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Fallout (Franchise)

 Fallout (Franchise)
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Fallout (Franchise)
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Fallout
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Interplay Era: Fallout Fallout 2 Fallout Tactics: Brotherhood of Steel Fallout: Brotherhood of Steel Bethesda Era: Fallout 3 Fallout: New Vegas Fallout Shelter Fallout 4 Fallout 76 Fallout Shelter Online Tabletop games: Fallout: The Board Game Fallout: Wasteland Warfare Fallout Shelter: The Board Game Fallout: The Roleplaying Game Other works: All Roads (graphic novel) Fallout (TV series)Fallout is a series of pulp Science Fiction Western RPGs, originally owned and published by Interplay and Black Isle and currently owned by Bethesda. Right after The Elder Scrolls, it is the longest-running and best-selling single player WRPG series in history, with over 50 million game copies sold since the series began in 1997.note The first two games each sold around 600,000, with Tactics selling 300,000. Fallout 3 and New Vegas sold 11.6 million and 12.4 million, respectively. Fallout 4 is estimated to have sold over 20 million copies. Fallout 76 seems to have sold at least 5 million copies based on statements made by Bethesda regarding its sales relative to Fallout 4. The games involve adventures in the post-apocalyptic United States of a retro-futuristic Alternate History — a Crapsaccharine World that never quite got over The '50s, powered by Atomic Energy and filled with Moral Myopia.After World War II, the United States became an okay place to live. The shift towards nuclear energy gave way to technological wonders previously relegated to science fiction, from robot butlers to wrist-mounted computers. Unfortunately, the good times would not last: this inefficient technology depleted fossil fuels even faster than in the real world, causing massive "resource wars" in the early-mid 21st century. In 2066, China and the United States clashed over the Alaskan oil fields, leading to an 11-year military conflict between the two superpowers... then, on October 23, 2077, somebody — nobody is entirely sure who — ordered a nuclear launch. And once one missile was fired, everyone else responded in kind.The resulting "Great War" lasted a mere two hours, but the atomic fire that burned the world was so incredibly destructive that it caused the total collapse of global civilization. Across the United States, pockets of humanity survived the bombs, either on the surface, in personal shelters, or by hiding in the Vaults, massive underground bunkers built by the Vault-Tec Corporation. But while the Vaults were ostensibly meant to protect America's people from nuclear armageddon, in reality the project doubled as an unethical, government-sponsored research program, with most Vaults' inhabitants living in conditions ranging anywhere from "somewhat unusual" to "outright torturous", all as part of a demented "social experiment" of unknown purpose.The first Fallout game begins almost a century later, in 2161. Though the survivors in the United States have slowly begun to rebuild with small-scale societies, civilization as a whole struggles to survive amidst scarce resources, vicious mutants, and those who have turned to a Rape, Pillage, and Burn lifestyle. Subsequent games are set successive decades after the first, with the world continuing to evolve with new factions and adventures. There are two coherent story arcs and settings in the main series:
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Abusive Precursors
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Abusive Precursors: The Enclave, the remnants of the éminence grise of the United States federal government, the main antagonists of the second and third games. The Pre-War United States as a whole. The whole country became a corrupt, totalitarian police state that put unwilling human subjects through horrific scientific and social experiments. Even two centuries since they all went up in smoke in a nuclear holocaust they helped cause, most of the Wasteland's problems can be tied back to them: Deathclaws, Robobrains, the Vaults, most of the Big Empty, all came from them. The Think Tank also qualifies: mad scientists who were responsible for various horrible experiments carried out on political prisoners. Vault-Tec performed horrible social experiments on the inhabitants of the Vaults, unless you were lucky enough to end up in a control Vault. The effects of these experiments can be seen with several of the factions across the Wasteland. It's also been widely speculated and later confirmed by the TV series that they started the Great War for their own ends.
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Gatling Good
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Gatling Good: Miniguns are generally pretty good weapons, though not particularly reliable against heavily armored opponents. They tend to veer between Ludicrous Gibs and just bouncing off.
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Heal It with Blood
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Heal It with Blood: Blood packs first appeared Fallout 3, but they only heal a measly 1 point unless the player gets the Hematophage perk, which increases the healing to a decent 20 points. They return in Fallout: New Vegas, but there aren't perks that improve their healing, making them poor healing items. Thankfully, Blood packs become more effective in Fallout 4 and Fallout 76, now that they heal the player by 50 points per second at the cost of drawbacks (for the former, the player gets a 7% chance of getting infected with diseases in Survival Mode; for the latter, the player gets 10 points of radiation).
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Ominous Hair Loss
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Ominous Hair Loss: Hair loss is usually part and parcel of transformation into a ghoul, though to varying extents: some ghouls are completely bald, while others have only mild cases of alopecia, and occasionally it's possible to meet a ghoul with a full head of hair. Despite the deliberate inaccuracies featured throughout the games, the series occasionally likes to incorporate some of the real-world results of radiation exposure - including hair loss. In one morbidly amusing case, this led to a man believing that exposure to radiation was transforming him into an immortal ghoul after he found himself losing clumps of hair, when in reality he was just dying of radiation sickness. Subverted in Fallout: New Vegas with Chris Haversam, a human from Vault 34 who has joined the all-ghoul Bright Brotherhood religious group. Chris believes himself to be a ghoul because, as Vault 34's reactor technician, he was exposed to a large amount of radiation, he speaks with a gravelly voice (a trait many ghouls share), and eventually his hair began to fall out. The last part was in all actuality, just male pattern baldness setting in. Ironically, Vault 34's reactor malfunctioned after he left and turned most of the other dwellers into ghouls.
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Gaia's Lament
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Gaia's Lament: This is the state of the world following the Great War of 2077. It's not called a Wasteland for nothing. The real damage came from a black rain filled with soot, ashes and poison several days after the nuclear exchanges. The rain lasted four days and killed off much of the plant, animal and human life that had escaped the initial destruction. While there are spots where nature is thriving like Zion Canyon or the Oasis, much of the Wasteland may never recover. Even before the war the situation was disastrous. The Great Canyon had lost its protected status and was turned into an uranium mine and later a toxic waste dump. Speaking of toxic waste, drums of radioactive goo were pretty much dumped everywhere with complete negligence. Terminals from the Nahant Oceanographic Society in Boston mention that the entire Atlantic Ocean was pretty much dying.
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Dragon-in-Chief
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Caesar isn't technically on life support, but has a crippling brain tumor, hence Lanius being Dragon-in-Chief.
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Trailers Always Spoil
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Trailers Always Spoil: The box for the Fallout Trilogy has a screenshot of the final boss battle for Fallout 2. In Fallout 4, the launch trailer's narration is actually one of the ending narrations.
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Randomized Damage Attack
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Randomized Damage Attack: Weapons in the series generally have a damage range listed in their stats.
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Low-Tech Spears
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Low-Tech Spears: In Fallout 2 and in the game lore, the spear is a typical weapon of tribals (possibly including your character at the beginning of the game), whose prominent members have stereotypically native trappings and live a more subsistence-based lifestyle compared to other more technologically advanced Wasteland factions such as the NCR or Brotherhood of Steel. For comparison, Fallout: New Vegas arms its tribals with a much wider array of weapons, and the spear is much less prominent among them.
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Evil Versus Evil
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Though given some of the things you read about the Pre-War United States, the conflict probably counts more as Evil Versus Evil. China was a brutal dictatorship which conquered and subjugated her neighbors with armies of Sociopathic Soldiers in a vain attempt to alleviate crippling economic problems. America was the exact same except with the added caveat that it was run by the Nazi Illuminati behind a puppet government and it also shamelessly poured resources into a number of horrific science projects (the Robobrains, various bioweapons like the FEV and alien-like 'wannamingos', etc.) and often using incarcerated Chinese-American citizens as guinea pigs.
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The Anti-Nihilist
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The Anti-Nihilist: The setting of the Fallout universe is that a large percentage of humanity was killed by nuclear fallout, and structures of the old world are either decayed, eroding or destroyed. Anyone who was able to survive has to live in a world where the remaining survivors are converted into homicidal super mutants or turned into ghouls due to the lingering radiation. A large portion of animals have become hostile predators, robots are still following their programs to a murderous degree and multiple factions are further dividing the survivors due to a war to see who should repair civilization. Vault Tec still has posters and merchandise that promote this trope by telling the occupants to have faith in the government, survivors are trying to be hopeful and upbeat despite the circumstances, and finally people are trying find purpose in this apocalyptic world.
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Apocalypse Anarchy
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Apocalypse Anarchy: That's all the Fallout-verse is. Civilization collapsed, and it's up to you to save/destroy the remains.
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Unreliable Narrator
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It's implied that China might be not that different from the USA, since most info about China is from US propaganda. In Fallout 4, when you meet the ghoulified Chinese submarine commander who nuked Boston in the prologue 210 years ago he turns out to be a normal guy serving his country who has grown sick of war, doesn't hold any ill will towards the USA and just wants to go home and rebuild his country. He effectively mirrors the male Sole Survivor, also a veteran of the war against China who has the option of rebuilding the Commonwealth.
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Artistic License – Biology
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Artistic License – Biology: As well as Artistic License – Physics. Don't expect realistic science in this series. It's inspired by pulp sci-fi after all, so this trope is deliberately Invoked: Radiation in particular works considerably differently in the Fallout universe than in reality. For starters, while Fallout has radiation sickness, it's also capable of causing genetic mutations that are directly integrated into a creature's biology, leading to creatures like radscorpions, stingwings, and bloatflies. In reality, radiation simply damages DNA, causing it to replicate improperly and causing the body to function incorrectly. (Although, there are theories in-universe that the mutations are not caused by radiation alone, but none of them are confirmed or denied.) Also, in Fallout, simple hazard suits are shown to significantly or completely block radiation when worn, while in real life, the only way to block radiation is to place enough matter between you and the source to physically block the rays. A suit that truly protects you from gamma radiation would be too heavy to move in (although, in 3 and New Vegas, you can only have so much radiation resistance, about 85%, and in 4 1000%+ RR still lets in 0.5 Rads. This also leads to a Posthumous Character in NV who thought that the old hazmat suit he found let him No-Sell radiation dying from radiation poisoning, all the while blaming his symptoms on food poisoning). The radiation aspect is actually zigzagged (or at least played with). Aside from being Invoked because of the ubiquity of the Nuclear Mutant, there was also a struggle between the original designers; one designer exclusively attributed the mutation not to the radiation, but to the Forced Evolutionary Virus, a mutagenic Synthetic Plague that the US government was cooking up to facilitate bio-engineering projects before the war; when the bunkers containing F.E.V got blown up, the virus was scattered across the world and caused the mutations. The other designer hated this idea, because they felt this undermined the setting's Zeerust aesthetic. The generally accepted compromise is that all of the mutants stem from a cocktail of both radiation and F.E.V. Lampshaded in Fallout 76, where an audio log from a Free States doctor notes that the rampant biological mutation makes absolutely no sense, and she is certain that this has to stem from sources other than radiation, because radiation doesn't work like this. This was even lampshaded as far back as the first game, where the Shady Sands town doctor, Razlo, was completely bewildered at the existence of Radscorpions. Big Creepy-Crawlies (radroaches, bloatflies, radscorpions, cazadors, stingwings, bloodwings, giant mantises, etc...) shouldn't exist at this size, since their breathing system is too inefficient (utilizing either open circulatory systems or more primitive, inefficient exchangers like book lungs) and they would asphyxiate.
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Gone Horribly Right
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Gone Horribly Right: One of the intended functions of the Forced Evolutionary Virus was to repair chromosomal damage. One problem with this is that normal reproductive cells only have half the chromosomes of regular cells, and in fertilization these join to form a single cell with a full set of chromosomes. FEV "repairs" reproductive cells to have a full set of chromosomes, thus rendering everyone infected sterile.
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Gone Horribly Wrong
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Gone Horribly Wrong: The experiments conducted in the Vaults tend to have very unfortunate results. To name some examples: Vault 19 divided its inhabitants into two groups led by two seperate overseers, with the inhabitants fed subliminal messages that sowed distrust towards the other group. In the end, a civil war broke out in the Vault, leading to the deaths of all inhabitants. Vault 34 had an abundance of weapons and ammunition, and a lack of safeguards for said weapons and ammunition. Some of the inhabitants left to found the Boomers tribe. Most of the rest would die in a later civil conflict that saw the Vault's reactor sabotaged. Vault 87 was a Forced Evolutionary Virus research center. An outbreak of the FEV either killed or mutated all of the inhabitants. Vault 101 was to be sealed indefinitely while the Overseer was given broad latitude to reign with near impunity, giving way to an authoritarian society, and to study the effects of what would happen in the event of isolation being broken. The result was a civil conflict between the Vault's youths and the leadership, which can potentially end in the Vault being rendered uninhabitable. Vault 111 was a study in the effects of long-term cryogenic stasis. A shortage of supplies caused by surface radiation lasting longer than anticipated led to a revolt by the security staff and the stasis pods being abandoned to eventually break down from power failure, leaving only two survivors: the player character, and their infant son who was abducted by outsiders before the power failed.
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Ancient Rome
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From the east of Vegas are Caesar's Legion, a faction that styles themselves after Ancient Rome. They carry spears, plate armor, and various antiquated weapons in stark comparison to their high-tech enemies. Also like Ancient Rome, they punish people by crucifixion.
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Stat Death
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Stat Death: Although the player character's primary stats cannot normally be reduced below 1 (or 2, if the stat in question is boosted by a trait), the first two games made an exception for the stat reduction caused by radiation sickness. If it reduces any stat to 0, you drop dead even if you haven't reached the actual lethal dose yet.
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World of Badass
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World of Badass: Absolutely! The player and their companions each game count as a One-Man Army unto themselves, racking up hundreds of kills on an average playthrough. In a world where your little village could get overrun at any time by super mutants, feral ghouls, slavers, raiders, mutated animals, or power-armor clad extremists, not to mention that just being able to feed yourself for the day and go to sleep on a bed are luxuries many do not have, and just being able to survive to old age is a test of strength and will of anyone in the wasteland.
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Multiple Endings
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Multiple Endings: Yet another staple of the series. Developer's Foresight is in full effect here.
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Post-Peak Oil
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Post-Peak Oil: Before the Great War, peak oil was the cause of the Resource Wars that devastated both Europe and the Middle East. Gas prices reached up to $1450.99 per gallon for regular. The United States (and possibly China) were only saved by going to an all-nuclear society, while the rest of the world ended up collapsing. It was all made moot however, when everyone started to sling nukes at each other.
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Human Resources
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Human Resources: In Fallout 1, your character could discover through simple investigation that the meat used by Iguana Bob, the local fast food vendor, was actually chopped up human cadavers. If the player has high enough stats they can blackmail Bob. By Fallout 2, his great-grandson has built an entire franchise...
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Transflormation
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Transflormation: Harold undergoes this over the course of several games, pausing at Plant Person and ending up as a Wise Tree.
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The Order
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The Order: The Brotherhood of Steel, who are deliberately modeled after medieval knightly orders.
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Invulnerable Civilians
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Invulnerable Civilians: In the first two games, all characters were killable by the PC, but were never subject to random deaths by other objects in the gameworld outside of battles that put NPCs in harm's way, such as the large Regulator shootout in the Boneyard in Fallout 1. Also, NPCs accidentally hitting (usually shooting) other NPCs in combat would often cause the injured party's AI to retaliate, along with other NPCs on the injured party's computer-defined "team." In a densely populated area such as the Den with many "teams" a few stray bullets or molotov cocktails can easily result in the townspeople all but wiping each other out with no input from the player.
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Cool Shades
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comment
Cool Shades: Appear often; depending on the game they may provide stat bonuses or just look good.
 Fallout (Franchise) / int_1dea3034
featureApplicability
1.0
 Fallout (Franchise) / int_1dea3034
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_1dea3034
 Fallout (Franchise) / int_1e1f2e51
type
Raygun Gothic
 Fallout (Franchise) / int_1e1f2e51
comment
People before the Great War had robots with advanced AI, wrist-mounted computers, laser and plasma weaponry, powered armor, electric cars, and possibly even anti-gravity levitation devices; but they were also stuck on rotary phones (mobile phones don't exist), radios were bulky and not much smaller than a television, color televisions were a luxury, most homes didn't have a personal computer, their recording devices were audio-only reel-to-reel cassettes, their electric cars used disposable fusion cells like batteries, and it's heavily implied they never developed the internet to the extent of the real world, as only major corporations have internal email services within the building's terminals and possibly connections to other buildings. The computers are also extremely primitive, using an archaic and simple interface of primarily bright green text on a black screen, most powerful ones require massive terminals to operate, and reading the system specs given about them shows them to be utterly pathetic compared to modern home computers even in the 90s. And this is not even getting into what the big companies like Vault-Tec, Big MT, and the Enclave were cooking up behind the scenes. The reason for all this is two-fold, partially to conform to the franchise's Raygun Gothic motif, and partially to explore what kind of gaps in technological progress could result in that aesthetic becoming reality.
 Fallout (Franchise) / int_1e1f2e51
featureApplicability
1.0
 Fallout (Franchise) / int_1e1f2e51
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_1e1f2e51
 Fallout (Franchise) / int_1e5c343a
type
Anti-Radiation Drug
 Fallout (Franchise) / int_1e5c343a
comment
Anti-Radiation Drug: The series abounds with various anti-rad drugs that are an essential part of any player's inventory when exploring the more heavily-irradiated parts of the wasteland. Two of the most common ones featured across the series are Rad-X and RadAway: when taken, they increase resistance to radiation and lower the amount of radiation absorbed, respectively. Some perks available to the player can enhance the duration or efficacy of Rad-X and RadAway.
 Fallout (Franchise) / int_1e5c343a
featureApplicability
1.0
 Fallout (Franchise) / int_1e5c343a
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_1e5c343a
 Fallout (Franchise) / int_1e75509c
type
Adventure-Friendly World
 Fallout (Franchise) / int_1e75509c
comment
Adventure-Friendly World: There's essentially no end of undiscovered pre-War experimental tech. The combination of nuclear apocalypse and widespread mutation makes for a lot of separated communities largely ignorant of one another. This all makes for a world where just about any sci Fi trope can be spun out into an adventure and still fit within the canon.
