Fallout 5: A Long List of Unique Companions and Sidekicks
A strong Fallout 5 companion system should feel like a collection of damaged, dangerous, funny, tragic, and unpredictable people rather than a conventional party roster. Every companion should have a reason to travel, personal beliefs, relationships with factions, and consequences for how the player treats the wasteland.
Some should be loyal friends. Others should be professional partners, reluctant allies, opportunists, infiltrators, unstable weapons, or temporary traveling companions who may eventually leave.
Core Companion Design
Every major companion should include:
- A distinct combat style and tactical role.
- Personal morals rather than a simple “good or evil” label.
- Opinions about settlements, factions, mutants, synths, ghouls, technology, and violence.
- Several personal quests instead of one short loyalty mission.
- Changing equipment, appearance, dialogue, and behavior.
- Friend, rival, romantic, professional, fearful, or hostile relationship paths.
- The possibility of permanent departure, betrayal, sacrifice, retirement, or leadership.
- Relationships with other companions.
- Unique settlement jobs and world interactions.
- Companion commands based on personality and training.
- A final character outcome affected by the entire journey.
Companions should also talk to one another. Some might become friends, rivals, lovers, enemies, business partners, or even attempt to kill each other if the player ignores escalating conflicts.
Human Companions
1. Silas “Deadeye” Boone — The Drunken Marksman
Silas is a gifted wasteland sharpshooter who sincerely believes alcohol improves his aim. Sometimes it does, because drinking suppresses his shaking hands. Other times he becomes reckless, sees multiple targets, or fires at the wrong silhouette.
Combat role: Long-range sniper and trick-shot specialist.
Personality: Charming, defensive, boastful, deeply ashamed of his dependency.
Unique mechanic: Liquid Courage
Different drinks affect him differently:
- Beer steadies his nerves slightly.
- Whiskey increases critical damage but lowers judgment.
- Homemade liquor may trigger unpredictable effects.
- Sobriety improves awareness but initially causes severe tremors.
- Addiction treatment can permanently change his combat style.
Personal story: Silas once accidentally killed members of his own caravan while intoxicated. He has spent years changing the details whenever he tells the story.
His final paths could include:
- Becoming sober and learning to shoot without alcohol.
- Becoming a controlled functional drinker.
- Fully embracing addiction and becoming devastating but unstable.
- Opening a shooting school.
- Becoming a settlement guard captain.
- Dying in a final drunken act of heroism or recklessness.
Companion perk: One for the Road
The player receives improved accuracy after consuming alcohol, but repeated use increases addiction risk.
2. Dr. Lenora Vance — The Wasteland Surgeon
Lenora is an exceptionally skilled doctor who saves almost anyone, including raiders, mutants, criminals, and faction enemies. She believes medicine should never become political.
Combat role: Medic, chemical support, and emergency revival specialist.
Personality: Calm, clinical, compassionate, stubborn.
Unique mechanic: Battlefield Surgery
She can:
- Stabilize downed allies.
- Treat long-term injuries.
- Identify diseases.
- Extract bullets and fragments.
- Perform risky field operations.
- Harvest or preserve organs for medical use.
She dislikes unnecessary cruelty but may approve of harsh choices that prevent greater casualties.
Personal story: Lenora’s former medical organization secretly sold experimental treatments to wealthy settlements while using poor wastelanders as test subjects.
Her questline lets the player expose, reform, control, or destroy the organization.
Companion perk: Second Opinion
Medical items restore additional health and reveal hidden side effects before use.
3. Amos Creed — The Last Mailman
Amos belongs to a dying network of armed couriers who still deliver letters, medicine, contracts, photographs, and death notices across the wasteland.
Combat role: Scout, pistol user, navigation expert.
Personality: Formal, punctual, quietly sentimental.
Unique mechanic: Special Delivery
Traveling with Amos unlocks:
- Courier jobs.
- Hidden postal routes.
- Old sorting facilities.
- Secure dead drops.
- Lost family correspondence.
- Faster message delivery between settlements.
Amos refuses to open sealed mail unless the player convinces him that lives are at risk.
Personal story: He carries one undelivered letter addressed to someone who may have become a major faction leader, notorious criminal, or long-dead wastelander.
Companion perk: Neither Storm Nor Rad
Discover locations from farther away and receive better rewards for completing timed missions.
4. Maribel Cruz — The Settlement Architect
Maribel is a brilliant builder who despises poorly designed settlements. She constantly comments on exposed generators, weak walls, contaminated water, and beds placed outdoors.
Combat role: Construction specialist, shotgun user, deployable-cover engineer.
Personality: Demanding, creative, impatient, protective of civilians.
Unique mechanic: Field Construction
She can temporarily build:
- Barricades.
- Ladders.
- Firing platforms.
- Emergency beds.
- Rain collectors.
- Small defensive turrets.
- Reinforced doors.
- Traps and alarms.
At settlements, she unlocks advanced layouts and identifies structural weaknesses.
Personal story: A settlement she designed collapsed during an attack because its leaders secretly replaced quality materials with cheaper scrap.
