Fallout 4/Characters/Companions

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Revision as of 01:42, 4 September 2017 by FedoraSlayer101 (talk | contribs) (→‎Main Game: Added numerous tropes and supplied some details.)


Main Game

Like Fallout New Vegas, companions are a lot more than just expendable meat shields and many have their own greater or lesser connections to the story at large.

Tropes they all share
  • Arc Welding: While they all are met at various points of the game, their own arcs tie into the overall story to some greater or lesser degree, with a few exceptions.
    • Ada from Automatron doesn't really have a greater impact on the larger story, her arc being mostly self contained to the DLC plot, but the abilities she unlocks can have a great impact on certain quests, since the robot building can greatly influence settlement defense and even make certain quests like the Minutemen "Defend the Castle" Quest much easier.
    • Old Longfellow is mostly confined to relevance in Far Harbor and its associated DLC quests, though he does have some commentary for the Commonwealth in general, and his arc intersects with Nick Valentine's own plot arcs, which have implications for the Commonwealth in general.
    • Porter Gage is mainly Nuka-World centric, but his designs and intentions, should the player go full raider boss, will have a big impact on the Commonwealth, and will be one of the very few ways to make an open enemy of Preston Garvey and the Minutemen.
    • Strong has the least impact on the overall plot in general, but does show that the Brotherhood of Steel's blatant racism against his kind is not entirely merited, while at the same time highlighting Super Mutants are largely victims of their creators, which does tie back into the Institute plotline and can affect how the player decides to deal with them.
  • Bi The Way: The Sole Survivor can flirt with Preston, Piper, Cait, Danse, Curie, Hancock, MacCready, and Gage regardless of gender. This partly seems to be for player freedom. They respond in kind. However, Cait, Hancock, Piper, and MacCready all have dialogue that makes them explicitly bisexual.
  • Central Theme:
  • Dysfunction Junction: The Sole Survivor's companions are anything but a normal, well-adjusted group.
  • Four-Philosophy Ensemble: All of the companions can be categorized in one of the five different philosophies.
    • The Optimists
      • Preston:
      • Curie:
      • Nick:
    • The Realists
      • Piper:
      • Hancock:
      • Deacon:
    • The Cynics
      • Cait:
      • X6-88:
      • Old Longfellow:
    • The Apathetics
      • MacCready:
      • Codsworth:
      • Dogmeat:
    • The Conflicted
      • Danse:
      • Strong:
      • Ada:
        • Gage:
  • Gameplay Ally Immortality:
  • May-December Romance:
  • Optional Party Member:
  • Permanently Missable Content:
  • Polyamory:
  • Ragtag Bunch Of Misfits:
  • Really 700 Years Old:
  • Relationship Values:
  • Smoking Is Cool:
  • Surprise Incest: An ambiguous case.
  • True Companions:
  • Undying Loyalty:
  • Vitriolic Best Buds:
  • What The Hell, Hero?:
  • Worthless Yellow Rocks:
  • You Lose At Zero Trust:


Dogmeat

Can be met as soon as you step outside of Sanctuary Hills, just down the road at the Red Rocket station. Like his predecessors in the other Fallout games, he's a loyal canine companion who will travel and fight alongside you.

Tropes exhibited by this character include:

Codsworth

The Mr. Handy that was intended to be the family butler for the Sole Survivor's family, but who comes to view their family as his own. Can join you as soon as you return from Concord.