 Fallout (Franchise) / int_1e75509c
featureApplicability
1.0
 Fallout (Franchise) / int_1e75509c
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_1e75509c
 Fallout (Franchise) / int_1e8b0711
type
Grenade Tag
 Fallout (Franchise) / int_1e8b0711
comment
Grenade Tag: Planting explosives on someone via pick-pocketing.
 Fallout (Franchise) / int_1e8b0711
featureApplicability
1.0
 Fallout (Franchise) / int_1e8b0711
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_1e8b0711
 Fallout (Franchise) / int_1eed8e76
type
The Juggernaut
 Fallout (Franchise) / int_1eed8e76
comment
Fallout 3/4: Liberty Prime.
 Fallout (Franchise) / int_1eed8e76
featureApplicability
1.0
 Fallout (Franchise) / int_1eed8e76
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_1eed8e76
 Fallout (Franchise) / int_1ff3b1d6
type
Harmful Healing
 Fallout (Franchise) / int_1ff3b1d6
comment
Harmful Healing: Super stimpaks cause damage after healing and can be used as a potential assassination tool.
 Fallout (Franchise) / int_1ff3b1d6
featureApplicability
1.0
 Fallout (Franchise) / int_1ff3b1d6
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_1ff3b1d6
 Fallout (Franchise) / int_20860a0e
type
Punch-Clock Villain
 Fallout (Franchise) / int_20860a0e
comment
Punch-Clock Villain: One recurring theme throughout the series regarding the major evil organizations; the leadership is ruthless, and the rank-and-file have their share of True Believer fanatics and sadists, but many of them are actually just regular joes who think they're doing the right thing, simply obey because they've never known of any other alternative, or are trying to make the best of a bad situation. Members of the Big Bad faction of one game often show up in later games as friendly supporting characters, having chosen less antagonistic lifestyles or better role models. Fallout 2 has two notable examples. If you decide to eradicate everyone in the Enclave military base, the only NPC who asks you not to kill him is the cook in the mess hall, because that's all he does and didn't care who his employer was. The Hubologists have a scientist working for them who thought that all of them are whacked out crazy, but they pay him handsomely with good money and women, so he just goes along with it despite having no loyalty towards them.
 Fallout (Franchise) / int_20860a0e
featureApplicability
1.0
 Fallout (Franchise) / int_20860a0e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_20860a0e
 Fallout (Franchise) / int_211eedd
type
All Crimes Are Equal
 Fallout (Franchise) / int_211eedd
comment
All Crimes Are Equal: Insofar as the idea of "crime" can exist in a society with no more centralized legal structure. Any sort of wrongdoing will typically be met with the same sort of response — everyone in the settlement attacks you. Take a step into a place you aren't allowed, steal a bottle of Nuka-Cola, or simply act like a Jerkass to the wrong person, and you can expect violence. Subverted in some settlements with jails and order, in these places you can actually be imprisoned. New Vegas gives a Hand Wave that NCR's troops are miserable due to the state of the Mojave and this is why they're so on-edge and don't care to punish crimes fairly, but it's still silly that a dozen armored troops will open fire on you just for taking a tin can off the floor that was marked as owned.
 Fallout (Franchise) / int_211eedd
featureApplicability
-0.3
 Fallout (Franchise) / int_211eedd
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_211eedd
 Fallout (Franchise) / int_21d70919
type
Crapsack World
 Fallout (Franchise) / int_21d70919
comment
Crapsack World: The world is a ruined, post-apocalyptic wasteland, and that's just the tip of the iceberg. It only gets worse, folks. There are giant radioactive insects and arachnids, really unsociable mutants, zombie-like creatures of every flavor and variety, mass starvation, dehydration, radiation sickness, lethal booby-traps and the occasional inexplicable Eldritch Abomination. Humanity has responded to these challenges with rampant slavery, xenophobia, cannibalism, and murder on a scale that can potentially reach genocide. The whole world seems to be designed to remind the human race of how royally they screwed up the planet, and most of the human race still isn't getting the message. There are examples of civilization trying to rebuild itself, but this sometimes results in places like den of vice New Reno and fascist communities like Vault City. Still, the player can - should they so choose - leave the gameworld a little better than they found it. Or just make it massively worse, of course...
 Fallout (Franchise) / int_21d70919
featureApplicability
1.0
 Fallout (Franchise) / int_21d70919
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_21d70919
 Fallout (Franchise) / int_21f3aa44
type
Good Is Not Nice
 Fallout (Franchise) / int_21f3aa44
comment
Good is Not Nice: The Brotherhood of Steel in general, though it does have a few genuinely kind members. Despite being one of the nicest major factions in the series, many of the New California Republic's actions in Fallout 2, such as hiring raiders to attack Vault City and having dealing with the crime families at Reno, are morally questionable. There are also certain political elements within the government who are attempting to turn the alliance into more of a fascist police-organization. As one NPC puts it, "Their heart is in the right place, but their head is up their ass!"
 Fallout (Franchise) / int_21f3aa44
featureApplicability
1.0
 Fallout (Franchise) / int_21f3aa44
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_21f3aa44
 Fallout (Franchise) / int_21f60711
type
Good Is Not Soft
 Fallout (Franchise) / int_21f60711
comment
Good Is Not Soft: A universal truth in the main five games. You can play an All-Loving Hero who upholds morality and protects the innocent, but there's a lot of nasty people out there looking to ruin your hard work, and they are not going to survive the attempt.
 Fallout (Franchise) / int_21f60711
featureApplicability
1.0
 Fallout (Franchise) / int_21f60711
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_21f60711
 Fallout (Franchise) / int_22071825
type
I'm a Humanitarian
 Fallout (Franchise) / int_22071825
comment
I'm a Humanitarian: Many have taken to consuming human flesh in the post-apocalypse, from lone travelers to entire towns. The player can become one from the third game onward with the "Cannibal" perk, which allows them to devour corpses on the spot in exchange for negative karma and hostility from witnesses (and disapproval from most of your non-cannibal companions in the fourth game). New Vegas adds the "Dine and Dash" perk as well, which allows you to bypass the risk of retaliation by subtly scavenging bits from dead enemies for later consumption.
 Fallout (Franchise) / int_22071825
featureApplicability
1.0
 Fallout (Franchise) / int_22071825
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_22071825
 Fallout (Franchise) / int_222dc873
type
Black Comedy
 Fallout (Franchise) / int_222dc873
comment
Black Comedy: All over the place, beginning with educational films which instruct you on what to do in the case of a nuclear apocalypse with a cheerful cartoon like it was an after-school special on how to cross the street safely.note Although this kind of strays into Shown Their Work territory as these cartoons actually did exist, particularly in the Cold War United States. While there are dozens of examples, perhaps the best known is Bert the Turtle in the civil defense animated short Duck and Cover.
 Fallout (Franchise) / int_222dc873
featureApplicability
1.0
 Fallout (Franchise) / int_222dc873
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_222dc873
 Fallout (Franchise) / int_2351df1f
type
Padded Sumo Gameplay
 Fallout (Franchise) / int_2351df1f
comment
Padded Sumo Gameplay: The first two games have this issue in the very late game. Power armor is strong enough, for the player and NPCs alike, that attacks from nearly any weapon short of the games' Infinity Plus One Swords will either be fully negated or reduced to single-digit damage, the only exceptions being armor-piercing Critical Hits. As a result, late game combat basically boils down to watching both sides repeatedly get "hit for 0 damage" until someone, be it an enemy or the player, gets obliterated when they're "critically hit for [absurdly high number] damage, bypassing the armor."
 Fallout (Franchise) / int_2351df1f
featureApplicability
1.0
 Fallout (Franchise) / int_2351df1f
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2351df1f
 Fallout (Franchise) / int_23a0a0d0
type
Dragon Their Feet
 Fallout (Franchise) / int_23a0a0d0
comment
Dragon Their Feet: In Fallout 2 and 3, you don't confront Enclave superweapon Frank Horrigan or Enclave military commander Colonel Autumn, who will "spare" you with a successful speech check until after you've already killed the Big Bad President and wiped out the Enclave's main base. Likewise, in Fallout, the final two missions are to kill the Big Bad and to destroy the Super Mutant vats (guarded by The Dragon), and you can tackle them in any order you want (Although canonically The Dragon and the vats were destroyed after the Master's death). Likewise, in Vegas, Legate Lanius and General Oliver lead the Caesar's Legion and NCR forces during the game's final battle, despite Caesar himself and President Kimball both likely having died earlier in the game.
 Fallout (Franchise) / int_23a0a0d0
featureApplicability
1.0
 Fallout (Franchise) / int_23a0a0d0
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_23a0a0d0
 Fallout (Franchise) / int_25248a68
type
Ammunition Backpack
 Fallout (Franchise) / int_25248a68
comment
Ammunition Backpack: The Minigun, Grenade Machine-gun, Flamer, and Gatling laser from Fallout 3 onwards.
 Fallout (Franchise) / int_25248a68
featureApplicability
1.0
 Fallout (Franchise) / int_25248a68
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_25248a68
 Fallout (Franchise) / int_25b5600
type
Captain Ersatz
 Fallout (Franchise) / int_25b5600
comment
Captain Ersatz: Say "hi" to Riddick in Tactics.
 Fallout (Franchise) / int_25b5600
featureApplicability
1.0
 Fallout (Franchise) / int_25b5600
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_25b5600
 Fallout (Franchise) / int_25bc8511
type
Generation Xerox
 Fallout (Franchise) / int_25bc8511
comment
Generation Xerox: Everyone from the original Vault 13 Dweller's bloodline seems to have pure badass embedding in their genes. First there is the Vault Dweller, who stops a plot to turn the population of the Wasteland into super mutants by destroying two underground lairs, saves quite a few communities along the way, and ends up as the chief of a newly formed tribe, before going adventuring again in old age, presumably dying somewhere out in the wastes. Then, 80 years later, his grandchild, the Chosen One, stops a plot to commit a holocaust on the Wasteland by blowing up an oil rig, again saving some developing communities along the way, and ends up becoming head of a new society (New Arroyo). And in one of the endings in Fallout 2, the Chosen One fathers a bastard-child with one of the Bishop women from the Bishop crime family, who, already at age 13, takes control over the family, and leads it to victory over New Reno's other crime families and, despite being a powerful Mafia boss in a crime ridden city at a time where the average lifespan is low, manages to live to the age of 73, where he dies peacefully in his sleep. This ending was confirmed as canon in New Vegas, by Bruce Isaac, who fled town after stealing from the casino and sleeping with Mr. Bishop's daughter. Likewise, the Cassidy clan are also hardasses with a tendency to associate with legendarily awesome people.
 Fallout (Franchise) / int_25bc8511
featureApplicability
1.0
 Fallout (Franchise) / int_25bc8511
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_25bc8511
 Fallout (Franchise) / int_26ac510e
type
Mythology Gag
 Fallout (Franchise) / int_26ac510e
comment
Mythology Gag: In Fallout, the recruitable NPC Tycho mentions he's a Desert Ranger. The Desert Rangers were the protagonists of Wasteland, the game to which Fallout is a Spiritual Successor. The Big Bad of Fallout Tactics also seems to be a subtle Shout-Out to the Big Bad of Wasteland. As per Word of God, Tycho's outfit became the basis of the Desert Ranger Combat Armor, which in itself inspired the Iconic Outfit of the NCR Veteran Rangers. And in Fallout 4, the Commonwealth Minutemen's relationship with the Settlers under their protection is based after that of Wasteland's Desert Rangers.
 Fallout (Franchise) / int_26ac510e
featureApplicability
1.0
 Fallout (Franchise) / int_26ac510e
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_26ac510e
 Fallout (Franchise) / int_26b0a73
type
Legendary in the Sequel
 Fallout (Franchise) / int_26b0a73
comment
Legendary in the Sequel: This is relatively common for protagonists in the series, due to each game taking place decades after the previous one. The only exception seems to be Fallout 4, which makes no mention of the Lone Wanderer from Fallout 3.
 Fallout (Franchise) / int_26b0a73
featureApplicability
1.0
 Fallout (Franchise) / int_26b0a73
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_26b0a73
 Fallout (Franchise) / int_26e5c183
type
Polluted Wasteland
 Fallout (Franchise) / int_26e5c183
comment
Polluted Wasteland: Obvious to anyone who plays the game for even five minutes, the entire series takes place across various irradiated wastelands.
 Fallout (Franchise) / int_26e5c183
featureApplicability
1.0
 Fallout (Franchise) / int_26e5c183
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_26e5c183
 Fallout (Franchise) / int_276ad49e
type
Karma Meter
 Fallout (Franchise) / int_276ad49e
comment
Karma Meter: Each of the games (minus the fourth one) has one (see their pages for details). It affects NPC reactions, and can cause hostiles opposed to your philosophy to ambush you.
 Fallout (Franchise) / int_276ad49e
featureApplicability
1.0
 Fallout (Franchise) / int_276ad49e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_276ad49e
 Fallout (Franchise) / int_28d73447
type
Regional Redecoration
 Fallout (Franchise) / int_28d73447
comment
Regional Redecoration: During the Great War in Fallout's backstory, it's said that entire mountain ranges were created as the ground buckled and moved under the strain of thousands of atomic explosions. It's unknown if this is true or not, as none of the locations shown in the actual games are all that geologically different, aside from the occasional craters. Of course, the more obvious case of redecoration is that most environments have become the scorching radioactive desert known as the wasteland.
 Fallout (Franchise) / int_28d73447
featureApplicability
1.0
 Fallout (Franchise) / int_28d73447
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_28d73447
 Fallout (Franchise) / int_295087bf
type
Non-Indicative Name
 Fallout (Franchise) / int_295087bf
comment
Non-Indicative Name: The Science skill mostly just boils down to knowing how to use a computer: other science applications are few, far-between, and usually quest-specific. Averted somewhat in the later games (especially New Vegas and 4), where the Science skill also allows building and repairing of high-tech items, and grants access to science-specific perks.
 Fallout (Franchise) / int_295087bf
featureApplicability
-1.0
 Fallout (Franchise) / int_295087bf
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_295087bf
 Fallout (Franchise) / int_2991089a
type
Oppressive States of America
 Fallout (Franchise) / int_2991089a
comment
Oppressive States of America: The Pre-War United States of America was not pretty. The infrastructure of America had collapsed due to the resource shortages (food, fuel, and material) while unemployment was skyrocketing. The government responded by becoming a police state and by trying to blame their problems on Communists, then brutally cracking down on anyone who spoke out against their regime. Arrests, "re-education," and in some cases outright murder followed as the government tried to keep the population in line. At the same time, the New Plague (suspected to be a bio-weapon unleashed by one of America's enemies) began to spread, leading to nationwide quarantines. Before long the government had given up trying to cure it and decided to use the paranoia created by its spread as a cover in order to break up assemblies and register people. Eventually, civil liberties became virtually non-existent. In one example the commanding Officer of the Hopeville missile base, Commander Devlin, had a protest group arrested and sent off for human experimentation, claiming it would give them "the white-hot rage of capitalist justice." These tactics made things worse, and by the end of 2077 the United States was on the verge of a massive civil uprising. This was done because the éminence grise of the federal government (The Enclave) realized it was likely only a matter of time until total nuclear war occurred, and knowing that the common man would not survive it they believed that they alone were worthy of re-colonizing the planet. Originally their focus was to find another planet to live on, however they could not succeed in this goal and decided to re-colonize the planet they were already on.
 Fallout (Franchise) / int_2991089a
featureApplicability
1.0
 Fallout (Franchise) / int_2991089a
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2991089a
 Fallout (Franchise) / int_29a39f6
type
Easter Egg
 Fallout (Franchise) / int_29a39f6
comment
Easter Egg: Most of the 'special encounters' in 1, 2, and Tactics. Some are just there to be goofy, while some (while still pretty goofy) offer some awesome weapons and equipment.
 Fallout (Franchise) / int_29a39f6
featureApplicability
1.0
 Fallout (Franchise) / int_29a39f6
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_29a39f6
 Fallout (Franchise) / int_2a019fef
type
Gay Option
 Fallout (Franchise) / int_2a019fef
comment
Gay Option: In Fallout 2 there are same-sex Optional Sexual Encounters available for both sexes, though significantly more for women than men (in fact, there are more lesbian options than straight ones for women). Fallout 3 mostly avoids the issue altogether by not even including a straight option. Male and female player characters can hire Nova, the town prostitute in Megaton, and Bittercup, the town goth in Big Town, develops a crush on the player regardless of gender (though her crushes are mostly her turned into a Perky Goth and giving you whatever crap she found in the patrols). New Vegas adds 2 new perks, Confirmed Bachelor for men, and Cherchez La Femme for women, which will give special dialogue options when dealing with an NPC of the same sex, (and a 10% damage bonus against the same sex) much how the Black Widow and Lady Killer perks function when dealing with the opposite sex. If you have this perk, you can recruit one follower (which one depends on your gender, there's one for each) bypassing the usual skill check needed by flirting with them, essentially giving you a same sex romantic option. If you are a man with the perk, you can also get all your stuff repaired for free any time you want by flirting with an NPC and asking him to be "friends." Unrelated to the perk, but you can also hire same-sex prostitutes, male or female, in New Vegas if you should so choose. In Fallout 1, rescuing Sinthia at the hotel in Junktown will get the player a 'reward'… whichever the main character's gender may be.
 Fallout (Franchise) / int_2a019fef
featureApplicability
1.0
 Fallout (Franchise) / int_2a019fef
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2a019fef
 Fallout (Franchise) / int_2a090d00
type
Lampshade Hanging
 Fallout (Franchise) / int_2a090d00
comment
The usage of bottle caps is lampshaded in the Honest Hearts DLC for New Vegas by Follow-Chalks (an innocent but pretty clever young tribal man) asking you why you carry so many of them, because they "jingle like crazy".
 Fallout (Franchise) / int_2a090d00
featureApplicability
1.0
 Fallout (Franchise) / int_2a090d00
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2a090d00
 Fallout (Franchise) / int_2a195285
type
Revolvers Are Just Better
 Fallout (Franchise) / int_2a195285
comment
Revolvers Are Just Better: Appears frequently throughout the series, but especially so in the Bethesda-era games where high end revolvers are the Infinity +1 Handguns, even outclassing most laser and plasma pistols while also generally having more plentiful ammo.
