Together: In a manner similar to the Burns Gang from The Someguy Series, they are all, to a T, involved in illegal activities and wield an assortment of weapons. Many of them swear revenge on the Courier based on choices made in the various mods.
  • Goldfish Poop Gang: They're a recurring threat, but not an especially dangerous one.
  • Hillbilly Moonshiner: They operate a moonshine distillery in their homestead north of the Horowitz farm, with several named members of the family being present if the Courier attacks it.
  • Old Save Bonus: If you've completed Headhunting before the Depths of Depravity, you will get additional sidequests related to the family.
  • Villainous Incest: They're all severely inbred.

    Senator Henry Burke 

A politician representing a family that consists of powerful government and professional leaders in various industries, with hands in many different illegal activities throughout the Mojave and beyond. His activities become the central focus of The North Road and Depths of Depravity.

  • Corrupt Politician: Just one of his methods of maintaining political power is through blackmail and coercion.
  • Even Evil Has Loved Ones: He's willing to move hell and high water to protect his son, delegating a large unit of mercenaries to protect him (and pledging to use his reputation to get the charges tossed) while the latter is hiding out north of Madsen.
  • The Ghost: Senator Burke is never seen in-person, but his actions play a significant part of the background of two mods — particularly as he's trying to get his son freed from NCR pursuit in North Road, and his cousin's activities at the Path of Light Ministries (and an investigation into the Senator's dealings and collecting evidence) form the basis of the main plot in Depths.
  • The Man Behind the Man: The main plots of North Road and Depths are caused solely by his machinations, as he has hands in several different industries and is attempting to safeguard his investments (both personal and professional).
  • It's Personal: Eddie Hurst claims that (if the player completed North Road by convincing Adam to turn himself in) that Senator Burke has you on his radar and will be looking for reprisal. In gameplay, this manifests itself in several hired assassins who will attempt to ambush you throughout the Mojave, all carrying "Open Contract" letters referring to your pursuit.


The Office of Mojave Affairs

    April Morgan 

A high-ranking official within the OMA, April contacts the Courier to help the organization deal with a number of sensitive contracts and investigations in the Mojave.

  • Big Brother Is Watching: All those claims in the basegame about how the NCR has a network of informants who know who you are and what you're doing? April implies that she, at least indirectly, is responsible for that network, being accountable for some of the NCR's most high-profile investigations. This is also what spurs her to enlist your support (due to being a more-or-less independent contractor who thinks nothing of taking on dangerous jobs).
  • Big Good: It's implied that she is, at least partly, responsible for seeing some of the NCR's most sensitive and high-profile investigations in the Mojave, at a level above even the highest ranks of the military. Her demeanor, though somewhat cold, is far more respectful of the Courier than other mission-givers, and she makes sure you have the tools you need to complete the job.
  • The Cuckoolander Was Right: She notes that the unknown conspiracy nutjob spreading theories about the NCR on encrypted channels has been a "useful idiot" most of the time, but has more recently been posting damaging material that could hurt the NCR, prompting her to open an investigation into the matter.
  • The Ghost: She notes that the abandoned home her office is set up in is merely a temporary staging area, she only announces her presence to the Courier when the OMA needs something desperately important, and she disappears as quickly as she came, clearing the entire office of any evidence or note as to her whereabouts... save for Alex's corpse.
  • Good Is Not Nice: She more-or-less indicates that she's worked to stop people who are much worse from taking advantage of others in the Mojave, and makes sure that the Courier has all the tools they need to investigate sensitive matters thoroughly, such as a decent paycheck and hiring an assassin to cover them. However, she also makes it clear that she really doesn't tolerate people who get on her nerves (to the extent that she has her hacker, Alex, executed merely for being an annoyance), and disappears from the end of the mod without so much as a goodbye.
  • Mission Control: She gives you the mission chain to investigate the mysterious leaker who knows several of the NCRs classified secrets.
  • Teeth-Clenched Teamwork: She all but blurts out (within earshot of the person she hates) that if she could kill Alex (the hacker in her office), she would, but he's the Closest Thing We Got when it comes to hacking personnel. Once the investigation in the main questline of the mod is complete, however, she dispatches him immediately.
  • What Happened to the Mouse?: She simply disappears from the Mojave at the end of Depths of Depravity without explanation, only leaving the corpse of her hacker, Alex, in her wake.
  • With This Herring: Averted — she notes that, given your value to the Mojave as a whole and your (the player's) tendency to take on jobs no one else is willing to perform, she's authorized payment to a Professional Killer to protect you up through the Second Battle of Hoover Dam. She then notes that whether you want to use Charlie's talents or not, the contract has already been paid for with taxpayer money.