Tropes exhibited by this character include:
  • AI Is a Crapshoot: He laments this about other, simpler robots with more rudimentary programming, though it ranges from sympathy, such as in the case of the broken Takahashi in Diamond City, to annoyance, such as with Deezer in Covenant, who tries to offer him, of all beings, lemonade.
  • American Robot: Is quite proud of his US producer, General Atomics, even makes snide remarks about communists in certain areas.
  • Badass: Downplayed. He admits he's no Mr. Gutsy, but will fight alongside you anyway, and while useful in the early game, other companions quickly outclass him him without the Automatron DLC.
  • Crutch Character; Falls into this without Automatron. While initially a strong melee fighter and a decent ranged fighter due to the built in buzz saw blade and flamethrower, he drops off in power very quickly. Averted with Automatron because you can keep upgrading his arsenal.
  • Moral Myopia: While his morality is easily mistaken for that of a Lawful Good type, Codsworth has some odd deviations from this norm:
    • Unlike most other companions with a similar code of morals, he's rather indifferent to cannibalism, though since Codsworth doesn't consider this a crime to a living, innocent being, he doesn't view it with anything other than dispassionate indifference.
    • While he approves of helping organizations like the Minutemen, he has reservations about the Brotherhood of Steel, which makes sense since the Minutemen define their role as selfless servants of others like Codsworth himself, while the Brotherhood defines itself as guardians who enforce their rules on others.
  • Nice Guy: By default, he's unerringly polite to anyone who isn't hostile.
  • Pride: In regards to his own machine nature, he's quite proud of his own robot type and the company that made him. He tends to be scornful of RobCo derived machines most of the time, but he does show them occasional sympathy, like in the case of the broken Takahashi in Diamond City.
  • Pungeon Master: A standard feature of his robot type is to offer these sorts of jokes when he doesn't have anything else to say, also a Call Back to your Mr. Handy servant in Fallout 3.
  • Robot Buddy: Quite proud of this status, though he considers himself just as much a friend and ally to the player as those who look humanoid. And the player can tell him they feel the same way.
  • Sliding Scale of Robot Intelligence: Fairly high up on the scale, rather surprisingly since he's a mass produced model of robot easily purchasable before the Great War, but it's implied he may have learned to grow beyond his limited programming in the interval since the prologue. He still adheres to many basic principles of his stock programming, and thus even at zero trust he will not turn hostile and attack the Sole Survivor, but he will become disgusted enough with them he refuses to actively aid them in combat.
  • What Measure Is A Non-Human?:

Preston Garvey

Met in Concord, trying to defend a bunch of settlers from some Raiders. One of the last Minutemen after their organization started to fall from its heyday, he hopes you can turn their fortunes around.

Tropes exhibited by this character include:
  • A Father To His Men: Even when the people he's charged with protecting have dwindled from 20 to 5, Preston will still stand with them to the very end.
  • Badass: He's been a Minutemen for a long time now - and is the last one still standing for a damn good reason.
  • Death Seeker: Surprisingly enough.
  • The Dev Team Thinks Of Everything: The Sole Survivor will normally lose him as a companion if they side with the Nuka-World Raiders and ravage the Commonwealth. However, there's a way out of this: If the Sole Survivor hasn't met Preston in Concord yet until after they become the Overboss, then they can save him and get the "Open Season" quest to kill off the Nuka-World Raiders and become the Minutemen's new General, allowing you to get both quest-lines! What makes this option this is that the quest to save Preston - "When Freedom Calls" - is usually given right at the start of the game, meaning that the player will have to do quite a bit of back-tracking to do both quest-lines.
  • Friendly Sniper:
  • The Generic Guy: Relatively speaking.
  • Hidden Depths: He has lots of repressed rage, which is only really shown if the Sole Survivor takes him with them to single-handedly raze Gunner-occupied Quincy.
  • Last of His Kind: Preston admits that while he's likely not the literal last of the Minutemen, he's the only one still active in the Commonwealth.
  • Married To The Job: Much like Danse with the Brotherhood and Piper with her newspaper, his entire life is focused around being a Minutemen. This gets a surprisingly dark Call-Back later on in the story, with him revealing to the Sole Survivor that if the Sole Survivor hadn't saved him and his settlers at Concord, the settlers most certainly would've died - and Preston would've killed himself out of guilt..
  • Nice Guy: Seriously rivals Curie in being the nicest person in the entire Commonwealth.
  • Not So Stoic: He outright shouts at the Sole Survivor if they side with the Nuka-World Raiders.
  • Officer and a Gentleman:
  • Only Sane Man: He comes across as this amongst the Sole Survivor's companions.
  • "The Reason You Suck" Speech: He gives the Sole Survivor an absolutely vicious one if they side with the Nuka-World Raiders after having previously been a member of the Minutemen.
  • Ridiculously Average Guy: He even lampshades this, sheepishly admitting that he doesn't really have as bizarre characteristics as the other, more colorful companions the Sole Survivor picks up.
  • Shell-Shocked Veteran: He saw the Gunners massacre Quincy, and still holds that pain with him.
  • Stepford Smiler: He's implied to be this.