 Fallout (Franchise) / int_2a195285
featureApplicability
1.0
 Fallout (Franchise) / int_2a195285
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2a195285
 Fallout (Franchise) / int_2a552d44
type
Recurring Element
 Fallout (Franchise) / int_2a552d44
comment
Recurring Element: Harold, who started out as an ordinary scavenger about 50 years after the bombs fell, has been Cursed with Awesome and progressed from shanty-dwellingg beggar, to mayor, to unwilling god of a benign cult. You will always have a Canine Companion, and will never be without your Pip-Boy.
 Fallout (Franchise) / int_2a552d44
featureApplicability
1.0
 Fallout (Franchise) / int_2a552d44
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2a552d44
 Fallout (Franchise) / int_2ae247a4
type
Auto-Doc
 Fallout (Franchise) / int_2ae247a4
comment
Auto-Doc: The Trope Namer. For the most part, they seem to work pretty well, but A.I. Is a Crapshoot is still in full effect here. A good example of both instances occurs in the Old World Blues DLC for New Vegas. The Think Tank were experimenting with a procedure to remove a subject's brain and replace it with a Tesla coil, yet retain their personality and memories. Unfortunately a technical glitch in their Autodoc caused the procedure to destroy the minds of all the test subjects, until the Courier's unique bullet-scarred brain forces it to reboot back to its original settings, preventing them from becoming a Lobotomite.
 Fallout (Franchise) / int_2ae247a4
featureApplicability
1.0
 Fallout (Franchise) / int_2ae247a4
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_2ae247a4
 Fallout (Franchise) / int_2b706ca
type
More Dakka
 Fallout (Franchise) / int_2b706ca
comment
More Dakka: Everyone loves Miniguns, and you should too. Speaking generally, the best guns in the games are either a minigun of some type or Energy Weapon of some kind. (See also Beam Spam.)
 Fallout (Franchise) / int_2b706ca
featureApplicability
1.0
 Fallout (Franchise) / int_2b706ca
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_2b706ca
 Fallout (Franchise) / int_2bdae2ae
type
Awesome, but Impractical
 Fallout (Franchise) / int_2bdae2ae
comment
In terms of Skills, Throwing in the first two games. Grenades are Awesome, but Impractical in the Black Isle games, and aside from grenades there aren't many throwing weapons at all, and they usually suck anyway.
 Fallout (Franchise) / int_2bdae2ae
featureApplicability
1.0
 Fallout (Franchise) / int_2bdae2ae
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_2bdae2ae
 Fallout (Franchise) / int_2cd22076
type
Fantastic Drug
 Fallout (Franchise) / int_2cd22076
comment
Fantastic Drug: Jet, Mentats, Psycho, and Buffout, the series stand-bys, among numerous others.
 Fallout (Franchise) / int_2cd22076
featureApplicability
1.0
 Fallout (Franchise) / int_2cd22076
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_2cd22076
 Fallout (Franchise) / int_2d9e89f7
type
We Help the Helpless
 Fallout (Franchise) / int_2d9e89f7
comment
For all their benevolent intentions, the Commonwealth Minutemen's absurdly weak command structure led to over-extension and a truly humiliating decline in regional power & influence, to the point that there's literally one Minuteman left in the entire Commonwealth at the start of the story.
 Fallout (Franchise) / int_2d9e89f7
featureApplicability
1.0
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featureConfidence
1.0
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Fallout (Franchise) / int_2d9e89f7
 Fallout (Franchise) / int_2de7bbf1
type
Nominal Hero
 Fallout (Franchise) / int_2de7bbf1
comment
Nominal Hero: The player can make their character one. You can openly be a sadistic bastard who steals, lies, backstabs and murders their way through the wastelands, but by the end of the game your character will be a hero known across the Wastelands for their great deeds. Played straightest in Fallout and Fallout 2, where your character will become famed in later games regardless of their actions towards the other settlements. Played with in Fallout 3 where there were evil endings and characters reacted appropriately to you taking them. Averted in New Vegas where if you join House or NCR with negative karma, people and the endings will acknowledge you as an evil person that just happens to feel like working for the good guys, and if you join the Legion you are vilified along with them. The narrator will even dwell a bit on the contradiction of a character with good karma helping the Legion to achieve their goal.
 Fallout (Franchise) / int_2de7bbf1
featureApplicability
-1.0
 Fallout (Franchise) / int_2de7bbf1
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_2de7bbf1
 Fallout (Franchise) / int_30763ed8
type
Eternal English
 Fallout (Franchise) / int_30763ed8
comment
Eternal English: Zigzagged. On the one hand, the more civilized groups and factions (be it frontier towns or the likes of the Brotherhood of Steel and NCR) still speak a modern American English that someone from before the Great War centuries before could easily understand. This is justified due to the presence of ghouls who were around in 2077, lingering traditions carried over from the Old World and concerted efforts to preserve (and add new) knowledge. Tribals on the other hand are shown as having undergone Language Drift over generations, their languages being creoles descended from English and whatever other tongues their ancestors spoke to the point of being almost unrecognizable. Some Tribes in Fallout Tactics almost descend into You No Take Candle territory.
 Fallout (Franchise) / int_30763ed8
featureApplicability
1.0
 Fallout (Franchise) / int_30763ed8
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_30763ed8
 Fallout (Franchise) / int_307a34f9
type
Radiation-Induced Superpowers
 Fallout (Franchise) / int_307a34f9
comment
Radiation-Induced Superpowers: Certain perks, and some equipment, give the player character various bonuses while being irradiated or while suffering from various degrees of radiation poisoning. These include health regeneration, increased strength and speed, and more Action Points (essentially faster reaction time).
 Fallout (Franchise) / int_307a34f9
featureApplicability
1.0
 Fallout (Franchise) / int_307a34f9
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_307a34f9
 Fallout (Franchise) / int_309b8806
type
Cursed with Awesome
 Fallout (Franchise) / int_309b8806
comment
Cursed with Awesome: As is typical for post-apocalypse scenarios, a handful of 'mutants' turn out to have advantages that go along with their deformities. The Ghouls may make third degree burn victims look pretty, but they are immune to radiation, can't die from old age, and can seemingly enter a sort of hibernation where they don't need food, water, or even air. In fact, if they were able to breed they might be considered an improvement over humanity. Sadly, some ghouls seem prone to eventually degenerate into a 'feral' condition that reduces them to a (hostile) ape-like level of intelligence. In Fallout 2, you can stumble across a ghoul who was Buried Alive in the cemetery outside New Reno. He complains that it took you long enough. In New Vegas, you encounter a group of ghouls who plan on leaving for their lethally-radioactive "promised land" to escape persecution from humans. In Fallout 4, you can discover Billy, a Ghoul boy who has been trapped in a fridge for 210 years (he used it as a way to take shelter from the bombs, but got stuck). Super Mutants (the name stuck before their true origins were learned) were specifically designed to be superior to humans in coping with the harsh Wasteland: they're radiation-proof, staggeringly strong and shrug off bullets... but their gifts came at the cost of them being sterile and not very bright (with a few exceptions). In fact, the vast majority of Super Mutants found on the East Coast are Always Chaotic Evil (although this is justified by them both being created by inferior FEV strains and being largely culled from Wastelander stock - who are already usually dumb to a fault anyway).
 Fallout (Franchise) / int_309b8806
featureApplicability
1.0
 Fallout (Franchise) / int_309b8806
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_309b8806
 Fallout (Franchise) / int_30a52f16
type
Shadow Government
 Fallout (Franchise) / int_30a52f16
comment
Shadow Government: The Enclave is the remnant of the US Federal government after the nuclear holocaust that the games are set in, but even before the bombs fell they existed as a shadow government which held the real power, democracy having become a façade in the setting.
 Fallout (Franchise) / int_30a52f16
featureApplicability
1.0
 Fallout (Franchise) / int_30a52f16
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_30a52f16
 Fallout (Franchise) / int_31874a
type
100% Heroism Rating
 Fallout (Franchise) / int_31874a
comment
100% Heroism Rating
 Fallout (Franchise) / int_31874a
featureApplicability
1.0
 Fallout (Franchise) / int_31874a
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_31874a
 Fallout (Franchise) / int_319e4a2f
type
Even Evil Has Standards
 Fallout (Franchise) / int_319e4a2f
comment
However, what most consider to be quite possibly the most reprehensible act you can accomplish in Fallout 3 is going to Rivet City and convincing the mentally unstable Mr. Lopez to commit suicide. It's notable that while people will happily upload videos of nuking Megaton, virtually no one has really posted videos of this online.
 Fallout (Franchise) / int_319e4a2f
featureApplicability
1.0
 Fallout (Franchise) / int_319e4a2f
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_319e4a2f
 Fallout (Franchise) / int_31a2a33c
type
Stuff Blowing Up
 Fallout (Franchise) / int_31a2a33c
comment
Stuff Blowing Up: Each Definitely Final Dungeon inevitably ends in this, in every game. In Tactics, you choose whether it does or not.
 Fallout (Franchise) / int_31a2a33c
featureApplicability
1.0
 Fallout (Franchise) / int_31a2a33c
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_31a2a33c
 Fallout (Franchise) / int_334b7f3a
type
Cryptic Background Reference
 Fallout (Franchise) / int_334b7f3a
comment
There's also a number of Cryptic Background References, most (but not all) involving Dunwich Borers LLC, that suggest several truly Lovecraftian abominations exist in the world. Not mutant results of the Great War, but the real deal: vile, possibly genuinely magical entities pre-dating human civilization itself.
 Fallout (Franchise) / int_334b7f3a
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1.0
 Fallout (Franchise) / int_334b7f3a
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_334b7f3a
 Fallout (Franchise) / int_334e48a1
type
After the End
 Fallout (Franchise) / int_334e48a1
comment
"War Never Changes" the tagline of the entire series - Even though the world was destroyed by Nuclear War, people will still find reasons to kill each other. It's all about resources, ideology, and control.
 Fallout (Franchise) / int_334e48a1
featureApplicability
1.0
 Fallout (Franchise) / int_334e48a1
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_334e48a1
 Fallout (Franchise) / int_339e22e7
type
Mike Nelson, Destroyer of Worlds
 Fallout (Franchise) / int_339e22e7
comment
The Courier is unaware until Lonesome Road that they already were this to the people of the Divide, and not in a good way.
 Fallout (Franchise) / int_339e22e7
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1.0
 Fallout (Franchise) / int_339e22e7
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_339e22e7
 Fallout (Franchise) / int_33aa30e3
type
The Man They Couldn't Hang
 Fallout (Franchise) / int_33aa30e3
comment
The Man They Couldn't Hang: Van Buren was going to have one, called The Hanged Man, as a companion NPC. He was retooled, along with a lot of content from Van Buren, in New Vegas as the Burned Man. He comes up a lot when speaking about Caesar's Legion, and eventually appears in the Honest Hearts DLC as The Atoner. There, he's revealed to be Joshua Graham, Caesar's former Legate who was burned alive and thrown into the Grand Canyon for failure during the First Battle of Hoover Dam, only to survive and return to his home of New Canaan (formerly known as Ogden).
 Fallout (Franchise) / int_33aa30e3
featureApplicability
1.0
 Fallout (Franchise) / int_33aa30e3
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_33aa30e3
 Fallout (Franchise) / int_33fa230b
type
Your Princess Is in Another Castle!
 Fallout (Franchise) / int_33fa230b
comment
Your Princess Is in Another Castle! Inversion - while searching Vault City's database for your Vault in Fallout 2, your character will notice a Pip-Boy hole if his/her Perception is above or equal to 7. Shoving your Pip-Boy in will give you the location of nearly all the locations. (Normally, finding the vaults would be an arduous task with several middle men involved.) Played straight early in Fallout 1, when you discover that Vault 15's water-purification chip is utterly inaccessible. Also in Fallout 1, once you finish the water-purification chip quest, that's not the end.
 Fallout (Franchise) / int_33fa230b
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1.0
 Fallout (Franchise) / int_33fa230b
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_33fa230b
 Fallout (Franchise) / int_34602d5a
type
Hegemonic Empire
 Fallout (Franchise) / int_34602d5a
comment
Hegemonic Empire: The New California Republic have annexed regions by military force, but they prefer to expand through peaceful settlement and inviting existing frontier settlements to join them. By the time of Fallout: New Vegas, it is engaged in a three-way power struggle over control of New Vegas, a very advanced, prosperous, and independent settlement.
 Fallout (Franchise) / int_34602d5a
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1.0
 Fallout (Franchise) / int_34602d5a
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_34602d5a
 Fallout (Franchise) / int_348e3263
type
'50s Hair
 Fallout (Franchise) / int_348e3263
comment
'50s Hair: Since this universe remained technologically and culturally stuck in The '50s, the hairstyles can be prim and proper as it gets even in the midst of dirt and radiation.
 Fallout (Franchise) / int_348e3263
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1.0
 Fallout (Franchise) / int_348e3263
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_348e3263
 Fallout (Franchise) / int_3517000d
type
Mad Scientist
 Fallout (Franchise) / int_3517000d
comment
While the Institute is considerably grayer on the morality spectrum than both the Legion and Enclave, they also are examples of this. They justify both their brutal conspiracy over New England and the enslavement of Synthkind by arguing that surface society is a lost cause impossible to save, and safeguarding the future of humanity rests solely on their shoulders. Forever keeping Synths as a glorified Slave Race along with oppressing the Commonwealth to make it easier for their resource-salvaging missions to go un-impeded? They are required Dirty Business in order to help create and preserve a utopia where they can "redefine mankind".
 Fallout (Franchise) / int_3517000d
featureApplicability
1.0
 Fallout (Franchise) / int_3517000d
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_3517000d
 Fallout (Franchise) / int_35a858b3
type
Cluster F-Bomb
 Fallout (Franchise) / int_35a858b3
comment
Cluster F-Bomb: Used quite a bit. In the first three games there is an option so that the offensive words are bleeped out and/or replaced with less offending words.
 Fallout (Franchise) / int_35a858b3
featureApplicability
1.0
 Fallout (Franchise) / int_35a858b3
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_35a858b3
 Fallout (Franchise) / int_3656caaa
type
Universe Bible
 Fallout (Franchise) / int_3656caaa
comment
Universe Bible: A semi-official one was written by Chris Avellone in 2002. It was the basis for much of the cancelled Fallout: Van Buren, and is still generally considered Broad Strokes canon. It can be found here, among other places.
 Fallout (Franchise) / int_3656caaa
featureApplicability
1.0
 Fallout (Franchise) / int_3656caaa
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_3656caaa
 Fallout (Franchise) / int_3669a9e2
type
Multi-Melee Master
 Fallout (Franchise) / int_3669a9e2
comment
Multi-Melee Master: If you have a high enough melee score, you can use anything from a steak knife to a butane-soaked lawnmower blade to a chainsaw to a genuine Masamune katana.
 Fallout (Franchise) / int_3669a9e2
featureApplicability
1.0
 Fallout (Franchise) / int_3669a9e2
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_3669a9e2
 Fallout (Franchise) / int_372bc105
type
Sliding Scale of Idealism Versus Cynicism
 Fallout (Franchise) / int_372bc105
comment
Sliding Scale of Idealism Versus Cynicism: Surprisingly, somewhere in the middle, though ultimately leaning towards the idealistic end of the spectrum. It seems at first glance to be strictly on the cynical side. After all, the game drills you constantly with the fact that war never changes, and the world is host to all manner of unsavory characters and vicious animals who will kill you or worse.. However, the games also heavily emphasize that Hope Springs Eternal. Humanity lifts itself by its bootstraps to rebuild, and individuals rise up to meet the challenge to make the world a better place. In fact, idealism vs. cynicism might very well be the defining theme of the entire series, since the protagonists can be played as either evil bastards or valiant heroes that bring progress to the wastes and nurture good in all they meet. Fallout's part of the reason why tropes like Earn Your Happy Ending exist.
 Fallout (Franchise) / int_372bc105
featureApplicability
1.0
 Fallout (Franchise) / int_372bc105
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_372bc105
 Fallout (Franchise) / int_3734c311
type
Onesie Armor
 Fallout (Franchise) / int_3734c311
comment
Onesie Armor: In Fallout, Fallout 2 and Fallout Tactics: Brotherhood of Steel, all armor comes in one complete set including a helmet. In Fallout 3 and Fallout: New Vegas body armor comes in one piece but helmets have their own slot. There are also glasses, which fit under some headgear but not all. Fallout 4 switched to a system in which each limb has its own piece of armor, but some outfits do cover the whole body nonetheless.
 Fallout (Franchise) / int_3734c311
featureApplicability
1.0
 Fallout (Franchise) / int_3734c311
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_3734c311
 Fallout (Franchise) / int_38f1a7ed
type
Defector from Decadence
 Fallout (Franchise) / int_38f1a7ed
comment
Defector from Decadence: The talking Deathclaws in Fallout 2: somehow they built a moral and social structure, though their creators certainly wouldn't have encouraged it. The Brotherhood of Steel, founded by Captain Roger Maxson and his squad of U.S Army soldiers, who defected from the U.S goverment when they discovered that their superiors had been experimenting on human test subjects with their F.E.V just before the War broke out. The Columbia chapter of the Brotherhood of Steel deviated from their original mission (gathering old technology) to helping the inhabitants of the wasteland. This change led to a significant number of BoS members claiming Lyons was a defector. So the Defectors from the Defector from Decadence became the Brotherhood Outcasts, who are a lot less altruistic, especially if they see you handling any piece of technology more sophisticated than a gun.
 Fallout (Franchise) / int_38f1a7ed
featureApplicability
1.0
 Fallout (Franchise) / int_38f1a7ed
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_38f1a7ed
 Fallout (Franchise) / int_393ec3f9
type
Zeerust
 Fallout (Franchise) / int_393ec3f9
comment
Zeerust: The surviving pre-apocalypse architecture and technology is highly reminiscent of '50s Pop Art: complete with muscle cars, vacuum tube computers, and tin-can robots. Background material establishes that America (and by extension, the world) never really moved beyond the 1950's in terms of values and aesthetics. The 60's revolution was either much less influential, only effected music, or both, and there was no 80's technological shift due to microelectronics never becoming widespread. As a result, even though the world "ended" in 2077, culturally, it had barely progressed at all.