    Mr. Sawyer 

A government employee, based out of the OMA's "official" office near the Basincreek Building, who tasks the Courier with breaking up a slave ring run by Samuel Greene, an ex-Brotherhood Paladin.

  • Big Brother Is Watching: Like April Morgan, he has been keeping an eye on the Courier's activities and immediately contacts them with a counteroffer the moment they step out of Samuel Greene's residence, via a fellow Courier who drops off a message for you.
  • Evil Sounds Raspy: He has a very low, raspy voice, and he's pretty clearly not a good person.
  • Enigmatic Minion: By Tracey's own admission, Sawyer is this — she only knows that his name is an alias, that their office switches locations every couple of years, and that he was working in another division before getting moved to the OMA. Beyond that, she notes that your guess is as good as hers — but it is clear that he can make things happen.
  • Mr. Smith: He gives you a name, which he notes is not his own, and that he changes it every so often. Even his receptionist, Tracey Bolton, has no idea what his name is and only knows him by his alias.
  • Punch-Clock Hero: Within moments of meeting him, it's very clear that he's a morally dubious character with a penchant for brutality... All of which is currently directed towards the Legion, their accomplices, and Samuel Greene.
  • Politically Incorrect Villain: He's very contemptuous of tribals, seeing their ways of life as antithetical to the societal and technological prowess of the NCR.
  • The Spook: Very little is known about him, beyond his admittedly fake name and his position in the OMA.
  • You Owe Me: Completing his associated sidequest (break up the slaver ring) leads him to give the Courier a "Get Out of Jail Free" Card, which they can use once only with him to reset their reputation with the NCR and erase any heinous deeds committed against its members. As this offer has no stated expiry, it can be utilized at any point prior to the endgame.

    Tracey Bolton 

The head receptionist working at the OMA office near Basincreek, who offers the player a series of assassination missions after a referral from Mr. Sawyer.

  • Mission Control: Handles the delegation for five assassination jobs that can be undertaken from the OMA, and will provide you with additional info if so requested.
  • Take That!: To both New Vegas Bounties and the Eliza mod itself. After Mr. Sawyer points out that he will accept tribal scalps as proof of death, she points out that she'll go berserk if you try to do the same thing by bringing in body parts to her. She also casts shade at paying the Courier in caps, noting that she simply doesn't know why they would carry around a unwieldly stash of metallic objects with sharp edges, seemingly in their pockets or to make large purchases, and she offers up NCR money instead.
  • Shoot the Shaggy Dog: She sends you to find an NCR turncoat who's allegedly joined the Legion and started writing propaganda... only to discover (after you've already killed the target) that he was of no threat to anyone, being a failed writer who was in the process of writing a book centered around the Legion when the Courier iced him. She notes that the whole operation was a "waste of time", but thanks you for your efforts regardless.

    Alex 
A hacker working in the employ of the Office of Mojave Affairs in a staging area during Depths of Depravity.

  • Asshole Victim: To such an extent that the only reason he isn't dead yet is because the Office of Mojave Affairs (in his mind) can't function without his help. He's very quickly proven wrong on that front.
  • Can't Kill You, Still Need You: He seems to be under this impression, noting his value as a hacker and cracker of high-value materials is such that, no matter how much he gets on April's nerves, she can't do anything to him. But then...
  • Jerkass: He makes it abundantly clear from his dialogue that he has this attitude, so much so that he's instantly dismissive of the Courier and has angered April enough that she refuses to speak with him.
  • You Have Outlived Your Usefulness: Deliver the high-value briefcase to April, and she more-or-less admits to you that once Alex cracks it, he will have no further use to the OMA. After you complete the main mission chain in Depths of Depravity and return to the office, his body will have been left behind in the abandoned house the OMA was using as their staging area.