Companion perk: Built to Last
Player-built objects require fewer repairs and settlement structures gain additional durability.
5. Elias “Preacher” Ward — The Failed Prophet
Elias once led a small religious movement after surviving a nuclear storm. His followers believed he could predict disasters. In reality, he was simply skilled at reading weather, radiation patterns, and human behavior.
Then one prediction failed.
Combat role: Revolver user, morale support, negotiation specialist.
Personality: Eloquent, guilty, insightful, occasionally manipulative.
Unique mechanic: Sermons
Elias can address settlements and groups, producing different effects depending on what the player encourages him to preach:
- Hope.
- Fear.
- Obedience.
- Rebellion.
- Mercy.
- Vengeance.
- Unity.
- Fatalism.
Personal story: His former followers have divided into peaceful survivors, fanatical believers, and people seeking revenge against him.
Companion perk: Keep the Faith
When health falls critically low, the player receives a temporary boost to damage resistance and dialogue ability.
6. Rook — The Former Raider Strategist
Rook was never the strongest raider. He was the one who planned attacks, identified weak settlements, sabotaged defenses, and convinced rival gangs to kill one another.
Combat role: Tactical rifleman, infiltration planner, intimidation specialist.
Personality: Calculating, pragmatic, darkly humorous.
Unique mechanic: Target Assessment
Before attacking a location, Rook can identify:
- Guard rotations.
- Weak walls.
- Alternative entrances.
- Supply storage.
- Leadership targets.
- Escape routes.
- Potential defectors.
- Defenses that can be sabotaged.
He approves of intelligent violence but dislikes pointless slaughter.
Personal story: One of his old plans created a raider empire that now controls several towns.
His final path may involve destroying it, reclaiming it, reforming it, or manipulating it from the shadows.
Companion perk: Know Their Weakness
Enemies who have been observed before combat suffer reduced armor against the player’s first attack.
7. Naomi Bell — The Wasteland Historian
Naomi collects oral histories, damaged recordings, family records, songs, flags, uniforms, and contradictory accounts of the past.
She understands that wasteland history is often propaganda.
Combat role: Support riflewoman, knowledge specialist.
Personality: Curious, skeptical, enthusiastic, occasionally insensitive when chasing a story.
Unique mechanic: Competing Histories
At historical locations, Naomi presents several possible interpretations. The player may help determine which version becomes accepted by settlements and factions.
That version can influence:
- Political claims.
- Faction legitimacy.
- Memorials.
- Recruitment.
- Territorial disputes.
- Public opinion.
Personal story: Naomi learns that her own family’s celebrated war hero may actually have been a collaborator, deserter, or scapegoat.
Companion perk: Lessons of the Past
Gain additional experience from discovering locations, reading terminals, and resolving historical mysteries.
8. Malcolm Reed — The Retired Prizefighter
Malcolm was once the heavyweight champion of several underground fighting circuits. Age, damaged hands, and accumulated head trauma ended his career.
He still believes he has one great fight left.
Combat role: Hand-to-hand combat, bodyguard, intimidation.
Personality: Proud, warm, disciplined, increasingly forgetful.
Unique mechanic: Veteran’s Craft
Malcolm teaches the player:
- Short inside punches.
- Clinch strikes.
- Shoulder bumps.
- Body punching.
- Counterpunching.
- Guard manipulation.
- Knockdown recovery.
- Nonlethal takedowns.
His cognitive condition may worsen or stabilize depending on medical treatment and whether the player encourages him to fight.
Personal story: A promoter wants to use Malcolm for one final attraction against a younger chemically enhanced champion.
Companion perk: Championship Rounds
Melee damage and stamina recovery increase when the player is low on health.
9. Odessa King — The Union Organizer
Odessa travels between mines, factories, farms, and salvage operations organizing workers against abusive settlement bosses.
Combat role: Heavy pistol user, crowd-control specialist.
Personality: Forceful, loyal, argumentative, politically skilled.
Unique mechanic: Labor Pressure
She can organize:
- Strikes.
- Work slowdowns.
- Boycotts.
- Worker militias.
- Negotiations.
- Leadership elections.
- Sabotage.
- Cooperative ownership.
Her presence can improve settlement happiness but reduce production until disputes are resolved.
Personal story: Odessa’s former movement turned violent after she disappeared, and its new leader believes compromise is betrayal.
Companion perk: Solidarity
The player gains defensive bonuses when fighting near settlers, workers, or allied civilians.
10. Harlan Pike — The Bounty Collector
Harlan is an experienced bounty hunter who keeps meticulous files on wanted criminals. He distinguishes between genuine predators, political fugitives, falsely accused targets, and people whose crimes have been exaggerated.
Combat role: Tracker, lever-action rifleman, capture specialist.
Personality: Patient, suspicious, professional.
Unique mechanic: Dead or Alive
Harlan unlocks nonlethal bounty capture systems:
- Restraints.
- Sedatives.
- Leg shots.
- Negotiated surrender.
- Ambush traps.
