Robert Joseph MacCready

Robert Joseph "RJ" MacCready is the former mayor of Little Lamplight in 2277 and a mercenary operating in the Commonwealth in 2287.

Fallout 3
MacCready was born in 2265. He has served as the mayor of Little Lamplight for three years (since he was ten) when he was chosen by the other residents due to his smarts, toughness and the fact that he doesn't take guff from anyone. He has no fear of adults and is a perfect representative. He is belligerent, small (even for his age), very distrustful of adults and willing to blow someone's head off to defend his young charges, but MacCready is also very loyal to those he considers friends.

MacCready came into office in 2274 shortly after the five-minute rule of Princess. According to Sammy, when Princess demanded the title of mayor to be changed to princess, MacCready punched her in the nose and said that the children of Lamplight needed a leader, not a princess. He was then elected to the position of mayor. The child mayor makes regular patrols around the underground settlement, keeping outsiders and potential trouble makers under close surveillance.

Fallout 4
During the decade between 2277 and 2287, MacCready ended up marrying a woman named Lucy and had a son with her named Duncan. When he first met Lucy, he lied to her about his occupation, telling her he was a soldier and concealing the fact he was a hired gun. He never told her the truth. At an unknown point in time, feral ghouls killed Lucy while MacCready fled with Duncan. Sometime later, Duncan contracted an unknown disease, prompting MacCready to travel to the Commonwealth to find a cure.

He was employed by the Gunners for some time, but left and has ever since been hounded by them for continuing to take jobs in their territory. He is still skilled with rifles and can make precise head shots. When the Sole Survivor meets him in The Third Rail, he's talking with two Gunners. After they leave, he can be hired as a companion for 250 caps (can be persuaded down to 200 or 100, depending on the size of the player's caps purse). This will be given back to the Sole Survivor after completing one of the parts of his quest. After becoming good friends with him and completing his quest, he will give the Killshot perk, which grants a 20% accuracy boost for head shots in V.A.T.S.

Quests

 * Picking Up the Trail/Rescue from Paradise: When first met, MacCready will threaten to shoot unless leaving the Little Lamplight cavern entrance. The Lone Wanderer has to pass a difficult speech check, use the Child at Heart perk, or complete the Rescue from Paradise quest in order to gain entrance to Little Lamplight. After gaining entrance to Little Lamplight, the Lone Wanderer will have a new dialogue path with MacCready which reveals the entrance to Vault 87 through Murder Pass.
 * Fungus Deal: After speaking with either Eclair or Lucy, the Lone Wanderer can convince MacCready to enter a trade agreement: swapping either strange meat (to Eclair) or Buffout (to Lucy) for cave fungus.
 * Those!: The Lone Wanderer can convince MacCready (using the Child at Heart perk) to accept Bryan Wilks into Little Lamplight.

Effects of player's actions

 * Speaking to MacCready in quick succession too many times will raise his ire. Eventually, he'll refuse to talk and will tell the Lone Wanderer to leave Little Lamplight. Although one can still talk to him later on, they must wait twenty-four hours to end the silent treatment.

Quests

 * MacCready for Action: This unmarked quest consists of convincing MacCready to join the Sole Survivor.
 * Long Road Ahead: MacCready asks the Sole Survivor to help him take care of the Gunners who were harassing him and later, to help him find a cure for his son. NOTE: MacCready's affection gains will cap at 499 (stopping just short of "MacCready likes you") until the Gunners portion of this quest is completed.

Effects of player's actions

 * MacCready can join the Sole Survivor as a companion for a price of 250 caps. He can be bargained down to 200 or 100 caps, depending on the size of the Sole Survivor's caps purse, though the latter persuasion attempt is very demanding. This will be returned to the Sole Survivor after completing an early part of his quest.
 * If the player character reaches highest Affinity with MacCready he will give the perk Killshot, which boosts hit percentage for heads in VATS by 20%.
 * He will occasionally give a bit of ammo of random types, including fusion cores.
 * He will steal when commanded to do so by the Sole Survivor. He is able to steal items undetected right in front of people.
 * Commanding MacCready to enter power armor can prove difficult, especially in tight spaces. This is due to his AI being unable to find a path to the back of the armor frame.
 * MacCready likes when the Sole Survivor steals things.
 * MacCready likes it if the Sole Survivor picks the lock to a high-level safe that is owned.
 * MacCready likes using most special dialogue options that require Charisma, only if one lies, threatens, or asks for more money though.