Characters introduced in The Initiation:

    Rivas 

One of the Great Khans' supply leaders and contacts, he tasks the Courier with an assortment of odd jobs in exchange for a proper initiation into the tribe.

  • Bait-and-Switch: The whole point of doing enough jobs for him to be able to undertake the grueling "initiation ritual" of the Great Khans is rendered moot when he points out that he gave a good word for you to the leadership of the tribe, and that they "fast-tracked" you through to being a full member. He then says that going after Big Daddy was the actual Initiation, as it was just as difficult as what you would have gone through in the arena.
  • Guide Dang It!: The only way to unlock him as a questgiver is to be on good terms with the Great Khans and complete "Oh My Papa" in a specific way (namely, encouraging them to flee Red Rock Canyon), which is itself an example of this trope given its buggy and non-intuitive nature. The mod page even notes that there would be no other reason to unlock him if "(The Courier) condemned them to a horrible fate, and then joined up with them."
  • Nice Job Breaking It, Hero: In Eliza, he notes that the Courier's assassination of Motor-Runner (done through the Three Card Bounty quest) has made it much more difficult for the Great Khans to secure the needed supplies necessary to make their escape from the canyon, and tasks you with negotiating with three suppliers (in Primm, Novac and Westside) in order to shore up the gaps.
  • A Lighter Shade of Black: It's clear that he's in league with some bad people, including mob types and other dealers, but his tasks for the Courier are generally neutral (delivering shipments of drugs). When he asks you to assassinate Big Daddy, he notes that nobody will miss the latter, due to him being an Ax-Crazy crime boss who formed his own gang and is terrorizing the Mojave.
  • Only Sane Man: Unlike Papa Khan, Regis or any other named character (outside of Diane), Rivas seems to be the only one who both understands the need for the Khans' ability to be self-sufficient after they flee from the Canyon, and the Courier's value as an associate who will help them complete several vital jobs — particularly because, as he notes, no one else is willing to do the job for him.
  • Reasonable Authority Figure: Do a few assorted jobs for him, and he'll get you officially inducted into the Great Khans, handing you a key to a safehouse and even skipping the Initiation rite to boot (because you already did something similar by assassinating Big Daddy in a fortified cave). And even though he notes that killing Motor-Runner was bad for the Khans because it cut off a major supply chain, he completely understands why the Courier did it.

Characters introduced in Eliza:

    Roy Sullivan 

A contact suggested by Rivas who runs a bar in Westside, and who tasks the player with a number of smaller jobs involving collection runs regarding... unsavory characters.

  • Affably Evil: He's generally civil with all his employees (including the Courier), and even has a contest every month for the most valuable henchman, but it becomes abundantly clear the further along the mission chain you go that he's involved in some very bad activities (and that he absolutely knows who you are, dropping the facade once you confront him with hard evidence of his illegal dealings).
  • Every Man Has His Price: He offers you a one-time payment of 50,000 caps, with a map marker and a key, albeit in a bunker protected by several goons. Taking him up on the offer leads him to leave the Mojave unimpeded and get away scot-free.
  • Horrible Judge of Character: Do enough jobs for him (such as strongarming a pimp and recovering money for certain shipments) and he'll think so highly of you that he gives you an "Employee of the Month" hat as a reward. It (apparently) doesn't occur to him that you're The Courier, an individual who may have already busted up several slave rings and has the equipment (and potentially, the companions) to put an end to his operations permanently.
  • Karma Houdini: Regarding his questline, he becomes this if you let him go free, fleeing to parts unknown to escape you (and potentially leaving behind an "insurance policy" in the form of 50,000 caps and a large shipment of drugs).
  • The Man Behind the Man: He's been supporting Greene's slaver operation with shipments of slaves, with the latter having a note that attests as much.
  • Pragmatic Villainy: Confronting Sullivan with the information about Greene's slaver ring leads him to negotiate with the Courier by offering a one-time payment of 50,000 caps (hidden in a den with enemies) in exchange for his freedom. When questioned about why the Courier would take such a deal, Sullivan points out that he is very much aware of the Courier's tendencies and knows that if he was lying, the latter would pursue him to the ends of the Earth.
  • The Sociopath: He doesn't have a shred of moral decency, and is very superficially charming.
  • The Unfought: Becomes this if the player takes his deal of the "insurance policy" in exchange for his freedom.
  • Would Hurt a Child: The letter he sent to Greene makes it abundantly clear that he has no problem whatsoever shipping child slaves to the latter, to the point that the letter is disturbingly specific about their condition.

