Fallout: New Vegas/Characters/Dead Money

Everything About Fiction You Never Wanted to Know.


This is a partial character sheet for the Video Game Fallout: New Vegas. Visit here for the main character index. Subjective trope and audience reactions should go on the YMMV page.

Ghost People

The mysterious inhabitants of the Sierra Madre. Dressed in gas masks and hazmat suits, they guard the resort along with the security holograms.

  • Alien Blood: Fluorescent green.
  • Apocalyptic Log: Search in the right places, and you can see how the Villa was built to fail, with poorly designed architecture and machinery failures which resulted in the gas.
  • Body Horror: According to official sources, the ghost people are intensely grotesque under their suits.
  • Chunky Salsa Rule: A Ghost Person will keep coming back at you until you tear off a limb or disintegrate them outright. However, Dog can teach you how to kill them for good.
  • Fate Worse Than Death: They were the Sierra Madre's guests and residents. The hazmat suits saved them, but it also turned them into something... different.
  • Gas Mask Mooks: Justified. They became the Ghost People because of the hazmat suits.
  • Glass Cannon: The Seekers. The weakest in terms of health, but their gas bombs can be deadly and they are much better with their spears than the Harvesters.
  • Glowing Eyes of Doom: Their goggles glow a noticeable green.
  • Humanoid Abomination: See Body Horror above. It's a literal example too, since the game classifies them as abominations.
  • Improvised Weapon: They use Cosmic Knives tied to sticks, fire extinguishers with C4 attached, and bear trap gauntlets.
  • Made of Iron: Even not taking into account their regenerating ability, they have abnormally high health. It also helps that you can't crit headshot them like most things in the wastes; their limbs don't take extra damage.
  • Mighty Glacier: The Trappers. They're the biggest, slowest variation and have no ranged attack, but they are also the toughest to kill.
  • Vader Breath: After a half-hour in the Villa, you'll quickly learn their loud gasps for air are the best way to track them.
  • Wacky Wayside Tribe: They don't have much plot significance outside of them trying to kill you, with only a few logs hinting how they degenerated into ferals.
  • Weaksauce Weakness: As unlikely as it may seem, they are edible.
  • Zerg Rush: When you activate the bell tower, over 40 of them rush in and make your return trip much less pleasant.

Dog/God

Voiced by: Dave B. Mitchell
"Master, where is master? Did he go away? Dog will be good this time..."

"You think I'm afraid of your collar exploding, killing us? No, I'll leave you breathing, then keep walking until my collar goes cold. I'll prop your broken body in view of the Sierra Madre so you can see what you came to steal…forever out of reach as you die."

Dog/God is a new companion in the Dead Money DLC. He's a Nightkin with Split Personality Disorder, who was the one who kidnapped you and put that slave collar on you. He switches between personalities when you play certain holotapes for him.

