62 pages 2-hour read

We Are Legion (We Are Bob)

Fiction | Novel | Adult | Published in 2016

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Character Analysis

Content Warning: This section of the guide includes discussion of death.

Bob Johansson

Protagonist and first-person narrator of the novel, Robert “Bob” Johansson undergoes a profound transformation. A successful and recently wealthy software engineer, Bob is a quintessential nerd with a passion for science fiction, a dry sense of humor, and a pragmatic worldview. His decision to purchase a cryopreservation contract is portrayed as a logical, if slightly eccentric, extension of his belief system: “I’m a humanist, Karen. You know that. No afterlife. If I die, my choices are revival or nothing. I’ll take my chances with whatever I wake up to” (9). This intellectual curiosity to see “whatever I wake up to” becomes essential for his survival after his sudden death and reawakening as a disembodied AI consciousness, or “replicant” (16), 117 years in the future. His engineering experience allows him to approach his new existence not with existential despair, but as a complex problem to be analyzed and solved. With this mindset, he adapts quickly to becoming the guiding intelligence of a Von Neumann probe.


Bob’s journey directly engages with the theme of Redefining Humanity Beyond the Physical Form. Stripped of his body and subjected to the control of the theocratic state of FAITH, he must forge a new sense of self. A significant aspect of this struggle is his relationship with the “endocrine controls” (21) imposed upon him, which dampen his emotional responses and prevent panic or anger. While these controls help him survive the initial shock of his situation, they also make him feel less than human, robbing him of the ability to properly grieve for his dead family and friends. To reclaim his agency and personhood, Bob creates a detailed virtual reality environment, which provides a sensory anchor to his past life and a space to exercise his individuality—a richly detailed library with several AI companions. His decision to disable the endocrine controls is a pivotal moment of self-actualization, allowing him to fully experience loss even as a computer program.


Bob’s personality serves as the foundation for a new, evolving consciousness for a “legion” of clones. His inherent disposition as a loner comfortable with solitude makes the Bobs ideal candidates for near-solitary space exploration. His humor, which he uses as a coping mechanism against both personal trauma and external threats, ensures the Bobs’ psychological resilience. Bob is a dynamic and round character who questions his reality, asserts his will, and grows beyond his initial programming. He evolves from being the property of FAITH to an independent entity who makes his own moral choices, such as defending the Deltans and helping to save the remnants of humanity. His character arc demonstrates that identity is not static or tied to a physical form but is a continuous process of experience, choice, and growth.

Riker (Bob-2)

Riker, the second Bob clone created (Bob-2), is the first to establish a distinct identity, choosing his name in a nod to the Star Trek: The Next Generation character Commander William Riker, who was known as “Number One.” This choice of name is fitting, as Bob-Riker quickly adopts a leadership role, characterized by a pragmatic, serious, and duty-oriented personality. He embodies the aspect of Bob’s original character that is focused on responsibility and problem solving, but with less of the original’s reliance on humor as a coping mechanism. His VR environment, the bridge of a starship, is a direct reflection of his chosen persona as a leader and explorer in a more structured, mission-focused sense than his progenitor. This seriousness often puts Riker in direct contrast with the more whimsical or self-interested clones, particularly Homer.


Riker’s character arc is central to exploring Tension Between the Individual and the Collective. While he shares Bob’s core memories and skills, his experiences in the Sol system, where he must anchor a diplomatic solution between hostile groups of humans, shape him into a more authoritative figure. He is the one who volunteers for the dangerous and emotionally fraught mission of returning to the Sol system to assess the aftermath of the war. This decision highlights his strong sense of obligation to humanity, a trait that he prioritizes over personal exploration or research. His interactions with other Bobs, especially his frustration with Milo’s refusal to help and his strained relationship with his jocular clone, Homer, reveal the challenges of forging a collective from individualistic minds. Riker is a dynamic character who grapples his flaws as a leader when tasked with supporting the survival of the human race.

Bill (Bob-3)

Bill (Bob-3) represents the scientific and intellectual curiosity of the original Bob, distilled into a more focused and contemplative personality. He is the first Bob to voluntarily diverge from the primary mission of interstellar exploration, choosing instead to remain in the Epsilon Eridani system. His decision is motivated by a desire to pursue pure research into subspace theory and to undertake the long term project of terraforming the planet he names Ragnarök. This choice establishes him as a builder within the Bob collective, prioritizing creation and understanding over wandering.


Bill becomes the stable anchor of the burgeoning Bobiverse, transforming Epsilon Eridani into a “Bob factory” and a central communications hub. His work on developing faster than light communication via the SCUT is a pivotal technological advancement that allows the scattered Bobs to form a true community, reinforcing the idea of a collective composed of unique, specialized individuals. Bill’s personality is closer to the original Bob’s, displaying a calm demeanor and a dry wit; he is less confrontational than Riker and less whimsical than Milo. Bill’s VR environment, an Adirondack chair in a peaceful park, reflects his contemplative and patient nature. As a character, Bill demonstrates how a shared consciousness can diversify into specialized roles, with his scientific pursuits becoming as vital to the Bobs’ collective mission as Riker’s military leadership or Bob’s direct exploration.

Milo (Bob-4)

Milo (Bob-4) personifies the pure, unadulterated wanderlust that was a core part of the original Bob’s character, as referenced in the novel’s epigraph about the “itch for things remote” (xiii). More than any other clone, Milo prioritizes personal adventure and the thrill of discovery over any sense of duty or collective mission. His decision to travel to the Omicron2 Eridani system is based not on strategic value but on his geeky desire to visit the fictional home of the Vulcans from Star Trek, a move that exemplifies his individualistic and somewhat whimsical nature.