    Samuel Greene 

An ex-Brotherhood of Steel Paladin operating out of New Rockwell, who operates a slaver ring with impunity.

  • Bad Boss: He's functionally cut from the same cloth as Father Elijah — a Paladin who was present during the Battle of HELIOS One, separated from his fellow members, turned evil and set up his own splinter sect (of which he has appointed himself the leader), which houses a slave pen. If and when you decide to bust up his organization, his remaining subordinates will rush to execute the slaves in the holding cells unless you act quickly, being told to do so by Greene.
  • Faux Affably Evil: He's only civil because he agrees with your suggestion that you search a riverside bunker with potential technology for his operation — beyond that, he is immediately dismissive and prone to anger with your questioning.
  • The Friend Nobody Likes: It quickly becomes clear that he's only allowed to operate with impunity within New Rockwell because the sheriff and few deputies don't want to get killed going up against him, while everyone else is content to keep their heads down and ride out the ensuing mess.
  • Hate Sink: If the fact that he runs a slaver ring (utilizing shipments from Roy Sullivan) with absurdly-specific details about his captives wasn't enough for the player to contend with, he functionally has a Dead Man Switch where his associates will execute the remaining slaves if any form of reprisal is attempted against him.
  • Still Wearing the Old Colors: Despite the fact that he functionally spits on everything related to the Brotherhood, he still wears his set of Power Armor and has the front door to his slaver pen emblazoned with the BoS logo.
  • Tyrant Takes the Helm: He's functionally the closest thing New Rockwell has to a Big Bad, and it's clear that no one is capable (or willing) to stop him without outside intervention.

    Maddie O'Doyle 

A member of the Westside Militia, who offers an unmarked bounty-hunting quest once the mod is installed.

  • Ace Custom: Happens to carry a modified Flare Gun capable of firing off grenades (listed in-game as a "Customized Machine Pistol"), which she gifts to the player if her bounty contracts are all completed.
  • Bounty Hunter: Like the Courier, she's noted to have hunted down bounty targets in the past, but the needs of the militia have kept her from going after three targets, and she's resorted to outside contractors to aid her.
  • Fiery Redhead: As a member of the militia (and a self-stated Irish citizen), she is prone to anger over the current situation in town and resolves to do something about it.
  • Guide Dang It!: The only way to get her Ace Custom weapon is to complete a series of unmarked quests, which you would only know about in the first place if you found a single note on a random corpse in Westside.

    Cricket 

An Arms Dealer who maintains a hidden base in the sewers underneath the Bitter Springs Recreation Area. She can be encountered in the process of completing Eliza's Companion Quest.

  • Arms Dealer: Despite her diminutive size and nature of apparently just stealing everything she can find, she has one of the best overall selections of ammo and guns in the game, rivaling Sgt. Contreras at Camp McCarran for bulk amounts of rare ammo types like 12.7mm.
  • Bratty Half-Pint: She's far more mature than she looks, she smokes (and swears) like a sailor, and she's implied to be a kleptomaniac who got into business by stealing a shipment of ammo for Eliza from a fellow arms merchant.
  • Five-Finger Discount: In-universe, this is how she explains her rise to fame as an arms merchant. When Eliza approached her and asked for help securing weapons and ammo, Cricket apparently obtained a shipment of two crates of 5.45 ammo (which isn't particularly common in the US) out of the blue. When confronted about this, she mostly dodges the question.
  • Odd Friendship: With Eliza, who is at least a decade older than her and befriended her upon arriving in the Mojave. It's implied that Eliza also has exclusive access to Cricket's weapons and ammo, given that the latter's "storefront" is literally a sewer shelter with some random bedding and boxes strewn around the place.
  • Vocal Dissonance: She has a surprisingly mature voice for her age.