  • Ascended Meme: With the Wild Wasteland trait, Dog says "NOM NOM NOM!!!" the first time he eats one of the Ghost People.
  • Damage Sponge Boss: Roughly equal to Legate Lanius in terms of health. If all 4 DLCs are installed, and the player is level 40 to 50, he has nearly as many hit points as a Super Mutant Behemoth.
  • Desperately Looking for a Purpose In Life: After the death of The Master in Fallout 1, Dog/God wandered across the wastes looking for a new master since they really didn't know what to do on their own. Too bad the master they found was Elijah.
  • The Dragon: To Elijah, sort of.
  • Driven to Suicide: Dog eventually attempts suicide just so he doesn't have to hear God hectoring him anymore. Unfortunately, his suicide method involves blowing up the entire casino.
  • Dumb Muscle: Dog.
  • Even Evil Has Standards: God, who is a huge smug and possessive Jerkass, utterly disapproves of Elijah's treatment of Dog.
  • Extreme Doormat: Dog's time in The Master's army has left him with a need for a 'Master' figure in his life, which makes him slavishly loyal to Elijah.
  • Extreme Omnivore: Dog eats whatever he can fit into his mouth when he's hungry, including his own slave collar. It's rather useful where he can finish off the local enemies, which can only be killed by dismemberment. If Dog is the only remaining personality at the end, he goes on an eating spree in the wasteland, chewing up every living thing that is unfortunate enough to cross his path.
    • Always yell at Dog. Yell at Dog because he gets hungry. Can't stop it. Always need more.
  • Genius Bruiser: God. However, God's specialty is sneaking while Dog is better at attacking.
  • Funny Schizophrenia: Completely averted.
  • Jerkass: God oozes disdain for everybody, and both privately and openly talks about dismembering the Courier for his own ends.
  • Made of Iron: Dog has badly wounded himself just to stay in control and neither personality acts like they care. Dog says he doesn't like the pain, but he likes God even less. Meanwhile, God is simply too pissed off that Dog would go to such extreme lengths to stay in control to be bothered by the pain. After the possible Split Personality Merge, the merged being is shocked at how wounded he is and says he needs to lie down for a bit.
  • Morality Pet: Dog is this to God.
  • Pet the Dog: With a high enough speech skill, you can get God to admit to caring for Dog. He also states that he tries to act as a conscience for Dog, trying to make him avoid hurting others.
  • Punch Clock Villain: He's actually the one who captures the Courier and Elijah's other previous victims.
  • Shout-Out: Given that Chris Avellone had a lead role in Dead Money, it's probably fair to say that God has an awfully "practical" outlook on things. You can also merge their personalities together, which is similar to how the Nameless One can deal with his numerous incarnations.
  • Split Personality: They're essentially the Id and Superego of a functioning personality. Dog is a hulking, violent brute, and as smart as a vegetable. God, his alter ego, is rational and intelligent, but also extremely cold and utilitarian. Eventually, they can either be combined or one can destroy the other.
  • Super-Powered Evil Side: In a way, Dog. God comments that Dog, while he is very dangerous and unstable, has a better grasp on their body and is therefore better in combat.
  • Tragic Monster: If your Speech skill isn't up to snuff, then you'll have no choice than to fight and kill both Dog and God. If you were kind to the former, he'll wonder why you're hurting him.
  • Undying Loyalty: Elijah comments he doesn't even really need an explosive collar to keep Dog in line (though he still prefers him to have one anyway).
  • Video Game Cruelty Potential: At some point, you can kill or subdue Dog. You can take the evil way and have him break his own neck.

Christine Royce

Voiced by: Veronica Belmont and Laura Bailey
"Love makes people do strange things. Won't argue that. It can drive you crazy sometimes if you can't... connect."

The female companion in Dead Money. She's a Circle of Steel (a splinter faction of the Brotherhood of Steel with an interest in taking a more active role in politics) Knight who was sent to find Father Elijah and the Sierra Madre after he went missing and was captured and mutilated by him. Later, her vocal chords were torn out by a berserk Auto-Doc, which is where the player finds her. Also appears in Old World Blues in holotapes, speaking with her original voice.

  • Action Girl: She been trained in energy weapons, explosives, melee weapons, firearms and hand-to-hand combat.
  • Bald Women: Apparently by choice, and not because the surgery machine did it to her. It's apparently an Important Haircut she got when she joined the Circle of Steel and vowed to take down Elijah.
  • Body Horror: First, she was taken to the Y-17 Medical Facility after Elijah set her up as a distraction so he could escape. Once there, she was subjected to lobotomy via electrodes. The brain damage left her unable to read or write, while she could still do mathematics. Luckily, Ulysses broke her out before anything worse could happen. Later, Dean Domino locked her in the Auto-Doc you find her in to have her vocal chords removed to later be replaced with a simulacrum of Vera Keyes'.
  • Broken Bird: Because of the torture she has endured.
  • Claustrophobia: Came down with this due to being locked in the Auto-Doc.
  • Gadgeteer Genius: Comes with being a member of the Brotherhood. Her passive skill mitigates the radio disruption from broken loudspeakers and radios that can set off your bomb collar.
  • Jack of All Trades: As a companion, she's pretty competent with all manners of weaponry, being a Brotherhood Knight/Circle of Steel assassin.
  • Not So Different: Ulysses states that Christine is similar to Elijah in their inability to let go of the past.
  • Suddenly Voiced: When encountered in the hotel, her surgically-altered vocal cords heal, giving her the voice of Sierra Madre's previous female caretaker, Vera Keyes.
  • The Voiceless: For obvious reasons.