Deacon

Met in person when you try to join the Railroad, but you've run into him several times before and likely didn't notice[1], so he knows quite a bit about what you've been up to when you are trying to gain entrance to the Railroad, and organization whom he is a leading intelligence officer for.

Tropes exhibited by this character include:
  • Ascended Extra: Dialogue from Deacon implies that he was one of the nameless NPCs from Fallout 3, having been in the Capital Wasteland as one of the Railroad's spies and scouts. a
  • Badass: He's a member of an organization the Institute would love to wipe out and even has several bounties on his head from several raider groups even before he teams up with you.
    • Badass Bookworm: He's a reader of William Shakespeare and Marcel Proust, according to his battle quotes.
    • Badass Normal: Despite some of the BS he spews about being a ghoul or even a synth, it's pretty clear all he has going for him is being a very resourceful human. One that is just as good at kicking ass as most other companions.
    • Cool Shades: One of the few things that remain constant despite all his disguises.
  • Blatant Lies: Some of his tall tales are plain ridiculous. This just helps throw you off for when he tells more convincing lies to test you.
  • Consummate Liar: Quite good at it, though it's fairly easy to tell when he's lying most of the time. In fact, if called on it, he compliments your ability to notice and tells you it's training for when people less nice than him will lie.
  • Deadpan Snarker: Even more so than Piper, and is the mouthiest of the companions.
  • The Dev Team Thinks of Everything: His disguises will change automatically depending on the area you are in, even if you didn't put any other clothing in his inventory.
  • Kick The Dog: Heavily downplayed. He shows disdain for the Minutemen, feeling that they're too easy to corrupt into a darker organization. Justified since Deacon’s Dark And Troubled Past led to him gaining a big anti-authority streak, and he accurately points out that the Minutemen have been little better than policemen on a historical level.
  • Mythology Gag: Supplies a few.
    • If taken to Deezer in Covenant, he attempts to use a deactivation code on him. The code he tries is the same one used by Mr. House in New Vegas as his personal override code. Deacon even notes that he got the code in a poker game.
    • One of his atmospheric lines is "I'm convincing the next raw recruit that I'm President Eden. Think I can pull it off?"
  • Nice Guy: To the point even at zero trust he parts ways rather amiably.
  • Spy Speak: Comes with being a member of the Railroad.
  • Why Did It Have To Be Snakes?: Dialogue from him implies that he's afraid of heights.


Piper Wright

A reporter who runs the Commonwealth's only newspaper (found in Diamond City), and is met at the Diamond City Gate where she's trying to get back in after getting temporarily kicked out for angering the mayor.

Tropes exhibited by this character include:

Cait

A cage fighter at the Combat Zone, a notorious den of Raiders and other thugs who engage in prize fights, where Cait reigns as their current champion. After losing to you, her manager, Tommy Lonegan, asks you to take her with you since her skills are getting rusty, despite Cait's initial protests, though his intentions seem to be more benevolent than they appear.