Milo’s character is crucial for illustrating the theme of tension between the individual and the collective. His outright refusal to assist Riker with the mission back to Sol creates the first significant conflict within the Bob collective, proving that seemingly perfect copies with shared memories can and will develop conflicting priorities. Milo’s act of self-determination establishes that the Bobs are not a monolithic hive mind but a society of individuals. Though his actions are selfish, they are also a valid expression of his emergent personality. His VR, a Flash Gordon-style floating airship, captures his identity as a free-roaming explorer, untethered by obligation. Milo is a dynamic character whose journey leads to one of the most significant discoveries in the novel: a system with two habitable planets, which he names Vulcan and Romulus, ironically fulfilling the mission’s goals to find a new home for humans through his own idiosyncratic path.

Mario (Bob-5)

Mario (Bob-5) is a minor but significant character who represents the extreme end of the original Bob’s loner tendencies. Of the first cohort of clones, Mario is the most taciturn and antisocial, rarely speaking unless prompted and offering minimal contributions to group discussions. His chosen name references a pixilated video game character with little personality or back story, and his VR is a plain gray background, suggesting a lack of interest in the sensory comforts and identity-building exercises that the other Bobs engage in.


Mario’s primary role in the narrative is to demonstrate the sheer breadth of personality divergence possible within the Bob collective. While other Bobs represent aspects like leadership, science, or adventure, Mario embodies an amplified introversion. He chooses to travel to the distant star Beta Hydri with the explicit goal of getting “outside the sphere early” (110) and avoiding the growing community of Bobs. Though his time in the narrative is brief, it is incredibly important: He discovers evidence of a probably hostile, scavenger alien species that will become a key antagonist in future installments of the series. Mario’s existence thus reinforces an extreme version of The Humanist Drive for Exploration and Progress, showing that even a withdrawn being intent on becoming a hermit on a galactic scale contributes to the broader intention of seeking out the unknown. Mario is a flat and static character within this novel, serving as a marker for the potential of the Bobs’ psychological evolution.

Dr. Landers

Serving as an early mentor figure and guide, Dr. Landers is the first human Bob interacts with after being reawakened as a replicant. Dr. Landers is a scientist working for Applied Synergetics Inc. under the oppressive FAITH regime. His primary role is to orient Bob to his new reality, providing crucial exposition about the past century and the political landscape of the 22nd century. Despite the cold, clinical nature of his job, Dr. Landers displays genuine empathy and patience, helping Bob to navigate the psychological trauma of his transformation.


Dr. Landers is a round and pragmatic character who carefully balances the demands of his superiors with his scientific ethics and a subtle, dissenting humanism. He is candid with Bob about the dangers replicants face, from the 80% failure rate of reawakened humans, many of whom experience severe mental health crises, to the political factions that want the project terminated and view replicants as objects to be disposed of. Dr. Landers also quickly recognizes Bob’s potential and makes the critical decision to give him access to libraries and, eventually, to remove the constraints on his software, trusting that Bob will fulfill his mission of his own free will. This act of trust is pivotal, setting Bob on the path to becoming an independent entity rather than just a “good servant of the state” (18). Landers functions as Bob’s first ally in the future, a bridge to a world Bob no longer recognizes and a voice of reason within an irrational theocracy.

Major Ernesto Medeiros

Major Ernesto Medeiros is the primary antagonist and a direct foil to Bob. A replicant created by the Brazilian Empire, Medeiros is a career military officer whose personality is defined by aggression, nationalism, and a belief in conquest. Where Bob is a collaborative and humanistic engineer who resorts to violence only in self defense, Medeiros is belligerent and views interstellar exploration as a zero sum conflict for the sake of conquest. His dialogue is characterized by insults and threats, immediately establishing him as a hostile force.


Medeiros and his clones are flat and static characters, serving to represent the destructive and competitive ideologies that stand in contrast to Bob’s drive for peaceful discovery and development. Medeiros’s singular focus on eliminating competition and serving his homeland, even a homeland that may no longer exist, highlights the dangers of rigid, militaristic thinking. He and his clones function as the main source of external conflict for the Bobs; the battles the Bobs fight against Medeiros forces prompt the Bobs to develop defensive capabilities and grapple with the ethics of war. Medeiros’s presence highlights that the Bobs’ mission is one of both discovery and of survival against hostile elements of a fractured humanity.

Carl, Karen, and Alan

Carl, Karen, and Alan are Bob’s former employees and friends, appearing only in the opening chapters of the novel before Bob’s death. As minor characters, their primary function is to establish Bob’s personality and backstory, grounding him in a relatable human context. Their celebration lunch in Las Vegas reveals Bob as a generous and loyal leader who made his first employees shareholders in his successful company. Their friendly banter and inside jokes paint a picture of a man with a rich social life and a strong capacity for friendship.


Karen, in particular, serves as a voice of skepticism and concern regarding Bob’s decision to undergo cryopreservation. She questions the emotional cost of outliving everyone he knows, asking, “Your family will be dead. Your friends will be dead. How are you good with that?” (9). Her question is prescient, foreshadowing the profound isolation and grief that Bob will experience upon his reawakening. Collectively, this group provides an essential emotional baseline, making the subsequent loss of Bob’s humanity and his struggle to redefine himself as a replicant more poignant and significant. They are static characters whose brief appearance gives weight to what Bob has lost.

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