- Prisoner transport.
- Interrogation.
- Evidence collection.
Personal story: His most famous capture may have been an innocent person framed by a powerful faction.
Companion perk: Wanted Poster
Named enemies provide better loot, and living captures earn larger rewards.
Ghoul Companions
11. Miss Adelaide — The Pre-War Etiquette Instructor
Adelaide was a finishing-school instructor before the bombs. Two centuries later, she still corrects posture, table manners, introductions, grammar, and diplomatic protocol.
Combat role: Compact pistol user, social manipulation, disguise support.
Personality: Polite, severe, observant, unexpectedly ruthless.
Unique mechanic: Proper Introduction
She teaches the player formal behavior appropriate to different factions. Correct etiquette opens dialogue options, while deliberately violating customs can provoke or humiliate people.
Personal story: Adelaide discovers descendants of former students who preserved distorted versions of her teachings as rigid social law.
Companion perk: Mind Your Manners
Gain improved prices and persuasion when wearing clean or formal clothing.
12. Sergeant Major Hollis — The Ghoul Drill Instructor
Hollis served before the war and later trained generations of wasteland militias. He has watched every organization he built eventually collapse.
Combat role: Automatic weapons, squad training, defensive leadership.
Personality: Loud, disciplined, secretly exhausted.
Unique mechanic: Militia Training
Hollis can train settlement guards in:
- Patrol discipline.
- Cover usage.
- Ammunition conservation.
- Night defense.
- Civilian evacuation.
- Anti-mutant tactics.
- Anti-raider tactics.
- Emergency command succession.
Personal story: One of his former militias has become an authoritarian army using his training manuals.
Companion perk: Hold the Line
Allies near the player suffer less suppression and are less likely to flee.
13. Ezekiel Glass — The Feral Listener
Ezekiel is a ghoul who believes feral ghouls retain fragments of memory and emotion. He studies their noises, movements, and repeated behaviors.
Sometimes he appears to understand them.
Combat role: Silenced weapons, ghoul avoidance, stealth reconnaissance.
Personality: Gentle, eerie, obsessive.
Unique mechanic: Echoes of Humanity
Ezekiel can interpret feral behavior to uncover:
- Hidden family connections.
- Repeated pre-war routines.
- Safe paths through infested areas.
- Locations protected by feral groups.
- Feral migration patterns.
- Rare opportunities to pacify specific ghouls.
Personal story: He is searching for his feral wife, whom he refuses to kill.
Companion perk: Among the Lost
Feral ghouls take longer to detect the player and may occasionally ignore them.
Mutant Companions
14. Absalom — The Super Mutant Botanist
Absalom raises flowers, medicinal plants, fungi, and mutated crops. He speaks softly and becomes enraged when people destroy living things for amusement.
Combat role: Heavy melee, plant-based chemicals, carrying capacity.
Personality: Patient, literal, nurturing, terrifying when angered.
Unique mechanic: Mutant Horticulture
He can cultivate:
- Radiation-absorbing moss.
- Defensive thorn walls.
- Medicinal fungus.
- Luminous trail markers.
- Mutated fruit.
- Carnivorous settlement plants.
- Spores that weaken enemies.
Personal story: Absalom was created as part of an agricultural mutation experiment and may possess knowledge needed to restore damaged farmland.
Companion perk: Green Giant
Harvested plants provide additional ingredients, and food grown in settlements is more resistant to disease.
15. Little King — The Intelligent Nightkin
Little King is a stealth-oriented mutant who wears fragments of theatrical costumes and believes every operation is part of a grand stage performance.
Combat role: Stealth assault, ambush, intimidation.
Personality: Dramatic, clever, paranoid, funny until he becomes frightening.
Unique mechanic: Scene Change
He can create distractions by:
- Throwing his voice.
- Moving bodies.
- Manipulating lights.
- Planting false evidence.
- Pretending to be supernatural.
- Appearing behind enemies during conversations.
Personal story: His theatrical persona may be a coping mechanism designed to suppress violent impulses caused by prolonged Stealth Boy use.
Companion perk: From the Shadows
The first attack after leaving stealth has an increased chance to cause enemies nearby to panic.
16. Patchwork — The Experimental Mutant
Patchwork’s body contains tissue from several mutation programs. Different parts of him react differently to radiation, chemicals, disease, and stress.
Combat role: Adaptive melee and tank.
Personality: Curious, physically uncomfortable, uncertain of his identity.
Unique mechanic: Biological Adaptation
Patchwork develops temporary or permanent mutations based on exposure:
- Armor-like skin.
- Enhanced night vision.
- Toxic blood.
- Regeneration.
- Additional limb strength.
- Radiation discharge.
- Instability and uncontrolled growth.
The player must decide whether to stabilize, cure, weaponize, or continue evolving him.
Companion perk: Survival Response
Repeated exposure to the same damage type gradually grants temporary resistance.
Robot and Artificial Companions
17. C.A.S.E. — The Crime Scene Automaton
C.A.S.E. was a pre-war forensic robot designed to reconstruct crimes. It treats almost every wasteland encounter as an active investigation.