Characters introduced in The North Road

    Adam Burke 

The son of a prominent Senator, who runs afoul of the NCR after a string of sexual assaults against underage women. He flees into the hills past Madsen to escape the law. The NCR subsequently tasks the Courier with finding and bringing him to justice.

  • Always a Bigger Fish: The NCR sends you (the Courier) after him, both because of his status as a wanted fugitive and because Burke seems to be under the impression that his father is going to get the charges dropped. Note that if you convince him to turn himself in, his father tries to get the charges dropped, but fails due to Burke having so thoroughly confessed that there's absolutely no wiggle-room for his release.
  • Dirty Coward: He cowers in his room while the Courier fights off his security detail.
  • It's All About Me: He completely brushes off his crimes, and instead blames his father for not being able to control him.
  • Serial Rapist: With a fondness for children, specifically.
  • Talking the Monster to Death: With a high-enough Speech skill, you can convince him to own up to his crimes, stop running and turn himself in to Ranger Station Bravo. Doing so nets you ambient dialogue in other mods (particularly with Eddie Hurst in Depths of Depravity) that Burke, after being repeatedly raped in prison in retaliation for his crimes, was eventually Driven to Suicide.
  • Zero-Effort Boss: Given that you have to carve through an army of mercenaries and raiders to get to him, he's a complete pushover. The only question is whether or not the player agrees to let him go free, kill him or (with a high-enough Speech check) tell him he can't stop running forever and to turn himself in to the NCR.

    May Ito 

The owner and operator of an armory (May's Firearms) located in the town of Madsen.

  • Alliterative Name: Her shop name, "May's Firearms in Madsen".
  • Arms Dealer: Offers up an assortment of rare ammo types and weapons to clients in the town, and will just as easily sell to the player if so asked.
  • Collection Sidequest: She tasks the Courier with collecting an assortment of rare and unique weapons, which will be subsequently displayed on a Wall of Weapons at her shop.
  • Gun Porn: Several high-end weapons (non-usable) are on display in her shop, and she makes a habit of fawning over certain weapons that you can bring back to her.
  • Interplay of Sex and Violence: Claims that her favorite pastimes are rough sex and gunplay, which befit her status as the somewhat-quirky (and gun-crazy) owner of an armory in Madsen.
  • Nice Girl: She's extremely eager to please and tries to befriend you as soon as you meet her, even offering to shoot targets with you any time you visit the store. If you bring her all the weapons on her "wish-list", she even throws you an extra 3,000 caps, noting that it wasn't in their agreement, but she wanted to do so anyway because of the sheer magnitude of what the Courier did for her.
  • Shout-Out: Her dialogue about the customized 1911 handgun she you bring to her (describing every aspect of the weapon in specific detail) is highly reminiscent of a similar sequence between Naked Snake and Eva in Metal Gear Solid 3: Snake Eater.
  • Squee: In-universe, she has a habit of freaking out over the unique weapons you bring her, to a comical extent.
  • Trophy Room: Her Wall of Weapons is functionally this — a collection of one-off and rare prototype weapons found throughout the Madsen region and the Mojave, which she gushes over when you bring them to her.


Characters introduced in The Depths of Depravity

    Ryan O'Neill 

A member of the Westside Militia, Ryan acts as Mission Control for the Courier during the main questline of the mod, as he tasks them with doing assorted jobs for him and locating his niece, Jessie.

  • Being Good Sucks: He does everything in his power to make Westside better, but it's left him severely depressed and exhausted.
  • Cynicism Catalyst: It becomes clear that the harshness of the Wasteland is getting to him, as he repeatedly expresses frustration over his futile struggles to help make a difference in the Mojave. You can either agree with him or tell him that every little bit of help is important in the long run.
  • Determinator: As noted by Megan Humboldt, Ryan is hell-bent on improving the situation in Westside by any means necessary, up to and including rescuing women and children, eliminating troublesome raiders and securing supplies — despite the fact that he's been dealing with an increasing sense of loss in his work.
  • False Reassurance: After the initial investigation at Path of Light, he seems to be satisfied with Jessie's situation (having been sent to a religious camp in California), though he still suggests that the Courier try to get an interview with the Reverend to confirm the information first-hand.

