Fallout 4: Anniversary Edition - Characters
The cast of Fallout 4: Anniversary Edition, from the Sole Survivor and the companions who can be recruited across the Commonwealth to the leaders of the four factions competing for its future. Companion entries note the perk each one grants at maximum affinity, since those perks are a major reason t...
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of 22 entries
· updated 2026-09-15
| Name | Description | Role | Faction | Abilities | Source |
|---|---|---|---|---|---|
| The Sole Survivor | A pre-war Boston resident, either Nate (a military veteran) or Nora (a lawyer), who survives the nuclear exchange of October 23, 2077 by being admitted to Vault 111's cryo pods. | Protagonist | Vault 111 / player-defined | Fully voiced with customisable appearance and S.P.E.C.I.A.L. spread V.A.T.S. targeting and Action Point management Settlement leadership and workshop crafting Power armor operation | Playable character from the opening sequence in Vault 111 |
| Dogmeat | An Alsatian found at the Red Rocket truck stop near Sanctuary Hills and the first companion most players recruit. | Companion / Animal | Independent | Scouting ahead and disarming ambushes Holding enemies in place while the player attacks Item fetching and scent tracking Cannot be permanently killed | Found at the Red Rocket truck stop south of Sanctuary Hills |
| Codsworth | The Sole Survivor's family Mister Handy butler, who has spent two hundred years polishing a house that no longer has a family in it. | Companion / Robot | Pre-war household servant | Flamethrower and saw-blade melee in combat Companion perk: Robot Sympathy (improved damage resistance against robot attacks) Can be rebuilt as an Automatron robot with custom arms and weapons Provides early-game dialogue context on the pre-war world | Found tending the Sole Survivor's house in Sanctuary Hills |
| Preston Garvey | The last surviving officer of the Minutemen, met holding off raiders in the Museum of Freedom in Concord with a handful of settlers. | Companion / Faction Leader | Minutemen | Laser musket and automatic rifle combat Companion perk: United We Stand (damage and damage resistance boost when outnumbered) Grants Minutemen radiants, settlement quests and artillery support Unlocks the Minutemen ending path | Recruited during the Freedom Calls / When Freedom Calls quest in Concord |
| Piper Wright | Diamond City's investigative reporter, publisher of the one-page newspaper Publick Occurrences, and a persistent irritant to Mayor McDonough. | Companion / Journalist | Publick Occurrences | 10mm pistol combat with a fast, aggressive style Companion perk: Gift of Gab (double experience from persuading people and discovering locations) Grants access to the Diamond City press pass investigation Sources the player's first lead on the Institute | Recruited outside Diamond City during the Story of the Century quest |
| Nick Valentine | A gen-2 synth detective running the Valentine Detective Agency in Diamond City, and the closest thing the Commonwealth has to a functioning police force. | Companion / Detective | Valentine Detective Agency | Companion perk: Close to Home (improved damage resistance in the Commonwealth, plus better hacking) Hacking terminals of Advanced and Master difficulty for the player Access to the Kellogg memory lounger sequence in the main quest Far Harbor companion quest adds unique synth-upgrade options | Recruited during the Getting a Clue main quest at the Valentine Detective Agency |
| Cait | An Irish-born pit fighter sold into slavery and forced to fight in the Combat Zone arena, where the player finds her under the control of the raiders running it. | Companion / Fighter | Combat Zone | Shotgun and melee brawling combat style Companion perk: Trigger Rush (Action Points regenerate faster when health is low) Companion quest: Benign Intervention resolves her chem addiction and allows romance Close-range tank and damage companion | Recruited after clearing the Combat Zone of raiders |
| Curie | A Mister Handy medical robot built by Vault-Tec scientists and left in the secret wing of Vault 81, where she spent two centuries researching cures. | Companion / Scientist | Vault 81 | Companion perk: Combat Medic (heals the player for 100 health once per day when health drops below a threshold) Companion quest: Emergent Behavior transfers her mind into a synth body Robotic form can be modded at an Automatron robot workbench Support and utility companion | Recruited from the secret research wing of Vault 81 |
| John Hancock | The ghoul who governs Goodneighbor, a quarter of Boston that exists outside Diamond City's rules. | Companion / Faction Leader | Goodneighbor | Companion perk: Isodoped (critical meter fills faster when radiation levels are high, pairing with a ghoul-friendly build) Governs Goodneighbor and its merchants, including the Memory Den Companion quest: The Big Dig unlocks after enough affinity Pistol and melee brawler in combat | Met at the gates of Goodneighbor; recruited during The Big Dig questline |
| Robert MacCready | A former Gunner mercenary from the Capital Wasteland, now working as a gun for hire in Goodneighbor's Third Rail. | Companion / Mercenary | Gunners (former) | Companion perk: Killshot (20 percent higher headshot accuracy in V.A.T.S.) Companion quest: Long Time Coming clears his debt to the Gunners Sniper-oriented rifle combat Fully romanceable | Recruited in the Third Rail in Goodneighbor |
| Paladin Danse | The power-armored Brotherhood Paladin who leads the reconnaissance team at the Cambridge Police Station, and the player's first real view of the Brotherhood's discipline and its intolerance. | Companion / Soldier | Brotherhood of Steel | Companion perk: Know Your Enemy (increased damage against synths, super mutants and feral ghouls) Laser rifle and power armor combat Grants Brotherhood of Steel membership through Call to Arms Central to the Blind Betrayal questline's division within the Brotherhood | Recruited at the Cambridge Police Station; Brotherhood membership granted during Call to Arms |