Tropes exhibited by this character include:
  • Abusive Parents: Her parents are probably the worst ones encountered thus far in the entire series.
  • Action Girl: Learned in the worst ways possible how much this was a survival requirement.
  • Ax-Crazy:
  • Badass: Deconstructed in a very horrifying fashion.
  • Berserk Button:
  • Bi the Way:
  • Blood Knight: She lives for the thrill of combat.
  • Dark And Troubled Past:
  • Death Seeker:
  • Depraved Bisexual: Averted, as her own sexual orientation has absolutely nothing to do with her behavioral issues. When she flirts with others, it's more of good nature teasing rather than being The Vamp.
  • Everyone Has Standards: Even she has lines she won't cross. For example, while she personally has no love for the Railroad (as she sees them as suicidal for deliberately pissing off the Institute), she approves of the Sole Survivor describing helping Synths as "noble" while at Bunker Hill. She also has no problems with killing people, but is disgusted if the Sole Survivor kills innocents for no good reason.
  • Expy: Of Jack from Mass Effect 2. Much like Jack, Cait is a young woman who comes from a traumatic childhood, has a criminal background, a violent and bitter personality that places pragmatism over kindness, a Blood Knight attitude, and an aggressive sexuality.
  • Fighting Irish:
  • Freudian Excuse: To put it politely, her entire life since she was born has been one tragedy after another.
  • Had To Be Sharp:
  • Jerk With A Heart Of Gold:
  • Jerkass Woobie: She's a bit of an asshole, even by her own admission, but given how badly her life has gone, it's hard to blame her.
  • Kick The Dog: Almost literally. She, Strong, and X6-88 are the only companions to show an active disdain for Dogmeat, with her derisively calling the animal "a dirty little mole rat."
  • Pet The Dog:
  • Token Evil Teammate: Of sorts, given she's encouraging to a player who engages in amoral acts like theft and drug use.
    • If you complete her loyalty mission, she responds positively to avoiding drug abuse instead.

Paladin Danse

A Paladin in the Brotherhood of Steel, met in Cambridge at the Police Station trying to fight off a horde of Feral Ghouls with the remains of his squad. Tries to convince you of the Brotherhood's merits and is a respected field officer of their reigning Elder.

Tropes exhibited by this character include:
  • Badass: He's a Brotherhood Paladin - this should be expected by now.
  • Bait and Switch Compliment: Upon seeing the Castle under Minutemen control, he has this to say -

Danse: The Minutemen remind me of the Brotherhood when Elder Lyons was in charge: Unfocused and far too charitable for their own good.


Curie

A Ms. Nanny found in Vault 81, she wants to explore the Commonwealth and add to her store of learning about the world.

Tropes exhibited by this character include:

John Hancock

The Ghoul mayor of Goodneighbour, a Wretched Hive he keeps running smoothly despite its reputation by being the toughest yet fairest Ultimate Authority Mayor they've ever had. Can join you after doing some work for the local mob bosses of the city, mostly because he figures it will help him avoid becoming Orcus on His Throne.