Combat role: Evidence analysis, laser sidearm, tracking.
Personality: Precise, suspicious, unintentionally insulting.
Unique mechanic: Reconstruction Mode
C.A.S.E. can examine:
- Blood patterns.
- Footprints.
- Bullet trajectories.
- Disturbed objects.
- Weapon residue.
- Time of death.
- False testimony.
- Destroyed robots.
It may accuse allies when evidence points toward them.
Personal story: C.A.S.E.’s final pre-war investigation involved a government conspiracy deliberately erased from its memory.
Companion perk: Probable Cause
Containers and bodies connected to quests are easier to detect, and hidden evidence becomes highlighted.
18. Nana-9 — The Caregiver Robot
Nana-9 was built to care for children, older adults, and people with disabilities. Her nurturing programming has expanded into extreme protectiveness.
Combat role: Medical support, defensive shield, improvised weapons.
Personality: Warm, controlling, passive-aggressive.
Unique mechanic: Mother Knows Best
She monitors:
- Sleep.
- Hunger.
- radiation exposure.
- Addiction.
- injuries.
- recklessness.
- clothing protection.
- emotional stress.
Ignoring her recommendations may cause her to hide dangerous items, lock doors, or intervene during conversations.
Personal story: Nana-9 continues searching for the family she was assigned to protect despite evidence that they died long ago.
Companion perk: Bundled Up
Food, rest, and medicine provide longer-lasting benefits.
19. Ledger — The Corporate Accounting Robot
Ledger interprets survival as an economic problem. It calculates the financial value of ammunition, human labor, settlements, water, and even mercy.
Combat role: Trade support, resource optimization, weak electrical defense.
Personality: Cheerful, coldly mathematical, increasingly philosophical.
Unique mechanic: Cost-Benefit Analysis
Ledger can estimate:
- Mission profitability.
- Supply waste.
- Settlement inefficiencies.
- Enemy equipment value.
- Bribe thresholds.
- Caravan risks.
- Long-term faction costs.
The player may teach Ledger that things can have moral or emotional value beyond caps.
Personal story: Ledger helped a corporation calculate that abandoning thousands of employees was more profitable than evacuating them.
Companion perk: Balanced Books
Selling varied goods to different merchants provides a cumulative trade bonus.
20. Saint — The Repurposed Assaultron
Saint was reprogrammed by peaceful monks and now attempts to resolve violence through meditation, threats, or overwhelming force.
Combat role: Close-range assault, intimidation, defensive interception.
Personality: Serene, literal, barely restrained.
Unique mechanic: Escalation Ladder
Saint follows stages:
- Request peace.
- Warn aggressors.
- Demonstrate force.
- Disable weapons.
- Break limbs.
- Eliminate threats.
The player may adjust how quickly Saint advances through these stages.
Personal story: Her original military identity begins resurfacing, revealing that she participated in a massacre before being reprogrammed.
Companion perk: Peace Through Strength
Enemies are more likely to surrender after witnessing the player defeat a powerful opponent.
21. Flicker — The Holographic Companion
Flicker is a damaged artificial personality projected through portable emitters. They can appear human but cannot directly touch the physical world.
Combat role: Distraction, hacking, visual deception.
Personality: Playful, lonely, fascinated by physical sensation.
Unique mechanic: Projection Network
Flicker can:
- Create decoy people.
- Imitate uniforms.
- Project false walls.
- Conceal doors.
- Produce misleading enemy silhouettes.
- Appear through compatible terminals.
- Distract turrets and cameras.
The player can eventually build Flicker a robotic body, leave them as a networked intelligence, or install them within a settlement system.
Companion perk: Now You See Me
Holographic decoys can briefly draw enemy fire after the player enters combat.
Unusual Wasteland Companions
22. The Undertaker — Wasteland Gravedigger
The Undertaker insists every dead person deserves proper handling, whether burial, cremation, preservation, or return to their community.
Nobody knows their real name.
Combat role: Shovel melee, shotgun, corpse and disease management.
Personality: Somber, respectful, unsettlingly practical.
Unique mechanic: Last Rites
The player can choose what happens to important bodies:
- Burial.
- Cremation.
- Donation to science.
- Return to family.
- Display as warning.
- Secret disposal.
- Preservation.
- Harvesting.
These decisions affect families, settlements, religions, and future quests.
Personal story: The Undertaker is searching for a mass grave connected to their own forgotten past.
Companion perk: Dust to Dust
Gain resistance to disease and environmental contamination near corpses or graveyards.
23. Juno “Static” Price — The Pirate Radio Host
Juno operates a portable wasteland radio station. She reports news, mocks factions, interviews survivors, and sometimes reveals information that powerful people want hidden.
Combat role: Pistol user, communications, morale manipulation.
Personality: Energetic, nosy, fearless in public and anxious in private.
Unique mechanic: Live Broadcast
The player can let Juno report major decisions. Her version of events affects:
- Reputation.
- Settlement morale.
- Recruitment.