Dean Domino

Voiced by: Barry Dennen
"Get up without my permission, I'll blast your ass so far through your head, it'll turn the moon cherry pie red."

The ghoul companion in Dead Money. A lounge singer of some renown, he's apparently been around the Sierra Madre for longer than even Elijah. When Dog finds and collars him, he reluctantly lends the Courier his experience.

  • Affably Evil: He's a friendly and polite guy, but it conceals the arrogance of a patient and greedy schemer.
  • And the Adventure Continues...: If he survives, after exploring as much of the Sierra Madre as he can and learning about what happend to Sinclair and Vera Keyes, he decides to seek his fortune in the Mojave.
  • Badass in a Nice Suit: He retains his old lounge clothes, rotted though they may be.
  • Bigger Bad: Essentially this for Dead Money.
  • Captain Ersatz: According to a portrait, he looked much like Sammy Davis Jr. before becoming a ghoul.
  • Cool Shades: Wears a click pair of sunglasses, a holdover from his human life.
  • Crazy Survivalist: He pretty much became one of these by necessity, since the Sierra Madre and surrounding environs are even deadlier than the Wasteland in general. He can handle the toxic air in small quantities, has hidden item stashes all over the region, and can even scrape some poison off a wall and make it into an extremely foul (but potent) cocktail.
  • Crutch Character: Having Dean as your companion is not only necessary if you want to explore the Villa to any significant degree, but he's also easily the most useful companion. He's the only one with a limitless-ammo gun (you can give the others guns, but they also need ammo), his protection from the Cloud far outstrips the abilities of your other companions, and he's more than tough enough to handle himself in combat.
  • Death by Irony: If Dean dies, the ending notes that he failed by once again underestimating the strength of his partner in relation to his own ability.
  • Early-Bird Cameo: He's the same Dean Domino on the poster on the loading screens in the original game.
  • Face Heel Turn: A possibility when you encounter him at the theater, if you tried to one-up him or threatened/insulted him in dialogue. However, if he decides not to betray you, he'll try to do what he can to help you, even shutting down a few speakers when you face Elijah.
  • Green-Eyed Monster: Why did Dean sabotage the construction of Sinclair's casino, blackmail a woman into pretending to love him, and plan to rob him of everything he owns? Because Sinclair was happier than him!
  • Guttural Growler: Subverted. It seems his voice survived ghoulification. His career as a singer possibly helped with this.
  • Jerkass: And arguably breaks through to Complete Monster territory when he rants about how he planned everything just because Sinclair seemed happier than him. Oh, and he's the one who rigged Christine's autodoc to tear out her vocal chords. Even if you save him, his ending strongly suggests he has no remorse for what he's done.
    • Heel Realization: He goes through a momentary one in the ending where he survives, when he finds out what happened to Sinclair and Keyes. A very momentary one, but seemingly enough for him to let go of the Sierra Madre.

Dean: (endgame narration): That night, Dean finally figured out what had happened to Sinclair and Vera Keyes. He felt strangely sad for a moment, but he has no idea why.