 Fallout (Franchise) / int_393ec3f9
featureApplicability
1.0
 Fallout (Franchise) / int_393ec3f9
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_393ec3f9
 Fallout (Franchise) / int_39b8d3d6
type
Boring, but Practical
 Fallout (Franchise) / int_39b8d3d6
comment
In 3, guns are Boring, but Practical compared to energy weapons. The Alien Blaster is one of the strongest weapons in the entire game, but Abe Lincoln's old .44 Winchester repeater isn't that far behind and it uses fairly easy to come by .44 ammunition rather than irreplaceable alien power cells.
 Fallout (Franchise) / int_39b8d3d6
featureApplicability
1.0
 Fallout (Franchise) / int_39b8d3d6
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_39b8d3d6
 Fallout (Franchise) / int_3a29c5c8
type
Villainous Legacy
 Fallout (Franchise) / int_3a29c5c8
comment
Villainous Legacy: Non-character example. The Big Bad of the first game, The Master, was using the Forced Evolutionary Virus to mutate humans. The villains of the second game excavated the ruins of his lair to retrieve the FEV for their own uses, and the villains of the third synthesized their own version for their plan as well. And while it's not an essential part of the game's plot, the fifth game (Fallout 4) reveals that the Institute also had samples of FEV, which they used to help experiment with the creation of synthetic tissue - which inadvertently created the Commonwealth's breed of Super Mutants.
 Fallout (Franchise) / int_3a29c5c8
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1.0
 Fallout (Franchise) / int_3a29c5c8
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_3a29c5c8
 Fallout (Franchise) / int_3b79029a
type
Crapsaccharine World
 Fallout (Franchise) / int_3b79029a
comment
Crapsaccharine World: The pre-war America was not an okay place to live. On the surface it's the idyllic image of the "world of tomorrow" envisioned in the 50s — people live comfortable lives in suburbia with robot assistants, swanky-looking cars, and not a care in the world. Just dipping your toes into the lore reveals that the government ran multiple discrete surveillance programs to spy on citizens, brutally put down any opposition to the rule of law, and engaged in human experimentation. The pre-war Megacorps were so rich and powerful that they essentially controlled the government and could do anything they wanted, which included badly polluting the environment, willful neglect of safety laws, mistreating employees, and worse. Inflation was so bad that common household products could cost hundreds of dollars, corruption was rampant with bribery and embezzlement at every level of society, and the rich and powerful flaunted their influence without repercussion. Finally, keep in mind this is just what was happening within the United States — we're not mentioning the geopolitical turmoil and the dwindling fossil fuel supplies that led up to the Great War.
 Fallout (Franchise) / int_3b79029a
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1.0
 Fallout (Franchise) / int_3b79029a
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_3b79029a
 Fallout (Franchise) / int_3bcddb33
type
Canon Identifier
 Fallout (Franchise) / int_3bcddb33
comment
Canon Identifier: Every protagonist receives an In-Series Nickname based on their background: Fallout 1's protagonist leaves the comfort of their vault at the behest of the Overseer, becoming known as The Vault Dweller. Fallout 2's main character is The Chosen One, the descendant of The Vault Dweller who was sent forth on a quest to save the town which was founded when TVD was exiled at the end of the first game. Fallout 3's hero leaves the comfort of Vault 101 in search of their father (and because his leaving prompted the Overseer into trying to kill them), picking up the title of The Lone Wanderer from the resident disc jockey in the course of their quest. Fallout: New Vegas opens with the PC getting shot in the head and buried alive by a gangster who wanted a package they were carrying. They become known by the job title that got them into this mess: The Courier. Fallout 4 stars a pre-war citizen of the USA who was frozen along with everyone else in their vault before the bombs dropped. They see their spouse shot dead and their infant son kidnapped, leading to them being known as The Sole Survivor. This one proved controversial, as it gave the PC a far more specific background than previous titles, which some players found limiting and uninteresting.
 Fallout (Franchise) / int_3bcddb33
featureApplicability
1.0
 Fallout (Franchise) / int_3bcddb33
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_3bcddb33
 Fallout (Franchise) / int_3bce9346
type
Ragnarök Proofing
 Fallout (Franchise) / int_3bce9346
comment
Ragnarök Proofing: invoked Averted in the first two games, which pretty much assume complete destruction of every identifiable landmark that hasn't been constantly maintained (one location, appropriately called Junktown, is apparently constructed entirely out of scrap wood, stone, and metal). Played strongly in the third, where (despite heavy atomic onslaught and 200 years without maintenance) historic DC landmarks are still standing and almost completely intact; you can still generally get lights and (heavily irradiated) running water wherever you go. In New Vegas, it's justified thanks to Mr. House's long-term planning (and anti-missile laser defense system) sparing Vegas and the Mojave (and even more so, Hoover Dam) from the worst of the Great War. Additionally, Las Vegas was said to be heavily dilapidated and ruined when Mr. House woke from his coma and formed an alliance with the tribals inhabiting the ruins: Vegas had only recently been restored to an approximation of its pre-War glory in order to "roll out the red carpet" for the arrival of the NCR. 4 also plays this trope relatively straight, but is partly justified due to the fact that only one atomic bomb was aimed at Boston, and it missed, sparing the city from atomic annihilation (though not from 200 years of neglect and exposure to the Black Rain).
 Fallout (Franchise) / int_3bce9346
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-1.0
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 Fallout (Franchise)
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Fallout (Franchise) / int_3bce9346
 Fallout (Franchise) / int_3c5ae1a1
type
Schizo Tech
 Fallout (Franchise) / int_3c5ae1a1
comment
Schizo Tech: People before the Great War had robots with advanced AI, wrist-mounted computers, laser and plasma weaponry, powered armor, electric cars, and possibly even anti-gravity levitation devices; but they were also stuck on rotary phones (mobile phones don't exist), radios were bulky and not much smaller than a television, color televisions were a luxury, most homes didn't have a personal computer, their recording devices were audio-only reel-to-reel cassettes, their electric cars used disposable fusion cells like batteries, and it's heavily implied they never developed the internet to the extent of the real world, as only major corporations have internal email services within the building's terminals and possibly connections to other buildings. The computers are also extremely primitive, using an archaic and simple interface of primarily bright green text on a black screen, most powerful ones require massive terminals to operate, and reading the system specs given about them shows them to be utterly pathetic compared to modern home computers even in the 90s. And this is not even getting into what the big companies like Vault-Tec, Big MT, and the Enclave were cooking up behind the scenes. The reason for all this is two-fold, partially to conform to the franchise's Raygun Gothic motif, and partially to explore what kind of gaps in technological progress could result in that aesthetic becoming reality. The Post-War world naturally has even more of this going on, since people have to make a living with whatever they can scrounge up that may or may not be functional anymore. It's completely normal for wastelanders to live in ramshackle houses built from plywood boards and chain link fences, get their drinking water from hand-crank water pumps, and defend their homestead with a semi-automatic laser rifle and a pre-war combat robot they repaired. On the other hand a scavenger might explore the wasteland outfitted in a suit of Powered Armor and armed with a homemade pipe rifle held together by duct tape and hope. Major factions like NCR, the Brotherhood of Steel, and the Institute, tend to have a more uniform level of technology since they have the means to mass produce and repair things to outfit large armies.
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Powered Armor
 Fallout (Franchise) / int_3d59c9a0
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Fallout 2: The Enclave Oil Rig, the stronghold of the extremely well-equipped remnants of the éminence grise members of the United States Government, a massive fortress significantly larger than any other settlement or dungeon, populated by an army larger than all other armies combined, consisting of incredibly tough Powered Armor-wearing soldiers loaded with the best weapons in the game and lots of stimpaks. Indeed, unless you're an insanely tough, completely combat-oriented character, your only viable means of getting through is to disguise yourself by wearing one of their own armored suits and sneaking past everyone.
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New Old West
 Fallout (Franchise) / int_3dc6aa5b
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New Old West: Certain elements of the Capital Wasteland (mining and 'frontier' type towns, bounty hunters, travelling traders beset by robbers, a heroic (or villainous) drifter, etc.) hearken back to Westerns, but with places like Rivet City or the Vaults, those elements are mixed in with Sci-Fi. Essentially, wherever the post-apocalypse survivors can't scavenge old technology, the lack of oil or uranium leads to nineteenth-century technology being their ceiling - and everywhere is a frontier. New Vegas is much more prominent in this. Revolvers and dusters and other parts of cowboy culture are given great focus, and several towns (like Goodsprings in the beginning of the game) heavily resemble the Old West. Fallout 4 also has heavy Wild-West undertones - the Commonwealth Minutemen are pretty much an entire knightly order of Cowboy Cops - but adds in influences from Colonial and Civil War-era Americana.
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 Fallout (Franchise) / int_3e74b72e
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The Pollyanna
 Fallout (Franchise) / int_3e74b72e
comment
A minor, but rather poignant, bit of cruelty is convincing Moira Brown to give up on her Wasteland Survival Guide. Not only is this considered evil, but it gives you a perk called "Dream Crusher" (a perk that prevents enemies from scoring critical hits) and forever dampens her ordinarily cheery attitude. They really went out of their way to make you seem like a bastard for doing it. In Broken Steel you can wipe the Brotherhood HQ right off the map, kill off any stragglers, and get a special Magnum if you do. However, what most consider to be quite possibly the most reprehensible act you can accomplish in Fallout 3 is going to Rivet City and convincing the mentally unstable Mr. Lopez to commit suicide. It's notable that while people will happily upload videos of nuking Megaton, virtually no one has really posted videos of this online.
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Every Car Is a Pinto
 Fallout (Franchise) / int_3ec7c277
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Every Car Is a Pinto: And not just regular Pintos, nuclear-powered Pintos. Broken down, nuclear-powered Pintos. That produce a mini-nuclear explosion, complete with mushroom cloud, when you shoot them. A notable example from Fallout 3 is a section of highway that is just loaded with them, and a raider camp living in between them all. Set off one on the end of the highway and watch the chain reaction.
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 Fallout (Franchise) / int_3ed23024
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Surprisingly Realistic Outcome
 Fallout (Franchise) / int_3ed23024
comment
Surprisingly Realistic Outcome: Even with some of the wackier aspects put into consideration, this still very much applies. Using VATS to shoot a woman in the crotch hurts them every bit as badly as it does a man. Plus you get a special funny message out of it. As early as Fallout 1, letting others know of Vault 13 is a good way to get the Master's attention much earlier, as news of a still-active Vault does spread relatively quick in the Wasteland. Similarly, Settlers are notified by Radio Beacons in order to join Minutemen settlements in 4. However, this also means that the knowledge of new & relatively rich towns now open for plundering will spread like wildfire, so the settlements should be prepared to fight off attacks from Super Mutants, Raiders, and Gunners. The Brotherhood of Steel in the West Coast for the longest time held to the belief that their power armor, high tech arsenal and increasingly dogmatic adherence to the Codex would be enough, despite their small numbers and dwindling tech advantage. Until they were defeated by an ever more powerful (and numerically superior) NCR, while their isolationistic doctrine made them unable to replenish their ranks. The remnants of the West Coast Brotherhood can still refuse to see the painful truth even after the lost war. In the First Battle of Hoover Dam, Caesar's Legion learned a brutal lesson on how their tactics and general M.O., which has allowed them to absorb and steamroll the tribals that had been their enemies for so long, mattered little in the face of an organized country's firepower, as the NCR demonstrated. For all their benevolent intentions, the Commonwealth Minutemen's absurdly weak command structure led to over-extension and a truly humiliating decline in regional power & influence, to the point that there's literally one Minuteman left in the entire Commonwealth at the start of the story. The Appalachian branch of the Brotherhood of Steel frequently clashed with the Responders, often threatening them for supplies or technology. However, when the Brotherhood found the Scorchbeasts, they attempted to get supplies from the Responders to fight them, but the Responders refused again because the Brotherhood had bullied them so much that they had no reason or desire to offer them help, plus the Brotherhood didn't bother informing them of the threat and why they needed their help. As a result, the Brotherhood ended up without allies and were wiped out because they hurt relations to the point where the Responders just told them off. In turn, this caused the Responders to fall because the Responders were not prepared for the Scorched until it was too late.
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 Fallout (Franchise) / int_3f2f9d48
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Permadeath
 Fallout (Franchise) / int_3f2f9d48
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Permadeath: Once a team member is killed, they're dead forever. In the first two games, every NPC (including essential quest providers) is killable. In Fallout 3 every character except children and those deemed essential are, meaning you can always progress in the game but can screw yourself out of a lot of potential loot and XP. In New Vegas, your allies are just KOed for a few seconds in normal mode. In Hardcore difficulty, though, it's permanent.
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1.0
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We Will Use Lasers in the Future
 Fallout (Franchise) / int_40811c85
comment
We Will Use Lasers in the Future: Man-portable energy weapons were considered the future of firearms in the 2070s, with laser weapons having seen widespread adoption by the United States military by the time of the atomic war, even entering the civilian market to a limited degree. It got to the point that Guns & Bullets ran a headliner article about the practicality of laser rifles as hunting weapons, and the ATF was transformed into the BADTFL: the Bureau of Alcohol, Drugs, Tobacco, Firearms, and Lasers. In terms of gameplay, their position varies throughout the series - in the first game they were far and away superior to nearly all of the game’s ballistic weapons, balanced by being rarer and more expensive. Subsequent games would increasingly shift towards a more equal power balance, with lasers becoming increasingly common as a result.
 Fallout (Franchise) / int_40811c85
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Fallout (Franchise) / int_40811c85
 Fallout (Franchise) / int_40a447c3
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Indestructible Edible
 Fallout (Franchise) / int_40a447c3
comment
Indestructible Edible: All the packaged foodstuffs you find are 80-210 years old, and perfectly edible, although irradiated, and the soda is "warm and flat". Perhaps justified, because irradiated food won't spoil (although the preservatives should have turned toxic by then). Fallout 4 lampshades it with the "Perfectly Preserved Pies," slices of totally unblemished, good-as-the-day-they-were-baked pie that can rarely be found in ancient vending machines - one character warns that you shouldn't trust anything that looks that good after so long.
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Fallout (Franchise) / int_40a447c3
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Wretched Hive
 Fallout (Franchise) / int_40cbee83
comment
Wretched Hive: Being set in a lawless, apocalyptic wasteland means these crop up quite a bit throughout the series, with varying degrees of wretchedness. One location in Fallout 2 is even described as such, word-for-word. Perhaps the most notable example is the slaver den of Paradise Falls in Fallout 3 - razing it to the ground is practically a rite of passage for good-karma players.
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 Fallout (Franchise) / int_40cc0c7e
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Bittersweet Ending
 Fallout (Franchise) / int_40cc0c7e
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Bittersweet Ending: Fallout ends with the player banished from the Vault forever despite saving most of West Coast humanity. Depending on the choices you made in Fallout 2, a lot of places can end up badly despite your best efforts (or more likely, because of them). In Fallout 3, Lyons' Heroic Sacrifice ending probably falls here, as it's your ally sacrificing herself to activate Project Purity to provide clean, fresh water to the Wasteland. It doesn't solve everything, but it's a start. Of course, you're a cowardly bastard for not doing it yourself. The Corrupt and Coward Endings are even worse. Finally, one of the third game's optional sidequests is a setup for a Shout-Out to the ending of the first (and it either hurts just as much or makes you really angry, depending on who you ask). Pretty much every ending for New Vegas has some negative consequence to it. And Fallout 4 is much the same way as your quest to find and save your son turns out to be fruitless as he is a sixty year old man and a candidate for Big Bad while all the faction endings have at least some bad consequences: Even the ending with the least possible deaths, in which the Minutemen and the Sole Survivor are allied with both the Railroad and Brotherhood of Steel (with those two in a shaky détente), the Institute is still destroyed and Shaun is dead, having died hating you for destroying the place.
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 Fallout (Franchise) / int_41077d9d
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MacGuffin
 Fallout (Franchise) / int_41077d9d
comment
In New Vegas, the people who left you for dead took more than just the Macguffin you were carrying, so when you wake up the doctor gives you back what you had left on you, a pistol, a handful of caps, some stimpaks, and a few bobby pins. Skill checks with the doctor or his equipment can reward a couple more items.note In addition, due to a development oversight everything in his house is marked as unowned, allowing you to freely loot a lot of valuable gear. This is completely averted with the Courier's Stash DLC, which gives you all five pre-order bonus packs at the start of the game, giving you multiple weapons and suits of armor along with many more healing items and other things of use.
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 Fallout (Franchise) / int_4108bb3e
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Doomed Hometown
 Fallout (Franchise) / int_4108bb3e
comment
Doomed Hometown: The first two games start out with the player having to stop their hometown's impending destruction. In the fourth, you get to see the hometown before the nukes fall, and then again after spending 210 years as a Human Popsicle. Unlike most examples, you actually get the opportunity to rebuild it if so inclined.
 Fallout (Franchise) / int_4108bb3e
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A.I. Is a Crapshoot
 Fallout (Franchise) / int_420c50b7
comment
A.I. Is a Crapshoot: Varies quite a bit. Artificial intelligences are rare, bulky, immobile machines in Fallout (with the exception of the "androids" developed at post-war MIT). Some intelligences are sane and helpful, others are unstable but relatively harmless, and a few are villains. A Brotherhood of Steel computer in the second game implies that a fully self-aware AI is just as capable of going insane as humans are. This causes problems when for example you have one running in complete isolation for years...
 Fallout (Franchise) / int_420c50b7
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Fallout (Franchise) / int_420c50b7
 Fallout (Franchise) / int_4252fdf6
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Hyperactive Metabolism
 Fallout (Franchise) / int_4252fdf6
comment
Hyperactive Metabolism: Played straight, eating nets you a few HP. This can also be gained as a perk; it increases your vulnerability to poison and radiation, but increases the health you get back from food and medicine. Builds favoring the Survival skill over Medicine in New Vegas can actually heal gunshot wounds better by eating than by using stimpaks. There's even a drug ("Hydra") that can regrow broken limbs!
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 Fallout (Franchise) / int_440d55b3
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Expansion Pack
 Fallout (Franchise) / int_440d55b3
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Expansion Pack: Bethesda Software added a lot to the main questline of Fallout 3 with the downloadable add-ons, including one module that revisits a key battle in the background of the Fallout world (the Battle of Anchorage), another that allows players to visit a city mentioned in passing by another NPC, and one that promises to address the brevity of the main questline by allowing players to continue the game after the controversial ending.