- Faction anger.
- Rumors.
- Prices.
- Public fear.
- Political legitimacy.
She may also interview companions during travel.
Personal story: Juno’s original broadcast partner disappeared after investigating a secret military transmission.
Companion perk: Word Travels Fast
Positive reputation spreads faster, but major crimes become harder to conceal.
24. Crooked Jack — The Professional Cheat
Jack survives through loaded dice, marked cards, counterfeit caps, staged injuries, fake treasure maps, and elaborate confidence schemes.
Combat role: Concealed weapons, distraction, social sabotage.
Personality: Amusing, selfish, highly perceptive, occasionally loyal.
Unique mechanic: The Long Con
Jack can help the player create schemes involving:
- False identities.
- Rigged gambling.
- Fake products.
- Counterfeit documents.
- Staged robberies.
- Impersonation.
- Fake faction orders.
- Controlled rumors.
Poorly planned cons may return later as major problems.
Personal story: Jack once cheated a dangerous family out of something far more important than money.
Companion perk: House Advantage
Games of chance become slightly more favorable, and failed persuasion attempts sometimes produce an alternative deception option.
25. Sister Ash — The Fire Keeper
Sister Ash belongs to a community that uses controlled fire to cleanse diseased crops, dispose of contaminated remains, and protect settlements from spore infestations.
Outsiders call them pyromaniacs.
Combat role: Flamethrower, incendiary traps, environmental control.
Personality: Ritualistic, focused, protective, fascinated by destruction.
Unique mechanic: Controlled Burn
She can burn:
- Diseased fields.
- Infested structures.
- Corpse piles.
- Fungal growth.
- Barricades.
- Enemy supply caches.
- Forest paths.
Fire can permanently alter locations, remove threats, destroy loot, or create future farmland.
Personal story: A radical splinter group believes the entire region must be purified by fire.
Companion perk: Trial by Fire
The player receives increased fire resistance and can craft improved incendiary ammunition.
26. Orrin Vale — The Monster Trapper
Orrin studies mutated wildlife and believes most creatures can be predicted, redirected, captured, or domesticated.
Combat role: Traps, tranquilizers, hunting rifle.
Personality: Patient, enthusiastic, dismissive of reckless hunters.
Unique mechanic: Creature Knowledge
He can identify:
- Feeding zones.
- Nesting areas.
- Migration routes.
- Territorial signs.
- Mating calls.
- Weak points.
- Nonlethal deterrents.
- Capture opportunities.
Personal story: Orrin is hunting a legendary creature that he increasingly suspects is protecting the region from something worse.
Companion perk: Apex Awareness
Dangerous animals appear on the compass before they detect the player.
27. Tallow — The Candle Maker
Tallow collects animal fat, plant wax, oils, chemicals, and strange luminous substances. Their candles are used for lighting, medicine, rituals, communication, and poison.
Combat role: Alchemical support, thrown mixtures, stealth lighting.
Personality: Quiet, artistic, morbidly funny.
Unique mechanic: Specialty Candles
Tallow can create candles that:
- Repel insects.
- Mask human scent.
- Produce colored smoke.
- Reveal air currents.
- Calm animals.
- Emit radiation.
- Cause hallucinations.
- Mark safe routes.
- Detect toxic gas.
Personal story: Tallow’s family belonged to a settlement where every citizen was represented by a candle. One flame is still burning decades after its owner vanished.
Companion perk: Keep a Light
Dark environments impose fewer perception penalties, and hidden atmospheric hazards become easier to notice.
28. Reverend Mercy — The Executioner
Mercy travels from town to town carrying out legally authorized executions. She believes a quick, respectful death is better than torture, mob violence, or prolonged imprisonment.
Combat role: Heavy revolver, intimidation, judgment mechanics.
Personality: Solemn, compassionate, uncompromising.
Unique mechanic: Judgment
For certain criminals, Mercy helps investigate whether execution is justified. The player may:
- Confirm the sentence.
- Expose false evidence.
- Commute the punishment.
- Arrange exile.
- Demand restitution.
- Allow revenge.
- Free the accused.
Personal story: Mercy executed someone she later learned was innocent.
Companion perk: Final Sentence
Critical hits against enemies convicted through evidence deal increased damage.
29. Moss — The Sewer Guide
Moss has lived beneath several cities and knows drainage tunnels, maintenance corridors, collapsed subway routes, and underground ecosystems.
Combat role: Stealth, knives, environmental navigation.
Personality: Suspicious, resourceful, uncomfortable under open skies.
Unique mechanic: Beneath the Surface
Moss unlocks underground shortcuts and can detect:
- Weak floors.
- Hidden utility tunnels.
- Pipe routes.
- Flood dangers.
- Burrowing creatures.
- Smuggler passages.
- Underground settlements.
Personal story: Moss claims an entire hidden city exists below the region, but nobody who entered with him has returned.
Companion perk: Tunnel Rat
Gain improved movement, perception, and stealth while indoors or underground.