Tropes exhibited by this character include:
  • Badass: Definitely when you first meet him, as he shanks a guy in the gut who just tried to mug you, especially after the guy wouldn't take a polite request to knock it off.
    • Authority Equals Asskicking: Earned his way to this after deposing the previous tyrant who ran Goodneighbor, and is beloved for it because unless his predecessor, he's not a dick about it.
    • Badass Longcoat: The red frock coat he wears, based on the one worn by the original John Hancock.
    • Beware the Nice Ones: Pissing Hancock off is a really stupid idea. He's a really nice guy most of the time, but making him mad is an easy way to wind up bleeding out in the street from a shank he just buried in your ribs.
  • Bi The Way:
  • Good Is Not Soft: His policy is to protect the innocent and hurt the hell out of the guilty.
  • Foil: To Mayor McDonaugh of Diamond City. Both men are the respective leaders of their towns, but while Hancock runs a town of societal dregs, they are genuinely happy with each other and have a much better handle on the paranoia of the Institute. By contrast, Diamond City may be the town of the "decent people", but it's a paranoid place that tried to pretend synths don't exist and has a lot of societal backstabbing going on under the surface.
  • Functional Addict: Even though he's a Ghoul and they have a built in resistance to most chems anyway, he still takes an unreal amount of them even for a Ghoul, but it doesn't seem to diminish his capabilities or judgment very much.
  • Kavorka Man: For a Ghoul he's not especially bad looking, but it's a mystery just how he manages to get half as much action as it's basically confirmed he still gets in Goodneighbor, especially since he doesn't flex his authority to get things like that, which can only mean he must be one incredibly charming guy to score that much tail.
  • Knife Nut:
  • Named After Somebody Famous: The original John Hancock. Even wears the appropriate outfit for it.
  • Neighborhood Friendly Gangsters: The boss of them, given he runs the resident Vice City of the Commonwealth, but he's generally chill about it, and he ignores most of the crap the others pull so long as they don't hurt anyone who doesn't deserve it and they keep any shit that crosses that line out of Goodneighbour.
    • It's worthy of note he's good friends with Nick Valentine, who otherwise has little good to say about Goodneighbour itself given his take on the subject of crime and criminals, but despite that he and Hancock hold one another in high regard. It helps that they share considerable overlap on what justice should ultimately be like for the innocent.
  • Nice Guy: Show him common courtesy and do right by the people of Goodneighbour, and he's the nicest guy around.
  • Ultimate Authority Mayor: If he wanted to, he could exert almost god-like power over the people of Goodneighbor, but he refuses to, as that's why he helped depose the last guy who did that. Instead, he merely serves to make sure everyone in Goodneighbor doesn't screw each other over (at least, within the town), and otherwise let's everyone do their thing. He still enjoys the knowledge of knowing everyone in Goodneighbor would die for him at his request regardless.

Nick Valentine

Nick Valentine is met in Vault 114 as a prisoner of a Post-War mob boss. On top of being Diamond City's resident detective, he's also a second generation Synth prototype, with him being the only Synth Diamond City has ever willingly tolerated and even come to like.

Tropes exhibited by this character include:
  • Androids and Detectives: He happens to be both.
  • Badass: His very first feat of badassery was faking Why Am I Ticking? to scare the piss out of an entire raider gang. It worked, and since he's happy to tangle with the various scum of the Commonwealth if he has to.
    • Badass Automaton: He was a prototype second generation Synth with memories of a police detective as well as all the advantages of being a Synth. The combination makes him a forensic genius with the ability to make all sorts of hoodlums regret trying to catch him in a firefight.
    • Badass Bookworm:
    • Heartbroken Badass: By proxy of the original Nick Valentine, the Synth version has all the memories of finding the dead body of the original Nick's girlfriend, and he still wants to put the original Nick's soul to rest by avenging her murder.
  • Deadpan Snarker: As befitting a hardboiled detective.
  • Film Noir: Nick Valentine's entire character is a love-letter to the genre.
  • Hero of Another Story:
  • Heterosexual Life Partners: He and Piper Wright are the best of friends, and always talk amiably to each other when switching over from one to the other.
  • Nice Guy:
  • No Sell: Like all other Synths, he shrugs off radiation poisoning like it's nothing.
  • Tomato In The Mirror: Happened twice over. He originally woke up in a trash heap in the Commonwealth with no memory of who he was save the last memories of the original Nick Valentine, and coming to terms with being a Synth was pretty harrowing for awhile. In the Far Harbor DLC, he discovers the truth about why he was in that trash heap, he was able to escape the Institute with another synth prototype, but an Institute failsafe wiped his memories of the place in the process, hence why he was so confused after waking up in the trash heap.

Robert Joseph MacCready

Better known to Fallout 3 players as the incredibly foul mouthed Mayor MacCready of Little Lamplight, he has grown up into an adult now. Met in Goodneighbour's Third Rail Club being threatened by members of the Gunners, a mercenary outfit he recently cut ties with, he still works as a gun for hire for his own reasons, but can be convinced to work for you.

