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    Paula Plumbkin 

A Vault Overseer searching for "Vaultopolis", a fabled utopia vault.


  • Arc Villain: Of the "Journey to the Center of Vaultopolis" questline.
  • Evil All Along: It turns out that she's become a raider boss who wants to invade and conquer Vaultopolis.
  • The Ghost: You spend the 15-stage questline hearing about her and following her footsteps, but don't meet her until the penultimate mission.
  • Just Between You and Me: She tells you the true location of Vaultopolis before fighting you.

    Horsemen of the Apocalypse 
A tetrad of four powerful beings — War, Famine, Pestilence, and Death — whose followers are out causing chaos in the Wasteland.
  • Anti-Climax: Played for Laughs. The unseen and mysterious Death, said to be the strongest of the Horsemen, is a mole rat. Before you face him though, you have to fight a boss deathclaw, a far more challenging foe and the perfect choice for an embodiment of Death in the Fallout universe.
  • Arc Villain: Of the "Horsemen of the Post-Apocalypse" questlines.
  • Armor of Invincibility: At the end of their questline, you can choose one of their outfits as your quest reward; all four give +4 in four stats, making them the best armors of the game in terms of pure stat boosts, alongside Rackie Jobinson's Jersey and the Detective Outfit.
  • Cult: All four of them to some degree, but Death's followers most of all, since they're insane lunatics worshipping something they don't even know what it is and are fanatically devoted to it.
  • Deep Sleep: It turns out that Death is "sleeping", and his followers believe that mass slaughter will awaken him.
  • The Dog Was the Mastermind: It turns out that Drusilla, the Vault-tec archivist you meet partway through the questline, is The Chessmaster that brought the groups together; when she found out about Vault 144 and their worship of Death, she spread false stories of the other three and "created" the Four Horsemen when people took her seriously. This was an effort to bring the various outlaws of the wasteland together under specific leaders that would be set against each other, and they'd all kill each other and make the wasteland safer.
  • Enemy Mine: Once your dwellers make it known they intend to be a pain in the side of the four, War contacts you to discuss a temporary truce and alliance against the other three.
  • Evil Versus Evil: They're all fighting each other for wasteland dominance.
  • Future Imperfect: Turns out the cult of Death sprang up because of a Vault Dweller's manual that always capitalized the word "Death", causing them to believe that Death is an actual entity.
  • Humanoid Abomination: Famine is a Glowing One who is insatiably hungry.
  • A Lighter Shade of Gray: War is the only human of the Horsemen and the only one whose followers aren't insane crackpots, so he actually calls a truce and tries to reason with you. When invited to meet with him, your Dwellers question if it's a trap, and the Warshipper relaying the message replies that War would never stoop to such a thing; when he wants to kill you, he'll be direct about it.
  • Punny Name: War's followers call themselves "the Warshippers".
  • Scary Scorpions: Pestilence turns out to be a powerful radscorpion.
  • Tin Tyrant: War is a raider suited up in Power Armor.
  • We Can Rule Together: The culmination of your truce with War is him asking you to join him and rule the wasteland together. Naturally, your Dwellers refuse.

    Coach 
A man in possession of the baseball jersey of Rackie Jobinson, a legendary pre-war baseball player.
  • Arc Villain: For the "Search for Jobinson's Jersey" questline.
  • Armor of Invincibility: When you finally get your hands on the fabled jersey, it's worth the effort; Rackie Jobinson's Jersey is a unique Legendary armor that gives +4 to Strength, Perception, Charisma, and Agility, giving it the highest stat totals of all outfits alongside the Detective Outfit and the outfits of the Four Horsemen.
  • Batter Up!: He fights with a baseball bat, of course.
  • Dirty Coward: He spends the entire questline running from your dwellers before he finally gives up the chase.
  • The Computer Shall Taunt You: Coach spends the entire questline leaving the Dwellers notes mocking them.

    The Wizard of Water 
A man traveling the wasteland selling "magical" water to settlements.
  • Arc Villain: Of the "The Wizard of Water" questline.
  • Dirty Coward: When you finally confront him, he tries to talk his way out of it, which you can go with if you like.
  • Expy: Of Griffon in Fallout 3, who was running a similar scheme selling "Aqua Cura" to the citizens of Underworld.
  • Snake Oil Salesman: Naturally, it turns out his water isn't magical at all.

    Big Wes 
A big game hunter known for hunting down dangerous wasteland creatures.
  • Arc Villain: Of the "Big Game Hunting" questline, as well as being its Final Boss.
  • Drama-Preserving Handicap: Enforced, each stage of the questline forces your Dwellers to comply with a restriction Wes has placed on them, like only using .32 pistols, or all of them have to wear lab coats.
  • Hunting the Most Dangerous Game: The fifth stage of the quest makes you do this, and name drops the Trope too.

    Bugle Boy and The Editor 
The runners of the New Boston Bugle, a newspaper that's been distributed to Vaults in the region.
  • Arc Villain: Of the "Zines of the Commonwealth" questline.
  • The Dragon: The Bugle Boy is the Editor's main scout and second-in-command.
  • The Reveal: The New Boston Bugle paper is all a scam — Bugle Boy comes to Vaults saying he wants to research them to do a story in the paper on them, but it's a pretense to scout the Vault for attack. The Editor then publishes the info in the Bugle and distributes it to Raiders as a way to provide them intel on where and how to strike.
  • Villain with Good Publicity: The Vaults are excited to learn about the Bugle and get mentioned in it, not aware of its true purpose.

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