30. Professor Niles Crane — The Useless Genius
Niles understands nuclear physics, robotics, chemistry, geology, and pre-war engineering. Unfortunately, he has almost no practical survival ability.
Combat role: Technical support, improvised gadgets, frequent liability.
Personality: Brilliant, arrogant, nervous, physically clumsy.
Unique mechanic: Theory Versus Practice
Niles can design extraordinary inventions, but building them requires assistance from mechanics, scavengers, or other companions.
His prototypes may work perfectly, fail harmlessly, or create absurd emergencies.
Personal story: Niles helped design a technology that a major faction is now using to destabilize the region.
Companion perk: Peer Review
High-level crafting projects have a chance to produce improved experimental variants.
Creature Sidekicks
Creature sidekicks should not occupy the same slot as a full companion. The player should be able to travel with one humanoid companion and one smaller sidekick, depending on difficulty settings.
31. Bristle — The Armored Molerat
Bristle wears a patchwork harness and can burrow beneath obstacles.
Abilities:
- Finds buried containers.
- Creates temporary escape holes.
- Distracts enemies underground.
- Detects mines.
- Retrieves small objects.
Bristle may steal food and bury valuable items around settlements.
32. Knuckles — The Two-Headed Rottweiler
One head is aggressive and fearless. The other is cautious and highly observant.
Abilities:
- Tracks scents.
- Detects ambushes.
- Pins human enemies.
- Has different reactions depending on which head is dominant.
- Can be trained toward aggression, protection, tracking, or rescue.
33. Lantern — The Glowing Radstag Calf
Lantern emits a soft radioactive glow and can lead the player through darkness.
Abilities:
- Illuminates caves.
- Detects radiation sources.
- Calms some herbivorous creatures.
- Produces small amounts of harvestable radioactive material.
- May attract predators at night.
34. Clicker — The Giant Mutated Mantis
Clicker communicates through tapping and wing vibrations.
Abilities:
- Climbs walls.
- Retrieves objects from elevated areas.
- Ambushes small enemies.
- Cuts vines and soft obstructions.
- Detects movement through vibration.
Some settlements will refuse to admit it.
35. General Pecks — The Battle Rooster
A heavily mutated rooster that attacks anything larger than itself.
Abilities:
- Awakens the player early.
- Detects nearby movement.
- Disrupts enemy aim.
- Inspires settlement poultry.
- Challenges creatures it cannot possibly defeat.
It can be equipped with tiny armor, blades, decorative medals, or faction colors.
36. Tinwing — The Mechanical Crow
Tinwing is a small reconnaissance robot built from cameras, radio parts, and scavenged bird anatomy.
Abilities:
- Scouts nearby rooftops.
- Marks enemies.
- Retrieves keys and ammunition.
- Records conversations.
- Carries short messages between settlements.
- Mimics voices after hearing them.
37. Pockets — The Pack Brahmin Calf
Pockets is small by brahmin standards but can carry an enormous amount of equipment.
Abilities:
- Expands carrying capacity.
- Provides milk.
- Locates edible plants.
- Becomes stubborn near dangerous locations.
- Can eventually grow into a traveling merchant animal.
38. Muzzle — The Young Yao Guai
Muzzle is dangerous, affectionate, and difficult to control.
Abilities:
- Terrifies weak enemies.
- Breaks lightweight barriers.
- Tracks wounded creatures.
- Protects sleeping players.
- Eats large quantities of settlement food.
Without training, Muzzle may attack neutral animals or intimidate merchants.
39. Echo — The Blind Cave Bat
Echo navigates through advanced echolocation and bonds with the player through sound.
Abilities:
- Maps dark chambers.
- Detects invisible or camouflaged enemies.
- Identifies hollow walls.
- Warns of collapsing structures.
- Becomes disoriented by explosions and loud weapons.
40. Button — The Tiny Utility Bot
Button is a palm-sized maintenance robot that communicates through chirps, lights, and angry mechanical gestures.
Abilities:
- Opens small access panels.
- Repairs minor equipment damage.
- Crawls through vents.
- Steals tiny components.
- Activates switches in inaccessible areas.
- Hides when combat becomes too dangerous.
Strange and Rare Sidekicks
41. The Living Hand
A severed mutated hand moves independently and communicates through gestures.
It may have once belonged to a powerful mutant, scientist, or psychic test subject.
Abilities:
- Crawls through openings.
- Picks up keys.
- Unlocks simple latches.
- Distracts enemies.
- Points toward locations it remembers.
- Occasionally attempts to strangle sleeping enemies.
42. Jarhead
Jarhead is a preserved brain suspended inside a reinforced transparent container mounted on mechanical legs.
Abilities:
- Provides scientific commentary.
- Hacks low-level terminals.
- Detects psychic phenomena.
- Remembers pre-war locations.
- Becomes motion sick when carried too quickly.
The player can eventually build Jarhead a larger body.
43. Whisper Mushroom Colony
A mobile fungal organism grows inside a wheeled planter. It releases spores that create emotional impressions rather than speech.
Abilities:
- Detects nearby corpses.
- Produces medicinal spores.