  • Karmic Death: Sinclair planned to do this to him. When Dean showed up at the Sierra Madre to rob everything Sinclair owns and leave him a broke wreck, the vault would trigger a trap and lock him there forever, without any food or water. Dean never made it down there though, so it never happened.
  • Manipulative Bastard: Through and through. The first time you meet him, he dupes you into sitting on a pressure mine. Later, he reveals that he machinated the Sierra Madre's construction, which means that a lot of the unpleasantness in the region can be traced back to him.
  • The Mean Brit: He speaks with a smarmy British accent that just oozes contempt for you and everyone around him.
  • Really Seven Hundred Years Old: He's a pre-war ghoul and has been living in the Sierra Madre and trying to get into the vault since the war.
  • Smug Snake: He's almost always incredibly arrogant and condescending towards others and while he's not stupid, he's also incredibly insecure (to the point that he's obsessed with ruining a man on the basis of being happier than him) and doesn't quite have the control that he thinks he has.
  • Suicidal Overconfidence: When pushed over the edge, Dean will attack the Courier, even if the latter is equipped with an Assassin suit and sporting the Holorifle with all the mods.
    • Possibly justified in that among all the other companions Dean really hasn't let go of the Sierra Madre. He could have walked out ages ago, it was only until he got a collar that he was forced to stay put. 200 years is a long time to hold a grudge.
  • Tall Poppy Syndrome: The reason Dean swindled the resort's construction, set Vera up for a blackmail, and tore out Christine's vocal chords to replace with a simulacrum of Vera's: he was jealous of Sinclair's success and happiness. It's possible for him to develop this with the Courier, who is advised from bruising his ego (i.e. passing speech checks that demonstrate expertise, threatening/insulting him and taking his stash while he's around).
  • What Is This Feeling?: In the ending where he survives, he has trouble understanding that he feels sorry for what he's done to Vera and Sinclair.
  • You Just Told Me: With a high enough Speech skill, the Courier can dupe him into revealing the way out of the theatre when he tries to sic the holograms on him.

Father Elijah

Voiced by: Richard Herd
"Play stupid, play clever, make the mistake of saying 'no'? That collar on your neck'll go off and take your head with it."

The villain of the Dead Money DLC. He's the Brotherhood of Steel elder who was once Veronica's mentor and got most of the chapter killed at the Battle of Helios One. It is revealed that after that when he went missing, he found the legendary lost Sierra Madre casino and has gone insane trying to access its vault ever since.