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GreyAndGreyMorality
 Fallout (Franchise) / int_445bc425
comment
Grey-and-Grey Morality: Nobody knows (or cares) whether the US or China started the war. All that matters is that the entire world was almost completely destroyed because two superpowers couldn't get along. China tried to annex Alaska, while the US government showed summary executions (with the executioner laughing no less) as pro war propaganda. Nobody is really innocent here. Though given some of the things you read about the Pre-War United States, the conflict probably counts more as Evil Versus Evil. China was a brutal dictatorship which conquered and subjugated her neighbors with armies of Sociopathic Soldiers in a vain attempt to alleviate crippling economic problems. America was the exact same except with the added caveat that it was run by the Nazi Illuminati behind a puppet government and it also shamelessly poured resources into a number of horrific science projects (the Robobrains, various bioweapons like the FEV and alien-like 'wannamingos', etc.) and often using incarcerated Chinese-American citizens as guinea pigs. The series as a whole generally likes this trope, although it typically leans more on Black-and-Grey Morality. New Vegas and 4 probably play this trope the straightest with their central conflicts.
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Scavenged Punk
 Fallout (Franchise) / int_450d9b75
comment
Scavenged Punk: Much of the weapons, equipment, clothing, armor, and at least one entire city are made of Pre-War junk that's distinctly Atom Punk in style. 2 introduced "pipe guns," ramshackle firearms made out of wood, scrap metal, and prayers that were the favored (i.e. only one they could afford) firearm of the Klamath gecko hunters. Pipe guns got more play in 4 as the firearm of choice for the truly desperate.
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Human Popsicle
 Fallout (Franchise) / int_457655dd
comment
In the fourth game, you wake up from cryo-sleep to find your already smaller-than-normal Vault has long been abandoned and most things of value have been taken by the former staffers or other looters. The only things left are a handful of stimpaks, a couple of police batons and handheld pistols, and general junk. There is a valuable unique weapon here, the Cryolator, but it's in a security case with a Master-level lock, which is why no one has taken it already and it'll be a long time before you can get it without cheating.
 Fallout (Franchise) / int_457655dd
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Fallout (Franchise) / int_457655dd
 Fallout (Franchise) / int_45cd286c
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Corrupt Politician
 Fallout (Franchise) / int_45cd286c
comment
Corrupt Politician: Sadly, the majority of officials in every mid-sized to large community qualify. Slightly less common with elected rather than self-appointed or hereditary officials... but only slightly.
 Fallout (Franchise) / int_45cd286c
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 Fallout (Franchise) / int_45ce1de7
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Drive-In Theater
 Fallout (Franchise) / int_45ce1de7
comment
Drive-In Theater: You find a few in 3 and New Vegas. In the latter, it's where you start off the Old World Blues DLC. You can start a settlement at one in 4.
 Fallout (Franchise) / int_45ce1de7
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Utopia Justifies the Means
 Fallout (Franchise) / int_45fe3a2e
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Utopia Justifies the Means: The M.O. of quite a few villains throughout the series. In fact, every Big Bad has had this goal - the Master, Presidents Dick Richardson and John Henry Eden, Caesar/Edward Sallow, and Father/Shaun.
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The Outside World
 Fallout (Franchise) / int_462e2f79
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The Outside World: This applies to a surprisingly large amount of characters, even player characters. The protagonists of F1 and F3 were both raised in Vaults, while the Chosen One from F2 was raised in a tiny, isolated village. All the characters who grew up in the Vaults had no contact with the outside until the Vaults opened, exposing them to a huge but very dangerous world. Virtually nothing is known about the world outside of North America; the vast majority of characters in the series are either from North America, were in it when the bombs fell and survived through mutation, or are long-dead by the time the player "encounters" them. The only characters outright confirmed to have travelled to the continent post-war are Allistair Tenpenny and Colin Moriarity from the British Isles, the former refusing to talk about his origins and the latter outright lying about them, claiming to have been born and raised in the D.C. area despite his thick accent.
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In-Universe
 Fallout (Franchise) / int_469e3e2f
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In New Vegas, Caesar's Legion are heavily based after the Roman Empire In-Universe - and it can actually be pretty hard at times to tell them apart from the real thing.
 Fallout (Franchise) / int_469e3e2f
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 Fallout (Franchise) / int_46b62ac8
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Outcast Refuge
 Fallout (Franchise) / int_46b62ac8
comment
Outcast Refuge: Extremely common throughout the series, typically established by the various groups who face ostracization from surviving humans. Ghoul settlements are a prominent example, with at least one (Necropolis, Underworld, The Slog, etc.) appearing in every main series game.
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 Fallout (Franchise) / int_4832a3bb
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Always Chaotic Evil
 Fallout (Franchise) / int_4832a3bb
comment
Super Mutants (the name stuck before their true origins were learned) were specifically designed to be superior to humans in coping with the harsh Wasteland: they're radiation-proof, staggeringly strong and shrug off bullets... but their gifts came at the cost of them being sterile and not very bright (with a few exceptions). In fact, the vast majority of Super Mutants found on the East Coast are Always Chaotic Evil (although this is justified by them both being created by inferior FEV strains and being largely culled from Wastelander stock - who are already usually dumb to a fault anyway).
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type
Stock Footage
 Fallout (Franchise) / int_4856ac40
comment
Stock Footage: One piece of promotional art for New Vegas◊ was just concept art for Paradise Falls◊ from Fallout 3, with the sign in the background changed.
 Fallout (Franchise) / int_4856ac40
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Anti-Mutiny
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The Columbia chapter of the Brotherhood of Steel deviated from their original mission (gathering old technology) to helping the inhabitants of the wasteland. This change led to a significant number of BoS members claiming Lyons was a defector. So the Defectors from the Defector from Decadence became the Brotherhood Outcasts, who are a lot less altruistic, especially if they see you handling any piece of technology more sophisticated than a gun.
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Distant Sequel
 Fallout (Franchise) / int_4910eb39
comment
Distant Sequel: While individual games are set no more than a few decades after their prequels, the years add up between installments — Fallout 4 is set 126 years after the original Fallout 1, and, while still set in an After the End Scavenger World, later games show signs of civilization having rebuilt considerably from the point of the first few games. Among other things, agriculture, trade and nations larger than village-sized city-states all reappear as time goes on. The New California Republic, which the player helps establish and defend in early games, has for instance grown into a powerful nation by the time of New Vegas.
 Fallout (Franchise) / int_4910eb39
featureApplicability
1.0
 Fallout (Franchise) / int_4910eb39
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4910eb39
 Fallout (Franchise) / int_4921aad7
type
Expanded States of America
 Fallout (Franchise) / int_4921aad7
comment
Expanded States of America: The United States invaded Mexico for the purpose of protecting oil interests in 2051 and annexed Canada in 2076, although whether or not the two countries were split into states, made into commonwealths, or just remained occupied territory is unclear.
 Fallout (Franchise) / int_4921aad7
featureApplicability
1.0
 Fallout (Franchise) / int_4921aad7
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4921aad7
 Fallout (Franchise) / int_49363199
type
Random Drop Booster
 Fallout (Franchise) / int_49363199
comment
Random Drop Booster: Scrounger perk allows for finding a lot more ammunition than before.
 Fallout (Franchise) / int_49363199
featureApplicability
1.0
 Fallout (Franchise) / int_49363199
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_49363199
 Fallout (Franchise) / int_49d18492
type
Scenery Gorn
 Fallout (Franchise) / int_49d18492
comment
Scenery Gorn: Naturally. The series lovingly shows countless destroyed buildings, irradiated deathtraps, and ruined cities.
 Fallout (Franchise) / int_49d18492
featureApplicability
1.0
 Fallout (Franchise) / int_49d18492
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_49d18492
 Fallout (Franchise) / int_49fb5ccb
type
Combat Pragmatist
 Fallout (Franchise) / int_49fb5ccb
comment
Combat Pragmatist: Throughout the series, you'll shoot opponents in the legs to cripple them, shoot them in the eyes to blind them, and use combat drugs and cybernetic implants to give yourself an edge in battle. Even out of battle, major factions often have discreet and indirect ways to break their power without gunning them down directly.
 Fallout (Franchise) / int_49fb5ccb
featureApplicability
1.0
 Fallout (Franchise) / int_49fb5ccb
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_49fb5ccb
 Fallout (Franchise) / int_4a852458
type
Big Good
 Fallout (Franchise) / int_4a852458
comment
The Brotherhood of Steel, in the first two games, was merely one of many isolated communities the player could find. While notable for being one of the very few sources of power armor (The only, in fact, in the first game), they ultimately played no great role in either game's story. In addition, the Brotherhood is so secretive in the first two games that it's entirely possible to play through them without even knowing they exist. Compare this to the later games, where they have much greater prominence, and just about every wastelander has at least heard about them. They're directly tied to the story and act as the Big Good, of 3, and are one of the major factions that the player can align themself to in 4. Even New Vegas, a game that depicts the Brotherhood at arguably its weakest in the series and written by the developers of the first two games, requires you to have extensive dealings with them in 3 out of 4 of that game's routes.
 Fallout (Franchise) / int_4a852458
featureApplicability
1.0
 Fallout (Franchise) / int_4a852458
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4a852458
 Fallout (Franchise) / int_4b084bdd
type
Planimal
 Fallout (Franchise) / int_4b084bdd
comment
Planimal: Spore plants, one of which becomes sentient through further experimentation.
 Fallout (Franchise) / int_4b084bdd
featureApplicability
1.0
 Fallout (Franchise) / int_4b084bdd
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_4b084bdd
 Fallout (Franchise) / int_4c554daf
type
President Evil
 Fallout (Franchise) / int_4c554daf
comment
President Evil: Little is known about the U.S Presidency pre-War, but what is known doesnt look good at all. Surviving documents portray the unnamed Presidents as corrupt and callous, and in the games themselves, there's President Dick Richardson, the Big Bad of Fallout 2, and John Henry Eden, the Big Bad of 3. Both of them are Eagleland Type 2 assholes who want to exterminate all mutated humans and repopulate the world with the Enclave citizenry, and are still obsessed with wiping out China. What arguably makes them worse is that they're not loud-mouthed racists, they genuinely belive that only the Enclaves example of humanity deserve to exist.
 Fallout (Franchise) / int_4c554daf
featureApplicability
1.0
 Fallout (Franchise) / int_4c554daf
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4c554daf
 Fallout (Franchise) / int_4c709317
type
Useless Useful Spell
 Fallout (Franchise) / int_4c709317
comment
Useless Useful Spell: There are a few traits and perks in the series that are theoretically awesome but useless in practice, such as the third game's 'Nuclear Anomaly' perk (funny, and occasionally handy, but it doesn't discriminate between friend and foe and cannot be turned off), the first and second game's 'Skilled' and 'Night Person' traits and 'Presence' perk, and a few others. Fast Shot (-1 AP to shoot, no aimed shots) + One Handed (Bonus to hit with one-handed weapons, penalty with two-handed) is a fun combination for role-playing purposes and not using Gifted. Pretty viable in Fallout 2 with some Melee/Unarmed skill and gets better once you get a .44 Magnum. Computer Whiz and Infiltrator in Fallout 3 and New Vegas. Respectively allows you to re-hack a computer if you locked it after failing to hack it and to pick a lock you've broken by trying to force it. Useless for two reasons: you can leave the computer and retry anytime as long as you didn't lock it and forcing the lock is an option.
 Fallout (Franchise) / int_4c709317
featureApplicability
1.0
 Fallout (Franchise) / int_4c709317
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4c709317
 Fallout (Franchise) / int_4cf04991
type
SocialDarwinist
 Fallout (Franchise) / int_4cf04991
comment
Social Darwinist: Some of the Villain by Default factions, and even some of the seemingly-nice groups, hold this opinion.
 Fallout (Franchise) / int_4cf04991
featureApplicability
1.0
 Fallout (Franchise) / int_4cf04991
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_4cf04991
 Fallout (Franchise) / int_4e3d253b
type
Downer Ending
 Fallout (Franchise) / int_4e3d253b
comment
Downer Ending: They're available if you really go out of your way to achieve them. Bear in mind that since even 'good' endings tend to be bittersweet, the "bad" endings can be hugely depressing. The Pre-War world struggled with resource shortages, oppressive governments, and brutal warfare for twenty-five years before it all ended in a blaze of nuclear fire. What's worse is that most of their problems could easily have been fixed as the technology for renewable energy and resources already existed before the War broke out, but the surviving nations had been fighting the same war for so long they were incapable of changing. Ironically, many of these technologies survived the war, hidden away in protected government bunkers, and can be found and revived by the player.
 Fallout (Franchise) / int_4e3d253b
featureApplicability
1.0
 Fallout (Franchise) / int_4e3d253b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4e3d253b
 Fallout (Franchise) / int_4f4372e9
type
Early-Installment Weirdness
 Fallout (Franchise) / int_4f4372e9
comment
Early-Installment Weirdness: 1 and 2, and to a lesser extent Tactics, were much Denser and Wackier than all the games that followed since, with the possible exception of New Vegas if you have the Wild Wasteland Trait. Some, however, including Chris Avellone himself, argue that many of the "sillier" parts of the first two games should be considered ambiguously canon at best, much like the aforementioned Wild Wasteland. More noticeably, the first two (three really, because of Tactics) were isometric turn-based role playing games with combat based on pen and paper systems, while the games 3 and onwards are first person shooter action role playing games. The Brotherhood of Steel, in the first two games, was merely one of many isolated communities the player could find. While notable for being one of the very few sources of power armor (The only, in fact, in the first game), they ultimately played no great role in either game's story. In addition, the Brotherhood is so secretive in the first two games that it's entirely possible to play through them without even knowing they exist. Compare this to the later games, where they have much greater prominence, and just about every wastelander has at least heard about them. They're directly tied to the story and act as the Big Good, of 3, and are one of the major factions that the player can align themself to in 4. Even New Vegas, a game that depicts the Brotherhood at arguably its weakest in the series and written by the developers of the first two games, requires you to have extensive dealings with them in 3 out of 4 of that game's routes.
 Fallout (Franchise) / int_4f4372e9
featureApplicability
1.0
 Fallout (Franchise) / int_4f4372e9
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_4f4372e9
 Fallout (Franchise) / int_504a1991
type
Body Horror
 Fallout (Franchise) / int_504a1991
comment
Prolonged FEV exposure can mess you up in an impressive manner. The Master began as a human who got dipped in an FEV vat for an unusually long time, and emerged as a formless, tormented mass of flesh that expanded throughout the entire base, merging with its electronics and computer systems, and absorbing any other life form it found into itself, becoming a demented Hive Mind that viewed itself as a perfect being.
 Fallout (Franchise) / int_504a1991
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1.0
 Fallout (Franchise) / int_504a1991
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_504a1991
 Fallout (Franchise) / int_52246caa
type
The Colored Cross
 Fallout (Franchise) / int_52246caa
comment
The Colored Cross: Averted in Fallout and 2 (which use the same models) where "First Aid Kits" are white boxes with red trim and a clear red cross in the center. Played straight in Fallout 3 and Fallout: New Vegas which have a black cross in the center of a white box for their First Aid Kits. Fallout 4 changes these to a green cross.
 Fallout (Franchise) / int_52246caa
featureApplicability
-1.0
 Fallout (Franchise) / int_52246caa
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_52246caa
 Fallout (Franchise) / int_52ee66c4
type
Combat, Diplomacy, Stealth
 Fallout (Franchise) / int_52ee66c4
comment
Combat, Diplomacy, Stealth: In the first two games there are three character templates to chose from that are optimal for completing the game either by fighting, sneaking around, or talking your way out of a situation.
 Fallout (Franchise) / int_52ee66c4
featureApplicability
1.0
 Fallout (Franchise) / int_52ee66c4
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_52ee66c4
 Fallout (Franchise) / int_53f5119f
type
The Dragon
 Fallout (Franchise) / int_53f5119f
comment
In 1, the Master can be talked into destroying himself if you convince him his plan will fail. The Dragon, the Lieutenant, can be avoided by self-destructing the base.
 Fallout (Franchise) / int_53f5119f
featureApplicability
1.0
 Fallout (Franchise) / int_53f5119f
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_53f5119f
 Fallout (Franchise) / int_5432a8a1
type
Non-Combat EXP
 Fallout (Franchise) / int_5432a8a1
comment
Non-Combat EXP: The series awards XP for doing non-combat related things, which may bypass combat altogether, such as lockpicking, hacking and persuasion.
 Fallout (Franchise) / int_5432a8a1
featureApplicability
1.0
 Fallout (Franchise) / int_5432a8a1
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5432a8a1
 Fallout (Franchise) / int_5534431f
type
Money for Nothing
 Fallout (Franchise) / int_5534431f
comment
Barter. It only affects the price of objects you buy, you always sell your stuff at the same price. Inevitably, you'll end up rolling in caps and can easily afford most anything you need. The only time Barter may help is in the early-game when you have few supplies and little cash, but your Barter skill will be too low to make much difference anyway.
 Fallout (Franchise) / int_5534431f
featureApplicability
1.0
 Fallout (Franchise) / int_5534431f
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5534431f
 Fallout (Franchise) / int_55c79f7c
type
Death Trap
 Fallout (Franchise) / int_55c79f7c
comment
The add-ons: Old World Blues lets you talk the villain into reforming, Dead Money lets you snare the villain in a Death Trap without fighting him, and Lonesome Road lets you talk down the final boss. Honest Hearts plays with this by having Joshua Graham subdue the villain, Salt-Upon Wounds, in a cutscene, and you can either talk down Joshua into letting him live, letting him fight for his life, or just let him kill him.
 Fallout (Franchise) / int_55c79f7c
featureApplicability
1.0
 Fallout (Franchise) / int_55c79f7c
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_55c79f7c
 Fallout (Franchise) / int_5667d866
type
Critical Failure
 Fallout (Franchise) / int_5667d866
comment
Critical Failure: A prominent feature in the first two games. You can drop your weapon, lose your ammo, lose your turn, injure yourself, and so on. At the extreme end, energy weapons can blow up in your hands. This can also apply to non-combat skills, jamming locks and triggering traps. Oh, and the Jinxed trait in the first two games made it happen to everyone around you, which could make the early game very very challenging since every miss had a good chance of being a critical miss. You could, however, make up for most of the negative effects of the trait by having a high Luck Stat, and you furthermore chose Unarmed, which does not have very harsh punishments for failures, as your primary combat skill, you suddenly have a very effective character build.