    Gerry O'Neill 

Ryan's brother, who has fallen on hard times as a result of a string of bad incidents in his life. Ryan tasks the Courier with locating him in Westside to find out where Jessie O'Neill is.

  • The Alcoholic / Drowning My Sorrows: He is established in dialogue as having hit the bottle after the death of his son and his wife leaving him — and his behavior when you meet him does nothing to change that impression.
  • Country Matters: He has no problem peppering his dialogue with the word, both in the case of his ex-wife and the man who busted his kneecap.
  • It's All My Fault: He blames himself for the death of his son, who made the mistake of going outside Westside without an escort and was shot to death by the Fiends.
  • Laser-Guided Karma: Before the Courier meets him, he threw a bottle at someone's head in a drunken rage... which caused the man's friends to beat up Gerald, leaving him with a limp in the process.
  • Sir Swears-a-Lot: Makes a point of repeatedly swearing, complete with Cluster F-Bomb, to such an extent that it comes across as more pathetic than anything.
    Gerald: Fuck Ryan, and fuck you, fucker. He- he fucking told me, I wasn't a good dad, couldn't take care of Jessie... like that was fucking news.

    Megan Humboldt 

The owner of Humboldt Ranch, located near the northern edge of the Mojave, who tries to lead a quiet life with her sister, Maggie. The Courier is tasked by Ryan O'Neill to check in on her, and can help her resolve a personal issue with a protection racket.

  • All Love Is Unrequited: Despite claiming otherwise, she apparently "drools" over Ryan, according to her sister.
  • The Lost Lenore: Her mother was attacked and killed by a single raider that snuck past the family during an attack on their ranch years earlier, which has caused her to be fearful of similar reprisal from Dalton and his gang.
  • My Greatest Failure: The death of her mother by a Fiend, according to Maggie, which she was unable to prevent and has prompted her fear over the years of not wanting to stand up against Dalton and his raiders.
  • Naïve Newcomer: It's made painfully clear that a combination of her past trauma and concern over the state of her ranch has made her ill-equipped to handle any outside threats — which is reinforced when you question Dalton, who says he will raid the place and enslave them, regardless. You can help Megan get past this by wiping out Dalton and his crew and then hiring guards from Boulder City to run security for her farm, giving her motivation to protect her property.
  • Scylla and Charybdis: When you meet her, she's stuck between trying to maintain her family ranch in the middle of a territorial dispute between Dalton (who she pays protection money to for safety) and the increasing raider threats in the area — but she (initially) refuses the Courier's help, claiming that paying Dalton protection money (despite the fact that he's a thug that runs a gang) is preferable to the alternative.
  • What the Hell, Hero?:
    • She'll call you out if you decide to pry into her private life and ask if she's interested in Ryan, claiming it's none of your business.
    • Eliminating Dalton prompts a sharp rebuke from her, as she claims that they're going to get raided and end up as slaves... which is what Dalton would have done to them anyway if the Courier hadn't intervened on Maggie's behalf.

    Maggie Humboldt 

Megan Humboldt's younger sister, who mans a guardpost leading into Humboldt Ranch.

