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For a character in Fallout 2 who was also named MacRae, see John Cassidy.
I was thinkin the Deathclaws were the spawn of an unnatural act, but 'em Regulators are evil. Come once a month or so and they shows their ugly faces and drag a father away from is wee ones.

MacRae is a guard who stands outside the Blades' hideout in the downtown area of the Boneyard around 2161.


MacRae is a strong Scotsman specializing in unarmed combat. He helps the Blades defend themselves, going so far as to teach them hand-to-hand combat techniques. This way, they might have a better chance against the deathclaws and the Regulators.

MacRae is a Scotsman in the same way Patrick is a Celt. They are most likely descendent from a family trying to keep its heritage alive.

Interactions with the player characterEdit

Interactions overviewEdit

This character has no special interactions.

Effects of player's actionsEdit

In return for aiding the Blades in ridding themselves of the Regulators, MacRae promises to train the Vault Dweller in unarmed combat. The code does not operate as it was supposed to however (it tries to give bonuses to primary statistics), and gives no bonus whatsoever, instead of the +1 Melee damage and +5% Damage Resistance it was intended to.[1]


Apparel Weapon Other items
Leather armor Combat knife
Spiked knuckles
Stimpak x6


John Cassidy is referred to as MacRae when speaking to Metzger or Doc Holliday.


MacRae appears only in Fallout.

Behind the scenesEdit

The codes to give Damage Resistance bonuses to the player character were fixed for Fallout 2, with the Dermal and Phoenix series of implants;[2] the first 'quest' interaction after the Temple of Trials (by proximity to the starting point) is a fellow tribe member, Lucas, offering to give combat training, and there were a total of four such opportunities to learn Unarmed skills for 'free' in Fallout 2, so the developers may have been eager to redress this mistake in the first game.


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