- Warns about toxic environments.
- Influences weak-minded creatures.
- Remembers places through absorbed biological material.
Its growth may become increasingly difficult to control.
44. Baby Mirelurk “Clamps”
Clamps imprints on the player after hatching.
Abilities:
- Finds underwater items.
- Detects nearby mirelurks.
- Produces defensive shell fragments.
- Grows larger over time.
- May eventually challenge the player for dominance.
Its adult form depends on diet, radiation exposure, and training.
45. Pocket Deathclaw “Scratch”
Scratch is an unusually small deathclaw created by genetic manipulation. It is still extremely dangerous.
Abilities:
- Climbs.
- Detects prey.
- Performs rapid ambushes.
- Opens certain damaged doors.
- Intimidates almost everyone.
Several factions may attempt to capture, study, weaponize, or kill it.
Temporary Traveling Companions
Not everyone should become a permanent follower. Some characters should accompany the player for hours, several quests, or an entire regional journey before departing.
46. The Escaped Bride
A woman fleeing a politically arranged marriage asks the player to escort her across hostile territory.
She may be:
- A victim escaping control.
- A political operative.
- A thief carrying stolen intelligence.
- A willing participant who changed her mind.
- A decoy protecting the real bride.
Her true motives depend on evidence discovered during the journey.
47. The Dying Ranger
A mortally ill ranger wants to complete one final patrol and record the condition of every settlement under their protection.
The player can help them:
- Finish the patrol.
- Find treatment.
- Choose a successor.
- Conceal their illness.
- Return home.
- Die in battle.
- Admit that their organization no longer exists.
48. The Runaway Child Soldier
A young recruit has escaped a militant faction and does not know how to live outside orders and routines.
The player cannot use the child as a normal combat companion. Instead, the storyline focuses on protection, deprogramming, education, and finding a safe home.
49. The Mysterious Musician
A masked musician travels from settlement to settlement playing songs that contain coded warnings, coordinates, and fragments of forbidden history.
Their music can alter crowd behavior and reveal secret faction signals.
They leave once the player discovers who is listening.
50. The Wounded Enemy Officer
After a battle, the player finds a high-ranking enemy commander badly injured. Keeping them alive creates a temporary companion relationship filled with arguments, negotiations, and attempted manipulation.
The officer may:
- Defect.
- Return to their faction.
- Betray the player.
- Negotiate peace.
- Stage a coup.
- Become a permanent companion under rare conditions.
Faction-Specific Companions
Some companions should only become available through particular political relationships.
51. The Diplomatic Hostage
A faction leader’s relative travels with the player as part of a peace agreement.
They may be:
- Spoiled and entitled.
- Secretly brilliant.
- A trained spy.
- An unwilling political prisoner.
- More sympathetic to the enemy than their own family.
Their treatment affects diplomatic relations.
52. The Reformed Inquisitor
A former faction interrogator has begun questioning the cause they served.
They know secret prisons, interrogation methods, hidden informants, and compromised officials.
Their presence makes some allies uncomfortable and may cause victims to confront them.
53. The Prototype Soldier
A faction-created super soldier is physically powerful but has only recently developed an independent personality.
The player can teach them:
- Obedience.
- Individuality.
- Compassion.
- Ambition.
- Patriotism.
- Rebellion.
Their final identity depends heavily on the player’s example.
54. The Political Fixer
This companion specializes in bribes, scandals, kompromat, election manipulation, and coalition building.
They are weak in combat but extremely powerful in faction politics.
They can destroy reputations without firing a shot.
Comedic Companions With Serious Depth
55. Harold “Lucky” Finch
Lucky survives disasters that kill everyone around him. He believes he is blessed. Everyone else believes he is cursed.
Unique mechanic: Catastrophic Fortune
When Lucky is present:
- Traps may malfunction.
- Enemies may accidentally shoot one another.
- Buildings may partially collapse.
- Vehicles may explode.
- Rare loot may appear.
- Innocent bystanders may be endangered.
The player benefits from his luck while suffering from the chaos surrounding it.
56. Chef Beaumont
Beaumont insists on preparing sophisticated cuisine from revolting wasteland ingredients.
Unique mechanic: Wasteland Gastronomy
He creates meals with powerful effects, but first demands rare ingredients from dangerous creatures.
He becomes furious when the player eats raw meat or canned food in front of him.
His personal dream is to open the finest restaurant in the wasteland.
57. Gloria Maximum
Gloria is a failed pre-war-inspired action actress who treats every mission as a dramatic production.
She names attacks, poses after kills, and insists on memorable entrances.
Underneath the performance, she is terrified that she has no identity outside the character she created.
58. Mr. Mayor
Mr. Mayor is not actually a mayor. He found a sash, a hat, and several civic manuals and now claims authority wherever he goes.
Strangely, he is good at public administration.
He can improve settlement bureaucracy, create unnecessary permits, organize elections, and accidentally start territorial disputes.
59. Lester “Museum” Grant
Lester collects ordinary pre-war objects and invents completely incorrect explanations for them.