| Strong | A super mutant held captive in Trinity Tower who has developed an appreciation for human stories and a search for meaning. | Companion / Super Mutant | Independent | Companion perk: Berserk (increased melee damage when health is low) Heavy club and super sledge melee frontliner Massive health pool that allows him to soak damage Likes violent and selfish choices, dislikes peaceful ones | Recruited after the Curtain Call quest at Trinity Tower |
| Deacon | The Railroad's master of disguises and its most unreliable narrator, an agent who introduces the Sole Survivor to the underground movement dedicated to freeing synths. | Companion / Agent | The Railroad | Companion perk: Cloak & Dagger (improved stealth and 20 percent faster stealth boy duration) Disguise-based quest support across Railroad missions Sneak-focused sniper and pistol combat Primary guide through the Underground Undercover questline | Recruited during Tradecraft at the Railroad headquarters under the Old North Church |
| X6-88 | An Institute Courser, one of the heavily augmented synth enforcers sent to recover escaped synths, who is assigned as the Sole Survivor's bodyguard once the player agrees to work with the Institute. | Companion / Courser | The Institute | Companion perk: Shield Harmonics (increased energy damage resistance) Institute laser weaponry and Courser combat training Requisition access aboard the Institute's quarters Aligns with the Institute ending path | Assigned as a companion once the player joins the Institute during Institutionalized |
| Desdemona | The head of the Railroad, coordinating a network of safehouses and agents from the Old North Church with a trader's pragmatism and a spy's paranoia. | Faction Leader | The Railroad | Directs the Railroad's operations and safehouse network Grants the Railroad ending questline and its encryption-key missions Central decision maker on the fates of synths and defectors Unlocks the Railroad's ballistic weave and weapons stockpile | Met at the Railroad headquarters under the Old North Church during Tradecraft |
| Father (Shaun) | The Sole Survivor's abducted infant son, now an elderly man who leads the Institute as its Director. | Antagonist / Faction Leader | The Institute | Directs the Institute's research and synth production Offers the player the Institute faction ending and its teleportation privileges Central to the main quest reveal in the Institute's boardroom His terminal illness frames the endgame succession choice | Met during the Institutionalized main quest inside the Institute |
| Conrad Kellogg | The hardened mercenary who murders the Sole Survivor's spouse and takes Shaun from Vault 111, and the game's first great villain. | Antagonist / Mercenary | Institute (contractor) | Institute-augmented longevity and reflexes Unique .44 revolver that refills Action Points on critical hits Uses a synth backup body that the player must fight in the Memory Den sequence Kellogg's brain implant provides the game's central story reveal | Pursued through Fort Hagen during Reunions; memories relived in the Memory Den |
| Elder Arthur Maxson | The young, charismatic and absolutist Elder of the Brotherhood of Steel, descended from the organisation's founders and raised to believe that the Brotherhood alone can save humanity from itself. | Faction Leader / Antagonist | Brotherhood of Steel | Commands the Prydwen, Liberty Prime and the Brotherhood's East Coast forces Grants Brotherhood membership, power armor, vertibird support and weapons requisition Issues the Brotherhood ending and the destruction of the Institute Presides over the Blind Betrayal decision regarding Paladin Danse | Met aboard the Prydwen after joining the Brotherhood of Steel |
| Mama Murphy | An elderly chem-addicted psychic living at Sanctuary Hills with Preston Garvey's surviving settlers, whose visions of the future are genuine and are normally paid for in chems. | Supporting / Seer | Minutemen (Sanctuary Hills) | Genuine precognitive visions of the main questline Companion-less settlement resident who can be cured with the player's help Grants early story information about Kellogg and Diamond City Provides a Sanctuary Hills morale and settler anchor | Found with Preston Garvey's settlers in the Museum of Freedom, then relocated to Sanctuary Hills |
| Sturges | The settlers' handyman and mechanic, met repairing a suit of power armor in the Museum of Freedom and then resettled with the group in Sanctuary Hills. | Supporting / Craftsman | Minutemen (Sanctuary Hills) | Guides the player through the workshop and crafting systems Settlement builder and quartermaster at Sanctuary Hills Power armor and machine maintenance Minutemen quest support in the opening acts | Met in the Museum of Freedom; settles at Sanctuary Hills after When Freedom Calls |
| The Mechanist (Isabel Cruz) | The roboticist behind the Automatron add-on's robot uprising, revealed to be Isabel Cruz, a well-meaning engineer from a family of comic-book fans whose creations got away from her. | Antagonist / Add-on Character | The Mechanist's robots | Commands an army of custom-built robots during the Automatron questline Reward choice: spare her and inherit the Mechanist's Lair as a settlement Unlocks the robot build and mod system at the Robot Workbench Fields the Rust Devils and the Mechanist's upgraded robot frames | Automatron add-on, final encounter in the Mechanist's Lair |
| Overboss Colter | The brutal raider leader who seized Nuka-World before the player arrives, and the gatekeeper of the add-on's storyline. | Antagonist / Add-on Character | Nuka-World raiders | Power-armored brawler armed with a unique cattle prod Arena boss of the Cola-Cars arena in Nuka-World Defeating him makes the player the Overboss of Nuka-World His defeat unlocks the three raider gangs' quests | Nuka-World add-on, defeated in the Cola-Cars arena |
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