 Fallout (Franchise) / int_5667d866
featureApplicability
1.0
 Fallout (Franchise) / int_5667d866
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5667d866
 Fallout (Franchise) / int_57d43e40
type
Fantasy Counterpart Culture
 Fallout (Franchise) / int_57d43e40
comment
Fantasy Counterpart Culture: The most blatant is Caesar's Legion, which was modeled in-universe on The Roman Empire - and is sometimes hard to tell apart from the real thing. It also has some elements gleaned from ancient Sparta. The New California Republic is very much like the Pre-War United States mixed in with both the Roman Republic and the U.S. during the Wild West. The Shi Empire is pretty much Imperial China reborn. The Great Khans intentionally base themselves after the Mongolian Empire (which gets downplayed by the fact that horses have yet to be seen in this series), and can even be encouraged in New Vegas to take this more to heart in one of their endings. While probably not deliberate, Lyons' Brotherhood of Steel has a lot in common with early Prussia. Similarly, Arthur Maxson's Brotherhood is equal parts medieval Europe and the Sovereign Military Order of Malta, while the Institute are loosely inspired by both the Illuminati and the Soviet Union. Also, the Commonwealth Minutemen are based on both Revolutionary America and the Iroquois Confederacy, and the Church of the Children of Atom are now essentially the Crusader States (though their religous practices actually bear more similarities to the ancient Egyptian cults dedicated to Atum). Most can be justified at least marginally considering that the universe of Fallout is not based on some other world, but a divergence of our own world, so cultures would have tried to base themselves off of some kind of history in many cases. An inversion of sorts in some of the cultural inclusions as they end up based not on real world historical cultures, but fantasy sources, such as books or movies that were popular in or around the 1950's.
 Fallout (Franchise) / int_57d43e40
featureApplicability
1.0
 Fallout (Franchise) / int_57d43e40
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_57d43e40
 Fallout (Franchise) / int_581f6468
type
Hero of Another Story
 Fallout (Franchise) / int_581f6468
comment
Hero of Another Story: Many, but especially your companions. Harold, who has lived for over two centuries, been in every game but Tactics, New Vegas and 4, has wandered almost the entire United States Wasteland, was a fellow-adventurer with the Master before they were both mutated, and may eventually bring an ecosystem back to the Capital Wasteland, since he's now permanently rooted there. In New Vegas, all of the DLCs have a character who is this to some extent, and nearly all of them are (or at least presented as) antagonists at some point. In Dead Money and Lonesome Road Father Elijah and Ulysses respectively went on long incredible journeys involving post-war organizations, settlements, and tribes otherwise unmentioned in the series. In Honest Hearts there is Joshua Graham, who was formally both a Mormon missionary and the legate for Cesar's Legion. Dr. Mobius of Old World Blues was a prewar scientist and Brain in a Jar who eventually used SCIENCE! to prevent his former colleagues from ravaging the post-apocalyptic world. 4 gives not only the backstory of Conrad Kellogg, but also has several Apocalyptic Logs detailing the exploits of Paladin Brandis and Recon Squad Artemis. There's also the exploits of the Quincy refugees - Preston Garvey, Sturges, Mama Murphy, and Jun & Marcy Long - found in the Museum of Freedom at Concord near the beginning of the game. Terminals found scattered across the Commonwealth tell more of their struggles to survive after the Quincy Massacre.
 Fallout (Franchise) / int_581f6468
featureApplicability
1.0
 Fallout (Franchise) / int_581f6468
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_581f6468
 Fallout (Franchise) / int_58626d87
type
Genius Ditz
 Fallout (Franchise) / int_58626d87
comment
Genius Ditz: In every game you can set your character's Intelligence so low they're incapable of speaking properly and can't understand what others are saying either. Doesn't stop you from using skill points to let them pick locks, hack computers, and be master doctors. It'll just take longer since lower Intelligence means fewer skill points.
 Fallout (Franchise) / int_58626d87
featureApplicability
1.0
 Fallout (Franchise) / int_58626d87
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_58626d87
 Fallout (Franchise) / int_588d766f
type
BlackAndGreyMorality
 Fallout (Franchise) / int_588d766f
comment
The series as a whole generally likes this trope, although it typically leans more on Black-and-Grey Morality. New Vegas and 4 probably play this trope the straightest with their central conflicts.
 Fallout (Franchise) / int_588d766f
featureApplicability
1.0
 Fallout (Franchise) / int_588d766f
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_588d766f
 Fallout (Franchise) / int_58efc711
type
The Goomba
 Fallout (Franchise) / int_58efc711
comment
The Goomba: Radroaches tend to fill this role in the games, being weak and easy to kill.
 Fallout (Franchise) / int_58efc711
featureApplicability
1.0
 Fallout (Franchise) / int_58efc711
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_58efc711
 Fallout (Franchise) / int_5a08d0ae
type
Back Stab
 Fallout (Franchise) / int_5a08d0ae
comment
All the main games allowed for a type of critical that would trigger if the target was struck while the player was undetected. Fallout 1, 2, and Tactics had the Silent Death perk, which would enable a critical when sneaking from behind, and only while unarmed, while Fallout 3 and New Vegas had automatic critical hits on attacks made while sneaking undetected.
 Fallout (Franchise) / int_5a08d0ae
featureApplicability
1.0
 Fallout (Franchise) / int_5a08d0ae
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5a08d0ae
 Fallout (Franchise) / int_5ab0da17
type
Punch-Packing Pistol
 Fallout (Franchise) / int_5ab0da17
comment
Punch-Packing Pistol: The unique .223 pistol deals damage on par with mid-to-high tier rifles. Justified, because it is a rifle that got cut-down and further modified to be a pistol. As far as small arms go, this is the most powerful handgun in the game and by a large margin.
 Fallout (Franchise) / int_5ab0da17
featureApplicability
1.0
 Fallout (Franchise) / int_5ab0da17
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5ab0da17
 Fallout (Franchise) / int_5caef4ca
type
Chainsaw Good
 Fallout (Franchise) / int_5caef4ca
comment
Chainsaw Good: The 'Ripper' weapon is, quite literally, a chainsaw stuck on a one-handed sword hilt.
 Fallout (Franchise) / int_5caef4ca
featureApplicability
1.0
 Fallout (Franchise) / int_5caef4ca
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5caef4ca
 Fallout (Franchise) / int_5ce7dbb9
type
Central Theme
 Fallout (Franchise) / int_5ce7dbb9
comment
Central Theme: "War Never Changes" the tagline of the entire series - Even though the world was destroyed by Nuclear War, people will still find reasons to kill each other. It's all about resources, ideology, and control. Another theme is purity, especially racial purity. With the exception of New Vegas and 4, every main game in the series featured a Big Bad who thought they knew what race was most suited for survival. For the Master, it was Super Mutants, for the Enclave, it was "pure (unmutated) humans". The power of a nation's legacy. America in 2077 was a corrupt cesspool where the government abused its citizens, corporations lacked ethical and legal restraint, and social cohesion was barely intact. This does not stop the post-war citizens from glorifying pre-war America. Does a nation survive on its ideas alone, or do the people and the brotherhoods they form compose a nation? Is the America that wastelanders worship really alive simply because it lives on as an idea? Or are the wasteland citizens delusional and selling themselves a lie that they carry on the legacy of America? Even if pre-war America had persevered without a nuclear war, they were probably already on their way out. Everything that America stood for was long gone, even if the nation state remained intact. So if pre-war America proved itself unworthy of its ideals, are those ideals themselves not still worthy? Maybe post-war Americans can learn from the past and build something better if they try. Even if "America" will never live again in the same way it did in the 21st century, its traditions and what was good about it can live on.
 Fallout (Franchise) / int_5ce7dbb9
featureApplicability
1.0
 Fallout (Franchise) / int_5ce7dbb9
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_5ce7dbb9
 Fallout (Franchise) / int_5d1eb74d
type
Dump Stat
 Fallout (Franchise) / int_5d1eb74d
comment
Dump Stat: The exact usefulness of individual SPECIAL stats varies between games, but often a few are near useless. Fallout 4 mitigated these problems by tying SPECIAL stats directly to which Perks you can take, but earlier games had no such system. In the Black Isle games, Strength. A Strength of 5 gives respectable carry capacity and Hit Points and enables the use of most weapons, and if you ever need to pass a skill check you can just pop a Buffout for a temporary buff. Some BFGs require higher Strength to wield properly, but they're late-game weapons which are often Awesome, but Impractical. Also, Power Armor boosts Strength several points and both games let you receive an implant to boost it again, so by the time you get to the late game you'll have no problem wielding naything Across the series, Charisma. It only affects the Barter and Speech skills (a few extra skill points make up for low starting Speech), the Perks that use it are either poor or glitched and don't work, and it isn't needed for any critical skill checks. Fallout 2 ties Charisma to how many companions you can have, one for every two points of Charisma, but also added two ways to permanently boost Charisma and an item that also boosts it, so a starting Charisma of 3 is still enough to get a fair-sized party. In the Bethesda-era games, chugging alcohol will temporarily boost Charisma and there's the Bobblehead/Implant to boost it again, and you can get Grape Mentats (3) or craft Party Time Mentats (New Vegas), which temporarily boost Charisma by 5. Outside New Vegas, Luck was only useful for builds centering on Sniper. Otherwise all it gives are minor boosts to critical hit chance and an extra couple of points to all skills. A Luck of 6 is enough to take most Perks that need a Luck requirement, and Fallout 1 and 2 both have ways to permanently boost Luck by at least 1 point, so the starting 5 is fine. In terms of Skills, Throwing in the first two games. Grenades are Awesome, but Impractical in the Black Isle games, and aside from grenades there aren't many throwing weapons at all, and they usually suck anyway. Zigzagged with Unarmed in Fallout 2. While unarmed combat is a viable, if inefficient option, the player never needs to spend skill points on it — the game offers numerous trainers that increase Unarmed by several points, so it's possible to get 100 points in it without spending skill points. Played straight with Unarmed in the first Fallout, where there is no variety to unarmed attacks and only three weapons that use the skill. Barter. It only affects the price of objects you buy, you always sell your stuff at the same price. Inevitably, you'll end up rolling in caps and can easily afford most anything you need. The only time Barter may help is in the early-game when you have few supplies and little cash, but your Barter skill will be too low to make much difference anyway. First Aid. It just restores a couple of hit points in games where Stimpaks are not very rare. Furthermore the Doctor skill heals more, can heal crippled limbs, and is needed for quests and Perks; the only Perk needing skill in First Aid is Medic, which just boosts the stat further. Worse is that First Aid can be increased by skill books, which can be bought an unlimited time, meaning every stat point put in First Aid is effectively a waste.
 Fallout (Franchise) / int_5d1eb74d
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1.0
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Fallout (Franchise) / int_5d1eb74d
 Fallout (Franchise) / int_5da3f522
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Big Brother Is Watching
 Fallout (Franchise) / int_5da3f522
comment
Big Brother Is Watching: Thanks to its endless Commie witch-hunt, pre-War America saw this as a good thing. Actual quote from the Museum of Technology Vault tour: "Concerned about security? Our I-On-U camera allows the Overseer to watch your every move. You'll never be alone again!" Yay?
 Fallout (Franchise) / int_5da3f522
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1.0
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Fallout (Franchise) / int_5da3f522
 Fallout (Franchise) / int_5e782d0c
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Super Prototype
 Fallout (Franchise) / int_5e782d0c
comment
Super Prototype: There's the T-60 Series of Powered Armor, which was invented just before the Great War as an upgrade of the T-45, and was ultimately intended to replace the T-51. It only saw limited deployment by the U.S. military, and despite overall mechanical superiority to the T-51b, the T-60 suffered from both a comparative cost of resources and lack of agility in battle, leaving the T-51b as the best Pre-War Power Armor series.
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1.0
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Fallout (Franchise) / int_5e782d0c
 Fallout (Franchise) / int_5ec15a79
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Genetic Engineering Is the New Nuke
 Fallout (Franchise) / int_5ec15a79
comment
Genetic Engineering Is the New Nuke: The "forced evolutionary virus," although it doesn't quite work as intended. And of course because this is Fallout, the Pre-War government's love of genetic engineering, though great, doesn't hold a candle to the Pre-War love of nukes.
 Fallout (Franchise) / int_5ec15a79
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1.0
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Fallout (Franchise) / int_5ec15a79
 Fallout (Franchise) / int_5ee0a2d8
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Token Heroic Orc
 Fallout (Franchise) / int_5ee0a2d8
comment
Token Heroic Orc: The series carries a tradition of having a few friendly super mutants per game, with at least one being a recruitable companion: Fallout 2 Marcus the Super Mutant. A former solder from the Master Army, who with a Brotherhood Paladin creates a town where humans, mutants and ghouls can live together. He later joins your party, if you're good. Fallout 3 has Fawkes, who is simply more intelligent, better-natured (and more cultured, thanks to him studying the records in a cell he was trapped in) than his "peers". He helps you retrieve a MacGuffin, helps you escape when you're captured with it and joins you as an ally if you have high enough karma. There's also Uncle Leo, who appears as a Random Encounter and will give you random stuff simply by talking to him, lamenting that he cannot give you more. Fallout: New Vegas has Lily, a Nightkin. Unlike most Nightkin, she's fairly sane (and you can make her even more sane if you wish) and friendly, to the point she regards the Courier as a surrogate grandchild. There's also Mean Sonofabitch, a friendly supermutant who protects the community of Westside from raiders. Marcus also returns, and is now the leader of a small isolated community of super mutants who simply want to be left alone. Strong of Fallout 4 is something of a mixed bag. While he is comparatively heroic for a Super Mutant and approves of acts of benevolence and selflessness, he's also the most brutish and savage of the companions and loves acts of violence and killing. The Far Harbor DLC has Erickson, a friendly Super Mutant dog trainer who was altered by the radioactive fog to realize how pointless the lifestyle of a typical Super Mutant was and lives a quiet secluded life. He also sells you dogs to guard your settlements with, and gives you a bandana if you have Dogmeat in your party. Also, files of the first game feature Re — a rebellious supermutant. If we have enough speech skills, we'll be able to talk him to helping us killing The Master. Sadly, he isn't present in the game, though there are mods fixing it.
 Fallout (Franchise) / int_5ee0a2d8
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1.0
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Fallout (Franchise) / int_5ee0a2d8
 Fallout (Franchise) / int_5fc117f5
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Fantastic Measurement System
 Fallout (Franchise) / int_5fc117f5
comment
Fantastic Measurement System: In the FEV experiments disk, there's mention of infected raccoons going up an additional 19 points on the Schuler-Kapp index, which seems to measure intelligence and manual dexterity.
 Fallout (Franchise) / int_5fc117f5
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1.0
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Fallout (Franchise) / int_5fc117f5
 Fallout (Franchise) / int_5fcb9ad1
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Time Skip
 Fallout (Franchise) / int_5fcb9ad1
comment
Time Skip: Each Fallout game takes place a (more or less) decreasing number of years after the previous one. Fallout 1 begins in December of 2161, 2 begins in May of 2241 (80 years after 1), 3 begins in August of 2277 (36 years after 2), New Vegas begins in October of 2281 (only 4 years after 3), and 4 begins in October of 2287 (6 years after New Vegas).
 Fallout (Franchise) / int_5fcb9ad1
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1.0
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Fallout (Franchise) / int_5fcb9ad1
 Fallout (Franchise) / int_60194b82
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Spanner in the Works
 Fallout (Franchise) / int_60194b82
comment
Fallout 4 has not only the espionage war still being waged between the Railroad and Institute (of which the Sole Survivor's timely intervention will permanently decide the conflict's resolution), but the fall of the Commonwealth Minutemen in the game's backstory.
 Fallout (Franchise) / int_60194b82
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1.0
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Fallout (Franchise) / int_60194b82
 Fallout (Franchise) / int_6023a9bc
type
Bloody Hilarious
 Fallout (Franchise) / int_6023a9bc
comment
Bloody Hilarious: The main purpose of the Bloody Mess trait, which causes your enemies to die in the most horrific ways from even the lightest of death blows. At its best, your enemy may spontaneously be reduced to bloody chunks from being hit by a teddy bear. Fallout 3 made it helpful rather than merely amusing by tacking on a + 5% damage bonus. Even without Bloody Mess, you still get this effect from rare, good crits.
 Fallout (Franchise) / int_6023a9bc
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1.0
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Fallout (Franchise) / int_6023a9bc
 Fallout (Franchise) / int_6073e7b7
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The Musketeer
 Fallout (Franchise) / int_6073e7b7
comment
The Musketeer: Enemy too close? Ditch the guns and pull out the sledgehammer.
 Fallout (Franchise) / int_6073e7b7
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1.0
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Fallout (Franchise) / int_6073e7b7
 Fallout (Franchise) / int_608b26d
type
Uniqueness Decay
 Fallout (Franchise) / int_608b26d
comment
Uniqueness Decay: In the first Fallout, T-51 Power Armor was exclusive to the Brotherhood of Steel and getting into their base to talk them into giving you a suit was very difficult. In Fallout 2, T-51 Power Armor can be found in a couple late-game dungeons and there is the even stronger Advanced Power Armor. Fallout 3 introduced T-45 Power Armor and the Advanced Power Armor also returns, and there are unique variants of each as the T-51 being a unique Power Armor (with a variant added in a DLC). New Vegas has T-45 and T-51 armors with the Advanced Power Armor used by a small group of Enclave remnants and other pieces can rarely be found in the wasteland. Fallout 4 has suits of armor all over the Commonwealth due to the many military outposts and convoys that were in the area when the Great War began, and the T-45, T-51, the new T-60, and the Advanced Power Armor (now given the designation X-01) can be found everywhere, to the point even some Raider bosses have gotten their hands on old suits and jury-rigged their own armor plating for them. Fallout 76 has all that Fallout 4 did with even more variants and more new models, including the T-65.
 Fallout (Franchise) / int_608b26d
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Fallout (Franchise) / int_608b26d
 Fallout (Franchise) / int_61c683d2
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We Have Reserves
 Fallout (Franchise) / int_61c683d2
comment
We Have Reserves: The New California Republic defeated the Brotherhood Of Steel because the Brotherhood, being an elitist order, had too few members to conscript for troops. For years, they fought the war under the assumption that their technological superiority gave them the advantage, until it became clear that they were doomed because they could not replace their troops fast enough. The Institute also has this advantage. On the one hand, their vast Gen 1 & 2 Synth armies are individually weaker than humans and have weaker laser weapons than even those from the Pre-War days. However, that doesn't matter. Why? Because not only are the Institute The Conspiracy, but they can produce Gen 1 & 2 Synths by the veritable millions.