  • Hero-Worshipper: In-universe, she claims she's going to build a "shrine" to the Courier in appreciation for their help taking down Dalton, and even becomes a glorified Shipper on Deck for her sister and the Courier to start a relationship.
  • Little Miss Badass: She is perfectly capable with a gun, mans a guardpost leading to her family ranch, notes that she was trained to do so by her father at the age of six (and notes that it's not unrealistic, given how harsh the Mojave is) and instigates a Dare to Be Badass moment to the Courier to help protect the property.
  • "Not So Different" Remark: She casts shade on the NCR, saying that they have not only done nothing to help the ranch, but if they did get involved, they would ask for the same thing as Dalton (a cut of the profits) under the guise of wanting to protect them.
    Maggie: How's that any different from Dalton's crew? They dress better? Give me a break!
  • Secretly Wealthy: She happens to carry more than 1,000 caps in savings (1,083, to be exact) which her sister doesn't know about and puts her on par with the funds of a mid-tier merchant. She offers this to the Courier to take down Dalton. After the mission is complete, the player can either accept the money or tell her to keep it and use it for the ranch. She even lampshades her wealth by noting that she's "50 percent of the population" and gets a share of the profits from the crops, so she can afford to pay it.
  • Shipper on Deck: She initially tries to set up Megan with Ryan, to such an extent that she gives him a fake story so he can visit her. When this doesn't work, she tries to set her up with the Courier, invoking the Single Woman Seeks Good Man trope in the process.
  • Wise Beyond Their Years: She recognizes that Megan's plan to functionally hide out and let Dalton keep running his protection racket is never going to work, and tasks the Courier to eliminate Dalton and his gang despite her protests — even offering up her savings in the process. As it turns out, she is right to presume this, given that Dalton later states he would have taken over the camp eventually if the Courier hadn't intervened.

    Dalton 

The leader of a mercenary gang that, among other criminal activities, is extorting Megan Humboldt for protection money in exchange for not claiming her farm.

  • Didn't Think This Through: Besides remaining in a base that is in constant danger of encroachment by Deathclaws, he takes pride in antagonizing the Courier after the latter attempts to negotiate the Humboldts' protection contract, apparently unaware that the person he's speaking to may be feared by most factions in the Mojave and/or the one responsible for destabilizing numerous bandit and raider groups.
  • Evil Cannot Comprehend Good: He tells the Courier that he doesn't understand why Megan bothered to pay him for his "protection racket" instead of letting his crew enslave and abuse them, noting that it would have been far easier — and that he's eventually going to raid the place, regardless.
  • For the Evulz: He explains to the Courier that he's kept Megan's protection racket running with the intent of eventually sending someone/his gang up to the ranch to "enjoy" both occupants, for no other reason than his own sadistic amusement.
  • Gag Penis: The man spends his free time sitting in a chair next to a sign saying: "BIG DICK" with an arrow helpfully pointing towards Dalton.
  • Oh, Crap!: Using a Terrifying Presence skill check leads the Courier to state that they'll "saw him in half", prompting him to freak out and cower for several seconds at the beginning of the fight against his gang.
  • Small Name, Big Ego: Seems to think of his gang as different from the other innumerable threats the Courier has conquered in the game, claiming that he's far too important to deal with you, and that you should be begging for forgiveness from him.
  • Tempting Fate: He is ignorant of both the Courier and the other threats outside his hideout, including the Deathclaws in and around the gang hideout. He claims that the latter is unimportant because they "can't fit through doors", completely missing how his gang operates with a lingering ambient threat that could prevent them from leaving their hideout to begin with.
  • Underestimating Badassery: He is clearly unaware of the Courier's reputation and calls them a "weak pussy" in his opening conversation. Depending on when the quest is undertaken, this may have occurred after you killed one or more leaders of the major factions in the Mojave, and/or busted up numerous gangs.

    Eddie Hurst 

An ex-junkie, living in the Great Khans camp, who offers to give the Courier significant intel to bring down the Burke family if helped with a series of information-retrieval quests.

  • Actually Pretty Funny: If you completed The North Road and brought Adam Burke to justice by having him turn himself in, Hurst will congratulate you and laugh at how karma caught up to Burke in prison.
  • Driven to Suicide: Resorted to this, given that he's found with a suicide note on him at the train station near REPCONN Headquarters... but given that he was expressly going there for a meet to solidify the case against Senator Burke and showed no signs of depression, it quickly becomes clear that he Did Not Die That Way.
  • He Knows Too Much: Just when it seems that he will be able to crack the Senator Burke case open and bring him out of hiding, he is ambushed (off-screen) by an unidentified party that stages his death to make it look like he was Driven to Suicide.
  • Mission Control: One of the main mission threads is prompted by him asking you to retrieve written accounts from three individuals in the Mojave in order to destabilize Senator Burke's empire.
  • Properly Paranoid: He claims that if he was caught in possession of the material he has on the Burke family, he would be a Plausible Deniability due to being a "junkie fuck" and an easy fall guy. This comes true at the end of the main quest, when he is caught and killed by an unknown party (presumably Burke's agents) and made to look as if he killed himself over regret for his drug use and lifestyle.
  • Spotting the Thread: In his "suicide note", he identifies himself as "Edward Hurst", which is uncharacteristic of a man who insisted on being called "Eddie" by everyone he knew. The existence of this naming convention is directly called out if the player shows the letter to Eddie's friend, Three-Piece Kyle. Kyle will inform them that Eddie's real first name is Eddison.