  • Ambition Is Evil: Unlike most of the Brotherhood members who wanted to just store technology, Elijah wanted to actively improve it and even construct new things, though Veronica notes that many of his inventions had "ethics questions attached".
  • And I Must Scream: A possible ending for him, where he is locked inside the Sierra Madre Vault.
  • Arc Words: "Wipe the slate clean".
  • Badass Grandpa: Singlehandedly took on the Big MT, breaking free of the Think Tank and wreaking havoc, while managing to steal some pieces of valuable Old World tech. You want to know how he got out? He hijacked one of the few remaining trains and used it as a battering ram. Doubly impressive since not only is he very old, he also an alcoholic, a smoker, a mentat addict, and has arthritis.
  • Bad Boss: Slaps slave collars on his minions, blows them up if they refuse to follow his instructions, treats them as disposable pawns, and encourages them to kill one another after they outlive their usefulness. In the final conversation with him in the Vault, he says that in his new world order he'd even slap slave collars on everyone to "ensure compliance".
  • Beard of Evil: Sports one.
  • Berserk Button: According to Veronica, he did not appreciate people talking back to him. In his opinion, subordinates ought to be like machines; you give them a command, push the button, and off they go to perform without getting chatty. Or questioning his judgement.
  • Big Bad: Of the Dead Money expansion.
  • Blatant Lies: "Do this and I'll let you go. I'll let all of you go."
  • Broken Pedestal: He was Veronica's mentor, and she once thought of him as her father figure until he went mad.
  • The Chessmaster: Everything that you and your companions do is in accordance with a plan he has prepared in advance. This trope goes hand-in-hand with his Control Freak status; he's planned the mission out so carefully because he does not want any of you ruining his plans because you can't follow directions.
  • Chronic Backstabbing Disorder: After passing a few skill checks, you can convince him to come meet you at the entrance of the vault at the end of the expansion. Three guesses as to whether or not he actually comes to talk.
  • Control Freak: Why he uses the explosive collars. He needs everything to go his way, and his long string of past failures is why he's resorted to enslaving people with bomb collars.
  • Damage Sponge Boss: The turrets he turns on have pretty high health (420 health with a DT of 18), and there are 5 of them. As long as you haven't been too wasteful, though, you can burn through them with the assault rifle or the holorife fairly easily. When Elijah confronts you in person, he's the exact opposite.
  • Dark Horse Victory: If you take the We Can Rule Together route, Elijah unleashes The Cloud and the holograms upon the Mojave, killing everyone there and driving the NCR and the Legion out of the region. The ending explains that no living being ever sit foot in the Mojave for years after, due to rumors of a horrible cloud of death and ghosts immune to gunfire. All that remained was Elijah and the Courier, waiting in the Sierra Madre for the world to begin again.
  • Early-Bird Cameo: He was mentioned fairly often by Brotherhood members before the DLC was released.
  • Evil Cripple: He apparently has osteoarthritis. It doesn't really have much effect on the game though.
  • Evil Mentor: To Veronica, before the battle of Helios.
  • Evil Old Folks: An old man who wants to kill everyone in the Mojave.
  • Final Boss: Played with:
    • Flunky Boss: He lets the "The Vault security turrets" do all the work for him while he hides behind a force field. Of course, once they're dead, he comes after you with a Gauss Rifle. Of course with sufficient melee weapons/unarmed skill, the player can just smash the generator and render the turrets useless.
  • From Nobody to Nightmare: Before he became elder he was just a Scribe, the most mild and least aggressive caste in the Brotherhood.
  • Gadgeteer Genius: As cruel as he is, he's a genius. You know that one of a kind Holorifle that can disintegrate Deathclaws with a single sneak critical? He built it. And he Jury-Rigged a semi automatic Tesla Cannon, which is one of the most powerful weapons in the game.
  • General Failure: When he was elder, because of his absolute obsession on technology more than anything else, Elijah often wouldn't understand the importance of battlefield losses. He also didn't understand that maybe letting the NCR have Helios was a better alternative than most of the Brotherhood getting slaughtered.
    • Justified Trope, unlike other Elders of the Brotherhood of Steel, Elijah was a Scribe, which is classified as a civilian and has little military training beyond the basic self defense learned prior to choosing to pursue becoming a Knight or Scribe during training.
  • Glass Cannon: His armor has a DT of 2, but that Gauss Rifle packs a hefty punch.
    • He actually does have pretty high health, more than most of your NPC companions (with the exception of Dog and Lily), but that's still not very good by that point in the game, since you're probably level 25+ by the time you get to him.
      • Health between high and low DT entities really aren't directly comparable. Low DT entities almost always have a boost to it to prevent them from dying too quickly.
  • Hannibal Lecture: He'll launch into one if you call him out on his crimes, accusing you of being a greedy soul who got tempted by the Sierra Madre's treasures...
    • Shut UP, Hannibal:...and you can respond with "You're nothing more than a killer that aspires to be a mass murderer."
  • Hypocrite: In sooo many ways:
    • Goes on at length about how baffled he is over the hysterical greed that eventually consumes his "volunteers," leading them to slaughter each other over the treasure of the Sierra Madre. After all, it means he has to enslave a new crowd of people so he can claim the treasure of the Sierra Madre. He's probably drawing a distinction between monetary greed and his own, more ambitious ends, but still.
    • He talks down to the player for using a Pip-Boy, despite the fact that you can clearly see him using one to activate the vault's security systems.

Elijah: "That thing on your wrist - it's a convenience. It tells you where to go, what to do, dulls the brain."