 Fallout (Franchise) / int_61c683d2
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Fallout (Franchise) / int_61c683d2
 Fallout (Franchise) / int_61c8d059
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Radiation-Immune Mutants
 Fallout (Franchise) / int_61c8d059
comment
Radiation-Immune Mutants: Ghouls, who can even heal from radiation. Super Mutants are also immune, though they aren't healed by it. Super Mutants do seem to find large sources of radiation somewhat pleasing to be around though, if Black Mountain Radio in New Vegas is any indication.
 Fallout (Franchise) / int_61c8d059
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Fallout (Franchise) / int_61c8d059
 Fallout (Franchise) / int_62566e01
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Extremity Extremist
 Fallout (Franchise) / int_62566e01
comment
Extremity Extremist: It is possible to play this way in all games, with attacks governed by the Unarmed skill. This skill also includes augmented unarmed attacks (e.g. brass knuckles, power fists). Of the games in the series, Fallout New Vegas gives the most options for unarmed combat, with multiple individuals giving instructions on their unique melee attack.
 Fallout (Franchise) / int_62566e01
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1.0
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Fallout (Franchise) / int_62566e01
 Fallout (Franchise) / int_62697dee
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The Master
 Fallout (Franchise) / int_62697dee
comment
Also, files of the first game feature Re — a rebellious supermutant. If we have enough speech skills, we'll be able to talk him to helping us killing The Master. Sadly, he isn't present in the game, though there are mods fixing it.
 Fallout (Franchise) / int_62697dee
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1.0
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hasFeature
Fallout (Franchise) / int_62697dee
 Fallout (Franchise) / int_62f891cf
type
Cyber Green
 Fallout (Franchise) / int_62f891cf
comment
Cyber Green: As a throwback to the earliest computer monitors, the Pip-Boys use a monochrome palette consisting of black and shades of green. The Pimp-Boy 3 Billion from New Vegas uses an orange palette instead, referencing the amber color that was also common for old-fashioned monochrome monitors and matching it's solid gold exterior.
 Fallout (Franchise) / int_62f891cf
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1.0
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Fallout (Franchise) / int_62f891cf
 Fallout (Franchise) / int_6320eced
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Gameplay and Story Segregation
 Fallout (Franchise) / int_6320eced
comment
Gameplay and Story Segregation: Various issues specific to each game can be found on their pages. No matter how dangerous- or mutated-looking your henchmen are, NPCs will never react with the immediate violence that one might expect from bringing, say, an eight-foot-tall creature in an all-concealing robe (Goris) - or a giant yellow-green mutant with a gatling laser (Fawkes) - into their secret base/peaceful village. Up until Fallout 4, SPECIAL stats and Skills had no correlation besides the former giving a small boost to the latter. This allowed for the amusement of a character with a Charisma of 1 being able to max out Speech to be a slick smoothtalker, or a character with an Intelligence of 1 to max out Repair and Science to be a master craftsman and programmer.
 Fallout (Franchise) / int_6320eced
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Fallout (Franchise) / int_6320eced
 Fallout (Franchise) / int_63a865c9
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Universal Ammunition
 Fallout (Franchise) / int_63a865c9
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Universal Ammunition: Justified with energy weapons, where the ammunition is essentially just batteries, and only a few different sizes exist. Averted for firearms, however. Various ammunition types exist in the game, and each gun will only fire ammunition it's chambered in. New Vegas extends this to include traditional "low power" civilian loads, such as using .38 Special in a .357, or .223 in a 5.56mm, provided the cartridge dimensions are near-identical. This mirrors reality as well.
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 Fallout (Franchise) / int_64cf3b3f
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Damage Reduction
 Fallout (Franchise) / int_64cf3b3f
comment
Damage Reduction: Damage Threshold and Damage Resistance, with slightly different formulas in each game.
 Fallout (Franchise) / int_64cf3b3f
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1.0
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Fallout (Franchise) / int_64cf3b3f
 Fallout (Franchise) / int_64f0c18c
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Critical Existence Failure
 Fallout (Franchise) / int_64f0c18c
comment
Critical Existence Failure: Played straight in general: everything, whether animal, vegetable, or mineral, fights just as well at 1 HP as at 100. However, critical hits or sustained fire to a specific location (usually eyes or a limb) can cripple that part and reduce stats and/or fighting ability.
 Fallout (Franchise) / int_64f0c18c
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Fallout (Franchise) / int_64f0c18c
 Fallout (Franchise) / int_64fa0ea8
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Random Encounters
 Fallout (Franchise) / int_64fa0ea8
comment
Random Encounters: Happens whenever you travel across the map screen in Fallout, Fallout 2, and Fallout Tactics. Not all random encounters are hostile though, some are even beneficial, and with a high Outdoorsman skill you can circumvent most of them. Tactics is particularly annoying about this, as it activates a type of Rail Roading. You are likely to encounter something with each step if you traveled too far out of the way from your destination. Having a high outdoorsman skill allowed you to choose if you wanted to engage the encounters, but you'll be clicking "No" a hundred times just to get back to your base if you choose to explore the map.
 Fallout (Franchise) / int_64fa0ea8
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Fallout (Franchise) / int_64fa0ea8
 Fallout (Franchise) / int_659ea609
type
Techno Wreckage
 Fallout (Franchise) / int_659ea609
comment
Techno Wreckage: Lots of high-tech sites: the abandoned vaults, the Glow, the Sierra Army Depot, and more.
 Fallout (Franchise) / int_659ea609
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1.0
 Fallout (Franchise) / int_659ea609
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Fallout (Franchise) / int_659ea609
 Fallout (Franchise) / int_659ef759
type
Implacable Man
 Fallout (Franchise) / int_659ef759
comment
Implacable Man: The Khans are an implacable organization of raiders. Even if you storm their base and wipe them out down to a man (which has canonically happened twice now), there will always be a survivor somewhere who will revive the band and continue their vendetta against the NCR.
 Fallout (Franchise) / int_659ef759
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Fallout (Franchise) / int_659ef759
 Fallout (Franchise) / int_65c4d0fa
type
Changing Gameplay Priorities
 Fallout (Franchise) / int_65c4d0fa
comment
Changing Gameplay Priorities: The series, given its After the End setting, is rife with this trope. Early on, you're either fresh out of the vault or a poor wastelander, making do with near-broken equipment, limited ammunition, and struggling after every battle to keep your health up. Once you've gained some experience and have looted/purchased better equipment, basic survival is less difficult, freeing you up to complete missions and acquire more, even better loot. By the end of each game, you are typically one of the most powerful (and often feared) individuals in the wasteland, wearing the best pre-war gear and exterminating once-challenging foes with little effort.
 Fallout (Franchise) / int_65c4d0fa
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Fallout (Franchise) / int_65c4d0fa
 Fallout (Franchise) / int_668d2146
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Progressively Prettier
 Fallout (Franchise) / int_668d2146
comment
Progressively Prettier: Ghouls, the wasteland's most common species of humanoid mutants, have undergone this over the course of the series. In the original Interplay-era games, they looked like hunch-backed, bug-eyed zombies with melted-looking flesh and exposed bones. In Fallout 3 and New Vegas, they're proportioned like ordinary humans, but with flaky, rotting skin and bloodshot eyes. Come Fallout 4, they merely look like moderate-to-severe burn victims with blacked-out eyes, some even having full heads of hair. Interestingly, this is reversed for the animalistic "feral" ghouls, who went from being identical to regular ghouls in the early games to emaciated, skinless husks in Fallout 3 and New Vegas, and then freakish, deformed zombies riddled with cancerous growths in Fallout 4.
 Fallout (Franchise) / int_668d2146
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 Fallout (Franchise) / int_673b2da6
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Instant A.I.: Just Add Water!
 Fallout (Franchise) / int_673b2da6
comment
Instant A.I.: Just Add Water!: At least one in each game... ZAX in Fallout, SKYNET (no, not that SKYNET) in Fallout 2, and President Eden (also of the ZAX series) in Fallout 3. Interestingly, ZAX and SKYNET are mostly benevolent (although it's suggested SKYNET is not to be entirely trusted), while Eden ends up as the game's Big Bad. At the end of Fallout Tactics, after defeating a army of cold, merciless robots and exploding the front door of Vault 0 with a nuke, you came face to face with the Calculator, a super-powerful AI that's pretty much Instant AI, except you had to add... brains. Human brains, if possible, but rat brains worked as well. Some other robots are also powered like that, like the Robobrains, SKYNET and Protectrons.
 Fallout (Franchise) / int_673b2da6
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 Fallout (Franchise) / int_67b4153c
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Weird Science
 Fallout (Franchise) / int_67b4153c
comment
Weird Science: The Fallout 'verse runs on 50-style B-movie SCIENCE!
 Fallout (Franchise) / int_67b4153c
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1.0
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 Fallout (Franchise) / int_68119b4a
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GiantRobot
 Fallout (Franchise) / int_68119b4a
comment
Giant Robot: Surprisingly uncommon. But there are a few. Fallout 3/4: Liberty Prime. Fallout Tactics features a few as enemies towards the end of the game. Best dispatched at long range with volleys of plasma/laser fire.
 Fallout (Franchise) / int_68119b4a
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 Fallout (Franchise) / int_68186dcd
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Double Tap
 Fallout (Franchise) / int_68186dcd
comment
A good example of both instances occurs in the Old World Blues DLC for New Vegas. The Think Tank were experimenting with a procedure to remove a subject's brain and replace it with a Tesla coil, yet retain their personality and memories. Unfortunately a technical glitch in their Autodoc caused the procedure to destroy the minds of all the test subjects, until the Courier's unique bullet-scarred brain forces it to reboot back to its original settings, preventing them from becoming a Lobotomite.
 Fallout (Franchise) / int_68186dcd
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Fallout (Franchise) / int_68186dcd
 Fallout (Franchise) / int_68913e61
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Hello, [Insert Name Here]
 Fallout (Franchise) / int_68913e61
comment
Hello, [Insert Name Here]: Used in the first two games for all non-voiced dialogue.
 Fallout (Franchise) / int_68913e61
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1.0
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Fallout (Franchise) / int_68913e61
 Fallout (Franchise) / int_68988a74
type
Riddled and Rattled
 Fallout (Franchise) / int_68988a74
comment
Riddled and Rattled: Since both Fallout and Fallout 2 use the same animation sprites, a common form of overkill with automatic weapons is to see the enemy twitching in place while getting filled with bullets in the chest before finally falling over dead. In the case of heavy weapons like the chainguns), the enemy's torso and head will be turned to Ludicrous Gibs as their body is ripped apart by the bullets, leaving only the legs and skeleton intact before they fall over.
 Fallout (Franchise) / int_68988a74
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Fallout (Franchise) / int_68988a74
 Fallout (Franchise) / int_6b35bdff
type
Serious Business
 Fallout (Franchise) / int_6b35bdff
comment
Corporate warfare between soda brands. Starting with New Vegas, old terminal entries can be found detailing the Nuka-Cola Corporation's attempts to monopolize the American soda market while covering up their comically shady business practices. Sunset Sarsaparilla was among their few major competitors, but they struggled to do so amid health code violations and lawsuits. Fallout 4's DLC introduces the underdog brand Vim!, localized almost entirely within Maine and besieged on all sides by Nuka-Cola's sabotage, espionage, and copyright infringement. The fact that all this drama was rendered utterly meaningless by the apocalypse is the icing on the cake.
 Fallout (Franchise) / int_6b35bdff
featureApplicability
1.0
 Fallout (Franchise) / int_6b35bdff
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_6b35bdff
 Fallout (Franchise) / int_6cd2fb82
type
Full-Conversion Cyborg
 Fallout (Franchise) / int_6cd2fb82
comment
Full-Conversion Cyborg: Robobrains are robots controlled by a human brain implanted into a transparent tank on their heads. Most are little more than psychotic automata due to the extensive conditioning and mental scrubbing, but one group of eccentric magnates deliberately turned themselves into robobrains, minus the conditioning, to make themselves immortal.
 Fallout (Franchise) / int_6cd2fb82
featureApplicability
1.0
 Fallout (Franchise) / int_6cd2fb82
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_6cd2fb82
 Fallout (Franchise) / int_6f33059b
type
Iconic Outfit
 Fallout (Franchise) / int_6f33059b
comment
Iconic Outfit: Each game has one, typically depicted in the cover art of the game. Fallout 1 and Fallout 76 have the T-51b Power Armor. Fallout 2 has the Enclave Advanced Power Armor Mk2. Fallout 3 has the T-45d Power Armor. New Vegas has the NCR Veteran Ranger Armor. Fallout 4 has the T-60c Power Armor. The Silver Shroud costume also counts as this, albeit from an In-Universe perspective. Additionally, all games except Tactics and Brotherhood of Steel give the main characters Vault jumpsuits as their default attire, and they're typically depicted wearing armored versions of them in cutscenes and artwork.
 Fallout (Franchise) / int_6f33059b
featureApplicability
1.0
 Fallout (Franchise) / int_6f33059b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_6f33059b
 Fallout (Franchise) / int_71a069f1
type
Attack Failure Chance
 Fallout (Franchise) / int_71a069f1
comment
Attack Failure Chance: Fallout: The manual says and implies a lot: Agility and the Small Guns skill matters in hitting enemies with small guns: The Jinxed trait's description mentions the existence of Critical Failures doing things like making the held weapon explode, a.k.a Self-Damaging Attack Backfire. Fallout 3: VATS attacks change the game from a Third-Person Shooter where the player's aiming skill matters, into a state where time is paused and reminiscent of the Turn-Based Combat of previous games in the series, where body parts are targeted with percentage hit chances, with a maximum accuracy of 95%.
 Fallout (Franchise) / int_71a069f1
featureApplicability
1.0
 Fallout (Franchise) / int_71a069f1
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_71a069f1
 Fallout (Franchise) / int_7289b368
type
Idiot Hero
 Fallout (Franchise) / int_7289b368
comment
The first two games (and, to an extent, New Vegas) deconstruct the Idiot Hero. True, generating a hero with an Intelligence score of 3 or less makes you have hilarious conversations with the world; but you get fewer skill points from leveling-up, you are locked out of about 90% of the quests since no one wants to deal with an idiot, and most of the NPCs don't give you anything for your efforts and treat you like a joke. Furthermore, an Idiot Hero can't really make a lasting impact on the Wasteland in general. Sure, you save your hometown, but everyone else is pretty much still in the same bad situation, if not worse, regardless of your actions.
 Fallout (Franchise) / int_7289b368
featureApplicability
1.0
 Fallout (Franchise) / int_7289b368
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_7289b368
 Fallout (Franchise) / int_735b967c
type
Forced Tutorial
 Fallout (Franchise) / int_735b967c
comment
In the second game, you have a spear, a knife, a handful of cash, and whatever you have leftover after the Temple of Trials. But your village is a primitive tribe, search the huts and you'll realize there's nothing of value they can offer. A couple sidequests allow you to pick up some more healing items and a better spear than you start with before you leave.
 Fallout (Franchise) / int_735b967c
featureApplicability
1.0
 Fallout (Franchise) / int_735b967c
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_735b967c
 Fallout (Franchise) / int_7464705c
type
Arc Words
 Fallout (Franchise) / int_7464705c
comment
Arc Words: "War. War never changes." No matter the state of the world or civilization, humanity will always be driven to war with itself again, and always for the same fundamental reasons; resources, greed, ideology, etc. Lonesome Road amends the saying to "war never changes, but men can." "Life in x is about to change" appears with rather satisfying regularity. For 1, x was "the Vault" and in Tactics it's "the Brotherhood". In an alternative intro to 2 (that is hidden in the game files), it was 'Arroyo'. The official Penny Arcade comic has "The Vaults were never meant to save anyone," which fans have adopted as an unofficial tagline of the series. "Total atomic annihilation" appears frequently in the more recent games, such as Fallout 4 and Fallout 76, though mostly in the promotional materials.
 Fallout (Franchise) / int_7464705c
featureApplicability
1.0
 Fallout (Franchise) / int_7464705c
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7464705c
 Fallout (Franchise) / int_74e9a5b1
type
Scavenger World
 Fallout (Franchise) / int_74e9a5b1
comment
Scavenger World: It's a post-apocalyptic series, it goes without saying. That said, it's not like scavenging is the only thing people do, and there are several communities dedicated to rebuilding and creating things anew. In Fallout 2, New Vegas, and 4, many parts of the Wasteland have actually become quite civilized again.
 Fallout (Franchise) / int_74e9a5b1
featureApplicability
1.0
 Fallout (Franchise) / int_74e9a5b1
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_74e9a5b1
 Fallout (Franchise) / int_756c572e
type
Survivalist Stash
 Fallout (Franchise) / int_756c572e
comment
Survivalist Stash: All over the place, with varying degrees of loot. Some have their locations hinted at by notes or dialogue, and some are just lying in the middle of nowhere. And, of course, you're likely to stockpile a few of your own once you start to exceed your encumbrance limit.
 Fallout (Franchise) / int_756c572e
featureApplicability
1.0
 Fallout (Franchise) / int_756c572e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_756c572e
 Fallout (Franchise) / int_75b53c77
type
Arcology
 Fallout (Franchise) / int_75b53c77
comment
Arcology: The vaults themselves. Officially, the vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such vaults, plus a demo vault. The government, and Vault-Tec, never really believed an atomic war would occur; the real reason for the existence of these vaults was to run social experiments on pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they recolonize Earth (or another planet) after the vault opens. Seventeen vaults were the control and worked as advertised; the rest had a deliberate experimental flaw. Some of these experiments were understandable (from a sociological viewpoint), while others were 'mad science' to begin with. Here is a full list of (known) vaults and the experiment conducted.
 Fallout (Franchise) / int_75b53c77
featureApplicability
1.0
 Fallout (Franchise) / int_75b53c77
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_75b53c77
 Fallout (Franchise) / int_782b8a66
type
Absurdly Dedicated Worker
 Fallout (Franchise) / int_782b8a66
comment
Absurdly Dedicated Worker: Many robots in the series continue to (try to) carry out tasks assigned to them in the prewar years, completely unaware that over a hundred years have passed since America was devastated by nuclear war and their old masters are long dead. One notable example is a Mr. Handy in downtown Washington D.C. that still makes a daily trip to the local market down the street and reads bedtime stories to the charred remains of the children of its owner.