Tropes exhibited by this character include:

X6-88

An advanced Institute Synth Courser given to the Sole Survivor as a bodyguard. He can be met after the Sole Survivor helps him recapture an escaped Synth at the Raider city of Libertalia.

Tropes exhibited by this character include:

Strong

Strong is a Super Mutant who can be rescued from the Trinity Tower, where he was almost killed by his fellow mutants for basically being somewhat more intelligent than the rest them and coming to the conclusion he could be slightly more than a murderous monster.

Tropes exhibited by this character include:

Automatron

Ada

The main supporting character of the Automaton DLC. A heavily customized Assaultron built by Jackson, a mechanically-inclined caravan merchant. Like Codsworth, Curie, and KL-E-0, she's achieved a remarkable level of self-awareness. After Jackson's caravan is attacked by the Mechanist's robots and everyone but her is slaughtered, she enlists the Sole Survivor's help in her quest for revenge to find the Mechanist and put an end to their reign of terror.

Tropes exhibited by this character include:
  • Action Girl: She seems to have a feminine personality, making her this.
  • The Atoner:
  • Badass: It's clear that Jackson put a lot of effort into making her able to vaporize her enemies.
  • Boring Yet Practical: While it takes a bit for it to reset, she will randomly hand the Sole Survivor junk items after initiating dialogue. This on its own makes her one of the most useful companions in the entire game.
  • Deuteragonist: Considering how Automatron introduces her as a new companion and the story partly involves her learning to both come to terms with the deaths of her friends and her desire to avenge them, she's arguably the real main character of the DLC.
  • Fem Bot:
  • Mighty Glacier: She starts off with an Assaultron head and torso, but the stubby legs of a Protectron. As a result, she moves with the characteristic slow waddle of a Protectron, but has lots of health and hits reasonably hard. Of course, it's possible to change that.
  • Mix-and-Match Robot:
  • Nice Girl: A variant. She's remarkably polite and kind when talking to the Sole Survivor, but is still loyal to the point that she won't question any of your actions.
  • Revenge Before Reason: Subverted.
  • Ridiculously Human Robot: Can be customized to this end, and her morals and intelligence are quite approximate to human standards.
  • Robot Buddy:
  • Shout-Out: One of her lines in battle is "Resistance is futile!"
  • Sliding Scale Of Robot Intelligence: Ada's on an interesting place on this scale. On the one hand, her A.I. isn't advanced enough for her to really judge things from a moral perspective, and her dialogue is generally not as emotional as Codsworth and Curie's can be. However, she still has free will, and is self-aware to a not-insignificant degree, actually feeling pain and loss at the deaths of her friends.
  • Sole Survivor: The only survivor of the robot attack on her caravan.
  • That Makes Me Feel Angry: Ada tends to state her emotions rather than, well, emote, being a robot.

The Automatons

Tropes exhibited by this character include:

Far Harbor

Old Longfellow

Tropes exhibited by this character include:

Nuka-World

Porter Gage

Porter Gage is the former Raider lieutenant of the Overboss of Nuka-World, a man named Colter who Gage helps you bump off in the hopes you'll be a worthier successor. The ultimate plans he has for the Commonwealth in general are visionary, but it's up to the Sole Survivor to either disappoint him or help Gage fulfill his dreams.