    • He dismisses the Holorifle he gave you as an obsolete version, only to complain that he didn't bring it with him over the radio.
  • Karmic Death: You can kill him in normal combat, or trick him into locking himself inside the vault.
  • Kick the Dog: Almost literally: if you bring up Dog to him, he'll laugh about how easy it was to enslave the mentally handicapped Nightkin since he swallowed his own collar.
  • Kill'Em All: His plan for the Mojave is to use the toxic gas cloud in the Sierra Madre to kill everyone in the Mojave, or "wipe the slate clean" as he calls it, and rebuild the Mojave in his own image.
  • Load-Bearing Boss: When he is defeated either way, all his turrets explode, and the player's collar begins to beep, leading to an escape sequence.
  • Loners Are Freaks: The reason you don't see him until the climatic battle is because he managed to get into the Villa, but could not crack open the Vault. He was stuck there until the Courier came along.
  • Manipulative Bastard: Manipulates people into getting him what he desires.
  • Mission Control: Acts as mission control up until the very end.
  • Motive Rant: Bring up the subject of Helios, and he'll launch into his desire to "wipe the slate clean", so that there will be no one remaining to steal "his" technology, and to erase his defeat at Helios from memory.
  • My Greatest Failure: Helios.
  • Omnicidal Maniac: His ultimate plan is to conquer the Mojave by killing everyone there. If you side with him at the end of Dead Money, he takes it a step beyond: the Cloud continues to drift west over NCR land, killing thousands of innocent people and forever destroying any chance the world has of salvation.
  • One-Man Army: As horrible as he is, one has to be impressed at how he managed to solo Big MT.
  • Parental Substitute: He was this to Veronica before he went insane.
  • Pet the Dog: For all his faults, he does seem to genuinely care about Veronica, who sees him as a father figure. He also had her separated from Christine due to his own homophobia. You can even find a message on his terminal intended as a goodbye note to her and as a gift (teaching her a new fighting technique).
  • Puzzle Boss: Rather than destroy his turrets outright, you can either get Christine to shut a few of them down, hack the systems and turn the turrets against him, or smash the turret generator, rendering all but two useless. Of course, it is possible to just destroy them before he ever arrives, since they shoot at you for opening the vault.
  • The Sociopath: Even in his time as an (actual) elder in the Brotherhood of Steel, he cared little for the lives of others. By the time the Courier encounters him in the Sierra Madre, it'd long since gotten worse.
  • Taking You with Me: "You can't escape! I'll bring the whole Sierra Madre down on your head, bury you here with all the others!"
  • Utopia Justifies the Means: Not really. You can see his futile attempts to justify the tremendous sacrifices he made is actually a desperate gambit to restore his own status in the Brotherhood.
  • Villainous Breakdown: Has a very impressive one if you opt to seal him inside the Vault forever.

Elijah: "What... alarms? What's goin- You. Think you can run? Think you can TRICK ME!? This entire structure is mine to command! Security, weapons, all this technology, mine! Now, you will die. You think you've outsmarted me? You're the one on a leash, you always were! (sprays Gauss rifle fire everywhere then activates your collar). Escape? No. That cold hand on your throat is mine. It always was." (later) "You can't outrun me! You were always under my control! Do you hear me? DO YOU HEAR ME?"

    • He also has a similar breakdown if you just destroy all his turrets, he'll completely lose it and come charging out of his forcefield with a gauss rifle.
  • Visionary Villain: He plans to use the invincible hologram enemies found in the DLC to take over the Mojave.
  • Voice with an Internet Connection: He communicates with you throughout most of Dead Money with a hologram projector (that displays a static image) and your Pip-Boy. Your character can lampshade this near the end, upon which he'll explain why he's limited to such communication.
  • We Can Rule Together: A possible ending, in which Elijah and the Courier (if he/she has a bad rep with the NCR) uses the Cloud and the holograms to chase out the NCR, the Legion, and just about everyone else from the Mojave.
  • We Have Reserves: Deconstructed. In the beginning, Elijah had this mindset with regards to cracking into the Vault, but as he used more and more "reserves", the more insane and desperate he became.
    • Not to mention the way he insisted the Brotherhood keep fighting the NCR, despite the fact that it was pretty obvious they didn't have reserves, whereas the NCR did. This resulted in the NCR slaughtering about half of the Mojave wasteland Brotherhood of Steel at Helios.
  • You Have Outlived Your Usefulness: After breaking into the Sierra Madre, he encourages you to kill Dog, Dean and Christine. And after you penetrate the Vault, he'll try to pull this on you. Unless you can prove otherwise.