    Reverend Austin Burke 

The leader of the Path of Light Ministries, who appears to be running an altruistic center for believers and young adults who wish to pursue religious enlightenment... but happens to be hiding dark secrets.

  • Affably Evil: He is (initially) unfailingly polite and willing to answer any questions you may have (up to a certain point). Behind the scenes, however, he freaks out and sends out several hitsquads in an attempt to kill the Courier, in addition to trying to cover up the situation by calling in hired help from above. It doesn't end well for him.
  • False Reassurance: He is told by The Man Behind the Man in a letter that due to the Courier's investigations, he'll be sending a cleanup crew to fix everything, and to hang tight in his office. When you arrive at his office for the last time, you'll find his corpse, having been dispatched (presumably by Brecker) for divulging too much information.
  • Sinister Minister: Claims to be running an altruistic ministry focused on spiritual enlightenment and education — but is actively running criminal enterprises, including a trafficking ring that targets women and children behind the scenes.
  • You Have Outlived Your Usefulness: The moment it becomes clear that he's overstayed his welcome (and said too much to the Courier), Brecker presumably kills him on orders from up high.

     Brecker 
The Chief of Security at Path of Light Ministries, who the Courier encounters during their search for Jessie O'Neill.

  • Ace Custom: He carries a custom .50 MG anti-personnel rifle, "The Reaper", which boasts a bonus critical chance to all shots and can be looted off him at the conclusion of his boss battle.
  • A God Am I: Implied during his introductory dialogue.
    '''You'd think the Reverend would rely on God for protection. Instead, he asked me. That should tell you all you need to know.
  • Evil Counterpart: He's essentially what Charlie would be if she actively enjoyed causing death and misery.
  • Evil Sounds Deep: Has an incredibly deep voice, and is a vile sadist.
  • Dragon with an Agenda: On paper, he works for Reverend Burke as the head of his security detail. In reality, he answers to someone who outranks the Reverend, and when his backer orders him to clean house, the Reverend is the first one he kills.
  • Early-Bird Cameo: In Eliza, you can find one of his calling cards attached to a victim tangentially related to a target, before encountering him proper in Depravity.
  • He Knows Too Much: On orders from The Man Behind the Man, Brecker and his men kill everyone in the Path of Light Ministry, ostensibly because they failed to stop the Courier from getting too close to the truth of the ministry's true purpose.
  • Psycho for Hire: He clearly gets a kick out of massacring the church, and will taunt the Courier before attempting to kill them. He specifically references his fondness for locking his victims in metal crates out in the desert so that they can slowly die from the heat and dehydration. The player can even find an example of his handiwork in Eliza.

    Jessie O'Neill 

Gerry O'Neill's daughter and Ryan O'Neill's niece. The Courier is contracted by the latter to locate and bring her back to Westside, which draws the Courier into an investigation at the Path of Light Ministries.

  • Flat Character: Her only purpose in the game is to be an unseen relative who was presumably shipped off to another state to attend a faith camp by Path of Light... until you discover her corpse after dealing with Brecker in the tunnels underneath the ministry.
  • Posthumous Character: By the time you locate her, she's already dead, and in the process of being buried alongside other deceased captives by a pair of "Gravediggers" presumably contracted by Reverend Burke and Brecker.
  • Shoot the Shaggy Dog: The quest to rescue her ends up being functionally pointless, as she's already dead by the time you locate her — and the Courier's investigation indirectly led to the rest of the Path of Light staff (and possibly the other captives) being executed on Brecker's orders. The only thing that does change is that Ryan O'Neill falls deeper into his Cynicism Catalyst, buoyed by the failure to save yet another person.

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