Tropes exhibited by this character include:
  • Affably Evil: He's a pretty nice guy for a Raider, to the point it's occasionally hard to remember he's a Raider, with all the brutality and ruthlessness that implies.
  • Asshole Victim: Despite the fact that he's significantly humanized and well-rounded as a character, Gage honestly deserves his death at the hands of the Sole Survivor if they decide to go up against the Nuka-World Raiders. Gage may be a complex person, but he's still an unrepentant Raider who wants to rob the rest of the world because he thinks that the strong should only need to take and never give from the weak.
  • Badass: Given how long he's stayed alive despite his profession in life, most definitely, especially since he's street-smart enough to take notes on the finer points of this trope to stay alive.
    • Ambadassador: Serves as this for the various Raider factions, all of which he manages to finesse into a loose confederation for mutual gain for the benefit of his own superior. He's recognized as tough enough in his own right each of the factions at least has enough respect for his ability to agree to the loose alliance, so long as he continues to adhere to the usefulness this trope implies.
    • Eyepatch of Power: Has a yellow metal patch over his right eye, which doesn't seem to ding his Badass cred any. Apparently, he has no depth perception in that eye either, but he's no less effective in combat without it.
    • Handicapped Badass: Has no effective combat use of one eye, which as mentioned above doesn't really slow him down.
    • Submissive Badass: By choice. Being the number one guy in any organization makes them a fine target, which is why he's prefers to be merely an assistant, which means his chances of getting shanked for his position are a lot lower.
  • Combat Pragmatist: He was the one who provided the squirt gun needed to defeat Colter, even pointing out it might have been silly looking, but it was the smartest way to screw up his defenses. He also advocates solutions in general that lean towards pragmatism over those that are moral or emotionally based, in combat and otherwise.
  • The Creon: Happily so.
  • Even Evil Has Standards: On the one hand, he's an unrepentant Raider. On the other hand, he's just as frightened of the Institute as the rest of the Commonwealth is, with him seeing the organization as "playing God." Justified, as Institute Synths are just a big of a threat to Raider gangs as they are to everyone else, and the Institute has even infiltrated Raider gangs before to use for their own ends.
  • Evil Counterpart/Foil: To Preston Garvey. While Preston embodies the hope of the Commonwealth, Gage embodies everything evil about Raiders.
  • The Evil Genius: By Raider standards, he's the brightest bulb in the box by a wide margin. His advice is also tailored to help his boss succeed, and his counsel is very on point.
  • Evil Mentor: This is his role, in a nutshell, within the DLC's storyline. He tries to instill into you all the "pros" of being a self-centered, pillaging scum of the wastes — all of which is done via a pseudo-sympathetic "I've been there before" fashion of engagement.
  • Hero of Another Story: A villainous version.
  • Jerkass: He's a Raider, so being a dick comes with the territory.
    • Jerk With a Heart of Gold: For a given value of this. He's still a Raider, so this doesn't mean he's in any way an altruistic sort, but he does shown the Sole Survivor genuine respect and even concern for their well being, especially if romanced.
  • Killed Off For Real: If the Sole Survivor goes against the Nuka-World Raiders in the "Open Season" quest, it also turns Gage hostile and the Sole Survivor will have to kill him (even if he's romanced). Ironically, the most moral ending to the questline will result in his death.
  • Pragmatic Villainy: He's a Raider, though a very clever and forward thinking one. For example, he frowns on chem abuse, which he feels makes Raiders sloppy. He's also a big picture thinker, with clear goals for long term prosperity as a Raider as opposed to immediate short term gains.
  • The Social Darwinist: Gage believes that the world is split into "victors" and "victims" - and the "victors" always take, never give.
  • Token Evil Teammate: Porter Gage is the only companion in the entire game who's explicitly evil, to the point where he actively revels in it. Cait and Strong come nowhere near this guy's level (in fact, both are capable of altruism and kindness, especially the former as she warms up to you), while X6-88 is both programmed to lack emotions and still thinks that his actions are for the greater good. Gage has no line he's unwilling to cross in the name of mayhem, carnage, and loot.
  • Virtue Is Weakness: Gage sees human morality as something that only leads to failure. According to him, the only "true" way to survive is to see the world for the hopeless cesspit that he thinks it is and claim everything else by the power of the gun.

  1. Since he was in disguise at the time.