Roy Phillips

Roy Phillips is a ghoul living in the Warrington tunnels in 2277.

Background
Roy is a pre-War ghoul that is the leader of a group of fellow ghoul dissidents living inside the Warrington Metro Station tunnels. They have decided to try to force Mr. Allistair Tenpenny into letting them move into his tower, after their attempts to peacefully pay to be let in were met with bigotry and threats.

As an ex-cop with a no-nonsense, black-and-white world view that has carried over into his new life as a ghoul, he has come to terms with his ghoulhood and yet demands that humans treat ghouls with respect. He has no patience for bigots. Bessie Lynn is his ghoulfriend.

Quests

 * Tenpenny Tower: Speaking to Roy Phillips is one of two ways to start the quest.

Effects of player's actions

 * Depending on how the Lone Wanderer handles the quest Tenpenny Tower, Roy may reside there.
 * Getting Roy into the tower peacefully makes him eventually kill everyone inside (besides the ghouls and Shakes). This includes Allistair Tenpenny, Herbert Dashwood and the security personnel.
 * If the Wanderer completes the Tenpenny Tower quest before doing The Power of the Atom, and chooses to destroy Megaton in the latter, Roy will have a short discussion with Burke on Tenpenny's balcony. After expressing shock at Burke's ability to infiltrate the tower, he warms up considerably when he learns of Burke's plan to blow up "that smoothskin shithole."
 * Upon letting the feral ghouls into the tower, it is possible that Roy will be killed by security personnel.

Other interactions

 * Even by asking Roy about the human residents, then finding the bodies in the storage room, then asking Roy about the killings, Karma is still lost if he is killed.

Appearances
Roy Phillips appears only in Fallout 3.

Bugs

 * If you kill him the very first time you see him at Tenpenny Tower, the guard at Tenpenny's entrance will still ask you to kill him and even pay you for that.
 * If feral ghouls follow you back into Roy's room, he and his followers will turn hostile, thereby allowing you to kill them with no loss in Karma.