Fallout 3

 * Unlike the other Little Lamplight characters, there's no interaction possible with his inventory when trying to pickpocket him

Fallout 4
{{Notable content
 * {{Inline quote|And what about you? How do I know I won't end up with a bullet in my back?|sound=Fo4 MacCready EndUpWithABullet.ogg}}
 * {{Inline quote|Never been in a plane before. Highest I ever got was taking a hit of Psycho.}}
 * {{Inline quote|Walk a hundred miles if I knew there were a pile of caps waiting for me at the end.|sound=FO4 MacCready Walk-A-Hundred-Miles.ogg}}
 * {{Inline quote|If they cared about it, they wouldn't have left it lying around.}}
 * {{Inline quote|It's quiet. Too quiet. *laughs* Oh man, I always wanted to say that.}}
 * {{Inline quote|Tunnel snakes rule! *laughs* Sorry, I heard that a long time ago.}}
 * {{Inline quote|Let's be careful. No human being would possibly pile books this way.|sode commentary about not having his tetanus vaccination at Rocky Narrows Park and that he is aware that a deathclaw is a mutated Jackson's Chameleon.
 * MacCready will hum a tune and state that Diamond City Radio songs tend to get into his head. He hums the bass clarinet line for Easy Living from Billie Holiday, a song included.
 * In cut voice files, MacCready mentions a transmitter, most likely tasking the Sole Survivor to retrieve one. In one voice file he mentions contacting outside sources to aid the Sole Survivor.
 * If Dogmeat is present alongside MacCready as a companion through use of mods, while he will not like or dislike the player healing him while he's around, he will comment, "Take care of him, and he'll take care of you."
 * Companions such as Strong and Hancock will comment on MacCready's combat prowess. Strong states that he is a good fighter, almost as good as himself. Coincidentally, MacCready has the highest END stat among the human and Gen 3 companions.{{verify|type=cite|12:28, October 26, 2017 (UTC)}}

Appearances
Robert Joseph MacCready appears in Fallout 3 and Fallout 4.

Behind the scenes

 * "R.J. MacReady" is the protagonist from the 1982 John Carpenter horror film, The Thing, based on the novella "Who Goes There", by John Campbell. In the 1982 movie, MacReady is played by Kurt Russell. MacCready, like his Fallout 3 counterpart, is a no-nonsense, resourceful survivor who rises to a leadership position among his peers.
 * The quote "Let's be careful. No human being would possibly pile books this way." is referring to a line said by Bill Murray's character, Peter Venkman, in the 1984 movie Ghostbusters.
 * The quote "I never knew you could do that with mutfruit." is in reference to being "grapefruited" as instructed by Auntie Angel's demonstration seen here:
 * The quote "School's out forever, right?" is referring to the song "School's Out" by Alice Cooper. The slight chanting further endorses this.

Fallout 3

 * Mayor MacCready is prone to disappearing. He tends to wander into obscure and dark corners. He may appear near the front gate if going outside and fast travel back to town, or standing on the platform where he first stood when he let the Lone Wanderer into town. One can move to his current position with the console command.
 * Sometimes MacCready will not give the option to open the gate, even if one is at that point and have followed the advice outlined in this wiki. One way to make sure that this does not befall the player is to click all of the grayed out speech options when speaking to MacCready. The dialog option to open the gate comes after a line that is often grayed/dimmed.
 * It's possible for MacCready to not open the gate after being instructed to do so. He will run to it, and climb up to the catwalk but will not activate the switch to raise the gate. This is because the scripted sequence requires Princess to be on the other end, and she may not run with MacCready to perform this function. Short of using the console to activate the gate/toggle clipping, the solutions are to use the other entrance, reload from a previous save, or attempt to move Princess in range of the event with the console command followed by.
 * Doing DLC quests befo