Vera Keyes

Voiced by: Laura Bailey
"Love. Life. Family. Those to care for and those who will care for you. To those who know these joys, the Sierra Madre holds little they don't already have."

One of the tragic figures related to the Sierra Madre. She was a pre-war starlet who was Frederick Sinclair's true love and main reason for building the Sierra Madre. In actuality, she was working with Dean Domino to carry out a heist on the Sierra Madre and ruin Sinclair. She quickly got cold feet, but was blackmailed by Domino into continuing the con. On the eve of the Sierra Madre's opening, she finally confesses and apologises to Sinclair. Unfortunately, she was trapped inside the casino when the bombs fell, and later committed suicide.

  • An Offer You Can't Refuse: The only reason she worked with Dean is because he blackmailed her, threatening to expose (amongst other things) her crippling chem addiction.
  • Broken Pedestal: Sinclair built the entire Sierra Madre as a shrine to his love, and as a bomb shelter to protect her. He later finds out her true intentions and turns it into a deathtrap.
  • Driven to Suicide: You later find her corpse in her hotel room, surrounded by a large number of chems
  • Ill Girl: She was addicted to Med-X and Super Stims. She used them as a symptomatic treatment for a terminal illness, something that Dean is unaware of. He finds out if he survives.
  • Shallow Love Interest: She appears to be this way, with the entire Sierra Madre being built as a shrine to her. She is actually an unwilling pawn of Dean Domino, and pulls a last minute Heel Face Turn when she confesses to Sinclair.

Frederick Sinclair

The door has sealed, the elevator has left. Even Vera's voice will not unlock it. Know that on the night of the Gala Event I shall raise my glass and whisper, "Fortunato".

The owner of Sierra Madre. He was introduced to Vera Keyes by Dean Domino and fell in love with her at first sight, building the Sierra Madre as a shrine to her. He used his immense wealth to commission new technologies, such as Holograms and Dispensers, to ensure that Sierra Madre would survive the apocalypse. He later realised that Dean and Vera had been conning him, and consumed with vengeance he transformed the Sierra Madre from a shelter into a deathtrap. However, when Vera confessed her role to him and revealed that she was being blackmailed by Dean, he realised that he truly did love her and rushed to disarm the Sierra Madre's traps. Unfortunately, he was too late to act before the bombs fell.

  • Deal with the Devil: The costs for commissioning Big Mountain to develop Hologram and Dispenser technologies almost bankrupted him. To compensate, he permitted Big Mountain to conduct some experiments in the Sierra Madre Villa. And that is how the Cloud and the Ghost People were born.
    • It leads to some Fridge Brilliance when you realise that despite being a very good engineer, Sinclair seemed to ignore that the Villa's construction was a sham.
  • Empty Shell: Apparently, he became this after discovering Vera's duplicity. At least according to people around him.
  • Fate Worse Than Death/Buried Alive: He plotted this for Domino and Vera, planning to lock them in the vault with the gold they cheated him for.
  • Posthumous Character: Like Vera, he died the night the bombs fell.
  • Redemption Equals Death: Sort of. On the night the bombs hit, he realised he couldn't kill Vera, who confessed to her role, and went down to the vault to disable the trap. He died trying.
  • Schmuck Bait: In the terminal where he leaves his trap, he leaves a message for Vera warning her not to trigger said trap. The Courier can still do so.
  • Unwitting Pawn: Twice. Once by Dean Domino and Vera Keyes. The second time by the scientists of Big Mountain, who hid from him the extent of the experiments they would conduct on the Villa and have been observing the area for the whole period.
  • Who's Laughing Now?: His quote above. It was left in the vault for Domino to read. Of course, Dean never makes it down there, so only the Courier and Elijah would end up reading it.