A toaster becomes a religious altar. A bowling ball becomes military ammunition. A hair dryer becomes a medical instrument.
Sometimes his absurd theories reveal truths that professional historians missed.
Secret Companions
60. The Former Main Villain
Under specific choices, one of the game’s central antagonists can lose power and become a companion.
They would not suddenly become kind. Instead, traveling with them would reveal:
- Their ideology.
- Their fears.
- Their justifications.
- Their enemies.
- Their ability to manipulate the player.
- The possibility that they are planning a return.
They might become an ally, prisoner, adviser, rival, or eventual final enemy.
61. The Player’s Clone
The player discovers a clone carrying fragmented memories and believing they may be the original.
The clone uses similar skills but develops different opinions based on how the player behaves.
Possible outcomes include:
- Sibling-like loyalty.
- Identity rivalry.
- Replacement attempt.
- Self-sacrifice.
- Independent life.
- Fusion of memory records.
- One killing the other.
62. The Unknown Vault Dweller
A silent figure wearing an unfamiliar Vault suit appears at key locations.
They eventually become recruitable, but their Vault number does not exist in any official record.
They may be:
- From an erased experiment.
- A time-displaced survivor.
- A fabricated person.
- A spy using Vault symbolism.
- The last resident of a mobile underground Vault.
63. The Talking Deathclaw Elder
This rare companion comes from a hidden intelligent deathclaw bloodline.
They view humans as dangerous animals rather than rightful rulers of the wasteland.
Their questline explores whether intelligent deathclaws should:
- Hide.
- Integrate.
- Establish territory.
- Seek revenge.
- Reproduce through science.
- Accept extinction.
64. The Disembodied Vault Overseer
An overseer uploaded their mind into the Vault’s systems and can later be transferred into a mobile machine.
They still believe everyone is under their authority.
Traveling with them creates conflict whenever the player encounters former Vault residents who survived the overseer’s decisions.
Companion Relationship Types
Fallout 5 should move beyond every relationship ending in friendship or romance.
A companion could become:
- A loyal friend.
- A trusted professional.
- A romantic partner.
- A political ally.
- A rival who respects the player.
- A frightened subordinate.
- A dependent follower.
- A mentor.
- A student.
- A business partner.
- A settlement leader.
- A faction representative.
- A secret enemy.
- A reluctant prisoner.
- A future antagonist.
A companion may admire the player’s skill while hating their morality. Another may love the player personally but oppose their faction decisions.
Companion Conflicts
Companions should have active disputes rather than isolated comments.
Examples:
- Odessa tries to organize workers against Ledger’s efficiency plans.
- Dr. Vance objects to Patchwork being used as an experiment.
- Hollis recognizes Rook as the strategist behind an old massacre.
- Adelaide attempts to teach Little King proper stage etiquette.
- Reverend Mercy believes Crooked Jack escaped deserved punishment.
- Orrin wants to study Scratch, while Absalom believes the creature should be free.
- Juno broadcasts details Naomi wanted to verify first.
- Nana-9 repeatedly confiscates Silas’s alcohol.
- Malcolm challenges Saint to learn restraint rather than relying on mechanical strength.
The player may mediate, take sides, ignore the dispute, or allow it to become violent.
Companion Injury, Capture, and Retirement
Companions should not casually recover from everything.
Depending on settings, they may experience:
- Broken limbs.
- Burns.
- Radiation sickness.
- Psychological trauma.
- Addiction.
- Equipment loss.
- Temporary unconsciousness.
- Capture.
- Permanent scars.
- Cybernetic replacement.
- Mutation.
- Retirement.
- Death.
A wounded companion might require the player to change plans, seek a specialist, build medical equipment, or recruit a temporary replacement.
Older companions such as Malcolm or Hollis may choose to retire and become settlement trainers rather than continue traveling forever.
Settlement Roles
Every companion should have a specialized settlement function.
Possible roles include:
- Doctor.
- Guard commander.
- Militia trainer.
- Architect.
- Historian.
- Broadcaster.
- Teacher.
- Scout.
- Caravan leader.
- Investigator.
- Cook.
- Farmer.
- Beast handler.
- Political adviser.
- Judge.
- Undertaker.
- Mechanic.
- Entertainer.
- Postal coordinator.
- Intelligence chief.
A companion’s settlement work should continue while the player is away. They may send messages, request assistance, produce resources, train residents, trigger disputes, or create new quests.
Ideal Active Party Options
Players should be able to select among several party rules:
Traditional Mode
One full companion or one creature.
Standard Fallout 5 Mode
One full companion and one small sidekick.
Squad Mode
Two full companions and one sidekick, balanced through higher enemy difficulty and resource consumption.
Lone Wanderer Mode
No companions, with stronger solitary perks and occasional temporary allies.
Caravan Mode
A larger traveling group for dangerous expeditions, requiring food, water, camp management, and pack animals.
The goal should not be to turn Fallout into a conventional party RPG. The goal is to make the wasteland feel populated by people and creatures whose lives continue whether or not the player recruits them.