 Fallout (Franchise) / int_782b8a66
featureApplicability
1.0
 Fallout (Franchise) / int_782b8a66
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_782b8a66
 Fallout (Franchise) / int_796fa10c
type
The Ageless
 Fallout (Franchise) / int_796fa10c
comment
The Ghouls may make third degree burn victims look pretty, but they are immune to radiation, can't die from old age, and can seemingly enter a sort of hibernation where they don't need food, water, or even air. In fact, if they were able to breed they might be considered an improvement over humanity. Sadly, some ghouls seem prone to eventually degenerate into a 'feral' condition that reduces them to a (hostile) ape-like level of intelligence. In Fallout 2, you can stumble across a ghoul who was Buried Alive in the cemetery outside New Reno. He complains that it took you long enough. In New Vegas, you encounter a group of ghouls who plan on leaving for their lethally-radioactive "promised land" to escape persecution from humans. In Fallout 4, you can discover Billy, a Ghoul boy who has been trapped in a fridge for 210 years (he used it as a way to take shelter from the bombs, but got stuck).
 Fallout (Franchise) / int_796fa10c
featureApplicability
1.0
 Fallout (Franchise) / int_796fa10c
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_796fa10c
 Fallout (Franchise) / int_7a17d1ca
type
Eagleland
 Fallout (Franchise) / int_7a17d1ca
comment
Eagle Land: The Pre-War United States depicted itself as a world standard of democracy, freedom and prosperity, but was in reality heavily corrupt, imperialistic, plagued by unregulated capitalism, and rapidly deteriorating civil rights. Fallout is one of the very few cases in Western media in which the USA is actually depicted as being outright villainous; the Pre-War government was an Orwellian nightmare that makes the real-world Soviet Union look positively warm and fuzzy in comparison, and their successors, the Enclave, are even worse. Most frightening of all; given the nightmare the world was becoming on the eve of the Great War, it's not much of a stretch to think the United States became the way it was out of the need to survive the Resource Wars. When nations are annihilating each other over what few resources still exist on a global scale, looking out for your own country and people at the expense of all others becomes a grim necessity. However, it's implied in some of the historical documents that the U.S was rotting from the inside long before the Resource Wars, possibly as early as the Space Race. Put another way: a lot of players might argue that while the post-apocalyptic United States-That-Was is full of radiation, horribly mutated predators, malfunctioning war robots, sadistic raiders, warring tribals and every kind of human evil you could imagine, it's actually better in many ways than in living in the Orwellian-corporatist nightmare that the Pre-War United States was.
 Fallout (Franchise) / int_7a17d1ca
featureApplicability
1.0
 Fallout (Franchise) / int_7a17d1ca
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7a17d1ca
 Fallout (Franchise) / int_7a2b8057
type
Government-Exploited Crisis
 Fallout (Franchise) / int_7a2b8057
comment
Government-Exploited Crisis: A major antagonist throughout the series is the Enclave, The Remnant of the United States government. The Enclave have descended into paranoid xenophobia over the past 200-ish years locked up underground, and have declared anyone who wasn't born in a Vault to be a dangerous mutant. Rather than trying to help, they usually try to wipe out everyone else, either through direct warfare or by sabotaging the reclamation efforts of the Brotherhood of Steel.
 Fallout (Franchise) / int_7a2b8057
featureApplicability
1.0
 Fallout (Franchise) / int_7a2b8057
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_7a2b8057
 Fallout (Franchise) / int_7b7965dd
type
Boss in Mook Clothing
 Fallout (Franchise) / int_7b7965dd
comment
Boss in Mook Clothing: Deathclaws are the Devil. In all games.
 Fallout (Franchise) / int_7b7965dd
featureApplicability
1.0
 Fallout (Franchise) / int_7b7965dd
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7b7965dd
 Fallout (Franchise) / int_7b7f1657
type
Canine Companion
 Fallout (Franchise) / int_7b7f1657
comment
You will always have a Canine Companion, and will never be without your Pip-Boy.
 Fallout (Franchise) / int_7b7f1657
featureApplicability
1.0
 Fallout (Franchise) / int_7b7f1657
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7b7f1657
 Fallout (Franchise) / int_7e74d66f
type
Politically Correct History
 Fallout (Franchise) / int_7e74d66f
comment
Politically Correct History: Downplayed. Despite the culture of the pre-war world being based on the 1950s United States, no Fallout title contains any solid evidence that racism, sexism, or LGBTQ+ discrimination existed in that time, and no one in the post-war world shows any signs of prejudice in such a manner. New Vegas has Caesar's Legion which does not allow women to serve in the military (and uses them heavily as slave labor), but such a stance is not based on sexist attitudes according to Word of God, and while the NCR is implied to frown on homosexuality, it isn't stated outright and in-context may not necessarily mean they disapprove of it. May be justified by the fact that even if the series' pre-war culture is based on the 1950s, the Great War happened in 2078 — it's plausible that over the intervening century, such attitudes faded from society even if other 50s values didn't.
 Fallout (Franchise) / int_7e74d66f
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1.0
 Fallout (Franchise) / int_7e74d66f
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7e74d66f
 Fallout (Franchise) / int_7f080f98
type
Vague Age
 Fallout (Franchise) / int_7f080f98
comment
Vague Age: Averted with the protagonists of Fallout 1, 2, and 3; the Vault Dweller and Chosen One's ages can be specified in character creation, and the Lone Wanderer is stated in-game to be 19 years old when he/she leaves Vault 101. Played straight with New Vegas and 4, where even though character creation allows the Courier and the Sole Survivor to look however he/she wants (even elderly), their ages aren't explicitly stated in-game outside of a few (often vague) hints.
 Fallout (Franchise) / int_7f080f98
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-1.0
 Fallout (Franchise) / int_7f080f98
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_7f080f98
 Fallout (Franchise) / int_7f3e75b6
type
Look on My Works, Ye Mighty, and Despair
 Fallout (Franchise) / int_7f3e75b6
comment
Look on My Works, Ye Mighty, and Despair: An underlying theme of the game. Especially prevalent in Fallout 3, where you see the ruins of Washington D.C. Several landmarks are crumbling shadows of what they once were. The White House is simply gone. And it's eerie and nearly empty despite a few survivors and a plethora of things (human or otherwise) that want to kill you. On the other hand, the fact that these landmarks are still standing at all after dozens of direct atomic bombings followed by 200 years of neglect is indicative of the opposite trope. Also happens in New Vegas if you don't ally with Mr. House, from his perspective. He singlehandedly saved Las Vegas from the nuclear apocalypse with his technology and foresight and left it one of the few civilised places left in the entire post-war United States, but he couldn't have predicted that people in the future would take it away from him (either the NCR or Caesar's Legion remove him from the picture and seize the city for themselves or his own underlings betray him and take over - what Benny hoped to do and what can you end up doing).
 Fallout (Franchise) / int_7f3e75b6
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1.0
 Fallout (Franchise) / int_7f3e75b6
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7f3e75b6
 Fallout (Franchise) / int_7fbb2a3
type
Nice Job Breaking It, Hero!
 Fallout (Franchise) / int_7fbb2a3
comment
Nice Job Breaking It, Hero: In Fallout 2 a special random encounter sends you back in time to Vault 13 shortly before the beginning of the first game... where you do a nice job breaking their water chip. You cannot return to your own time without doing so. Pre-War America decided, sometime before 1969, divided the states between 13 commonwealths. They hoped that this new layer of bureaucracy would benefit states with common regional concerns, but wouldn't affect those states with dissimilar interests or political cultures, helping strengthen the country as a whole against the threat of communism. Instead, the commonwealths began viciously competing against one-another, only weakening the US as a whole. This served to be the first in a long line of decisions that turned America into an Orwellian Police State.
 Fallout (Franchise) / int_7fbb2a3
featureApplicability
1.0
 Fallout (Franchise) / int_7fbb2a3
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_7fbb2a3
 Fallout (Franchise) / int_80b57bec
type
Super-Soldier
 Fallout (Franchise) / int_80b57bec
comment
Super-Soldier: The original and current point of creating Super Mutants, Deathclaws, and Power Armor. Really, this was the US's hat before the war. The Institute have since taken up that hat with their creation of Coursers.
 Fallout (Franchise) / int_80b57bec
featureApplicability
1.0
 Fallout (Franchise) / int_80b57bec
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_80b57bec
 Fallout (Franchise) / int_82108e3d
type
Attack Its Weak Point
 Fallout (Franchise) / int_82108e3d
comment
Attack Its Weak Point: Robots take more damage when hit in the head with a targeted attack—but then again, so does every other enemy in the series. In the classic games, shooting a Deathclaw in the eyes was the best way to kill it, providing you can make the shot.
 Fallout (Franchise) / int_82108e3d
featureApplicability
1.0
 Fallout (Franchise) / int_82108e3d
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_82108e3d
 Fallout (Franchise) / int_830f2f0e
type
Police State
 Fallout (Franchise) / int_830f2f0e
comment
Pre-War America decided, sometime before 1969, divided the states between 13 commonwealths. They hoped that this new layer of bureaucracy would benefit states with common regional concerns, but wouldn't affect those states with dissimilar interests or political cultures, helping strengthen the country as a whole against the threat of communism. Instead, the commonwealths began viciously competing against one-another, only weakening the US as a whole. This served to be the first in a long line of decisions that turned America into an Orwellian Police State.
 Fallout (Franchise) / int_830f2f0e
featureApplicability
1.0
 Fallout (Franchise) / int_830f2f0e
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_830f2f0e
 Fallout (Franchise) / int_8313a744
type
Dark Lord on Life Support
 Fallout (Franchise) / int_8313a744
comment
Dark Lord on Life Support: Mad Scientist Dr. Stanislaus Braun from Fallout 3 has spent the past 200 years in a VR/life support pod overseeing the Tranquility Lane simulation, and is terminally dependent on it, as he tells the Lone Wanderer in the sim. Mr. House from Fallout: New Vegas, who has managed to prolong his life by confining himself to a sophisticated life support chamber. Opening the chamber will ensure his eventual death due to being exposed to outside contaminants. Caesar isn't technically on life support, but has a crippling brain tumor, hence Lanius being Dragon-in-Chief.
 Fallout (Franchise) / int_8313a744
featureApplicability
1.0
 Fallout (Franchise) / int_8313a744
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8313a744
 Fallout (Franchise) / int_8344209e
type
BFG
 Fallout (Franchise) / int_8344209e
comment
BFG: The "Big Guns" skill determines how well you can use them. Without question, any given game in the Fallout series has many more BFGs than any other video RPG.
 Fallout (Franchise) / int_8344209e
featureApplicability
1.0
 Fallout (Franchise) / int_8344209e
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8344209e
 Fallout (Franchise) / int_84702256
type
Combat Cue Stick
 Fallout (Franchise) / int_84702256
comment
Combat Cue Stick: The games have featured pool cues as melee weapons since Fallout 3.
 Fallout (Franchise) / int_84702256
featureApplicability
1.0
 Fallout (Franchise) / int_84702256
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_84702256
 Fallout (Franchise) / int_851dda8f
type
Humanoid Abomination
 Fallout (Franchise) / int_851dda8f
comment
Humanoid Abomination: Frank Horrigan, the genetically engineered synthetic cyborg homocidal maniac specially created by the Enclave, who is forever sealed in a suit of power armor that continually pumps him with life support. Dead Money, the Fallout: New Vegas DLC, has the Ghost People. The Cloud apparently changed normal human beings into feral, nocturnal, gas proof, limb-regenerating, and hard to kill abominations sealed in hazmat suits, with their only purpose now being to stab, throw spears, and chuck bombs. The Church of the Children of Atom also seem to be this, as they look like completely ordinary humans but can survive ungodly amounts of radiation.
 Fallout (Franchise) / int_851dda8f
featureApplicability
1.0
 Fallout (Franchise) / int_851dda8f
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_851dda8f
 Fallout (Franchise) / int_852b3adf
type
PowerArmor
 Fallout (Franchise) / int_852b3adf
comment
More specifically for the game's factions, the East Coast Brotherhood has their Power Armor-clad Paladins and Knights, the Institute has their Coursers, and even the Railroad has their Heavies. Only the Commonwealth Minutemen lack their own Elite Mook.
 Fallout (Franchise) / int_852b3adf
featureApplicability
1.0
 Fallout (Franchise) / int_852b3adf
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_852b3adf
 Fallout (Franchise) / int_85557b38
type
Reality Is Unrealistic
 Fallout (Franchise) / int_85557b38
comment
Reality Is Unrealistic: Radiation poisoning is the one condition in the series which must be treated, since it doesn't go away on its own. In real life, radiation sickness is like the common cold: the body heals itself. There are some treatments of minor value, such as the use of steroids to boost the healing process, but assuming you survive the original exposure, radiation sickness eventually goes away on its own.
 Fallout (Franchise) / int_85557b38
featureApplicability
1.0
 Fallout (Franchise) / int_85557b38
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_85557b38
 Fallout (Franchise) / int_856a425a
type
TheFifties
 Fallout (Franchise) / int_856a425a
comment
The entire series is a deconstruction of the supposed "moral purity" of The '50s, showing exactly what would happen if the Moral Guardians who say this had their way and the actual 1950's continued forever.
 Fallout (Franchise) / int_856a425a
featureApplicability
1.0
 Fallout (Franchise) / int_856a425a
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_856a425a
 Fallout (Franchise) / int_8570b055
type
Fallout Shelter Fail
 Fallout (Franchise) / int_8570b055
comment
Fallout Shelter Fail: With a nuclear war with China inevitable, the U.S. government contracted the Vault-Tec Corporation to build a series of underground shelters to protect chosen members of the population until it was safe to begin repopulating the planet... or at least, that was the cover story. The unfortunate reality was that the overwhelming majority of the vaults weren't meant to save anyone: most of them were actually research facilities where the population were used as guinea pigs for whatever Vault-Tec and the Enclave wanted to study. Hallucinogenic gasses were pumped into the ventilation, psychological experiments turned neighbour against neighbour, sonic weaponry was tested on musicians, recovering drug addicts were forced back into their old habits, residents were dosed with the Forced Evolutionary Virus, and a single inhabitant was locked in a vault with no company except for a box of puppets. Consequently, of the two hundred plus vaults constructed by the company, the ones that were successfully opened and emptied without nightmarish results can be counted on one hand. Plus, a even if the inhabitants didn't end up suffering terribly, a few vaults ended up failing anyway due to hardware failure, supply shortages or sheer bad luck. The series also features Pulowski Preservation Shelters, tube-shaped coin-operated shelters advertised as affordable alternatives to the underground facilities of the competing Vault-Tec. Given that they're often found occupied by the skeletons of their last customers, they didn't work very well.
 Fallout (Franchise) / int_8570b055
featureApplicability
1.0
 Fallout (Franchise) / int_8570b055
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8570b055
 Fallout (Franchise) / int_8774fb47
type
Eldritch Abomination
 Fallout (Franchise) / int_8774fb47
comment
Eldritch Abomination: Prolonged FEV exposure can mess you up in an impressive manner. The Master began as a human who got dipped in an FEV vat for an unusually long time, and emerged as a formless, tormented mass of flesh that expanded throughout the entire base, merging with its electronics and computer systems, and absorbing any other life form it found into itself, becoming a demented Hive Mind that viewed itself as a perfect being. There's also a number of Cryptic Background References, most (but not all) involving Dunwich Borers LLC, that suggest several truly Lovecraftian abominations exist in the world. Not mutant results of the Great War, but the real deal: vile, possibly genuinely magical entities pre-dating human civilization itself.
 Fallout (Franchise) / int_8774fb47
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1.0
 Fallout (Franchise) / int_8774fb47
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8774fb47
 Fallout (Franchise) / int_890d4ef2
type
Humiliation Conga
 Fallout (Franchise) / int_890d4ef2
comment
Humiliation Conga: Every time the Khans try to rebuild, a protagonist will come to slaughter them. By the third time, they're so beaten down, you can convince them to go on a suicide mission and end their legacy with a bang.
 Fallout (Franchise) / int_890d4ef2
featureApplicability
1.0
 Fallout (Franchise) / int_890d4ef2
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_890d4ef2
 Fallout (Franchise) / int_898ff050
type
Villain Protagonist
 Fallout (Franchise) / int_898ff050
comment
Villain Protagonist: Just one of the many possible playthroughs for the player character in Fallout.
 Fallout (Franchise) / int_898ff050
featureApplicability
1.0
 Fallout (Franchise) / int_898ff050
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_898ff050
 Fallout (Franchise) / int_89a98f45
type
Living Relic
 Fallout (Franchise) / int_89a98f45
comment
Living Relic: Despite the nuclear annihilation and the 210+ years that have passed since then, there are still several characters that serve as living remnants of Pre-War America. There are a significant number of Pre-War ghouls (most prominently Desmond Lockhart from Point Lookout, Raul Tejada from New Vegas, Dean Domino from Dead Money, The Vault-Tec Representative from 4), a handful of sentient computers (ZAX, SKYNET, Button Gwinnett (possibly), and President John Henry Eden), a few Brains In A Jar (Professor Calvert, the Think Tank, and Jezebel), and a few Pre-War individuals who were preserved in suspended animation (Mr. House, the Tranquility Lane inhabitants, the prisoners aboard Mothership Zeta, and the Sole Survivor in the fourth game). Of them all, most have either adapted to the new world (in the case of the Ghouls), or are cripplingly insane (in the case of Calvert and the Think Tank), with only Mr. House and President Eden really holding onto the vision of Pre-War America and trying to restore it in the Wasteland in their own way.
 Fallout (Franchise) / int_89a98f45
featureApplicability
1.0
 Fallout (Franchise) / int_89a98f45
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_89a98f45
 Fallout (Franchise) / int_8a8c7344
type
Plasma Cannon
 Fallout (Franchise) / int_8a8c7344
comment
Plasma Cannon: Plasma weapons are high-end energy weapons. In the first two games, the Glock 86 Plasma Pistol and Winchester P94 Plasma Rifle (stretching the definition of rifle, being held like a heavy weapon) filled the role. In Fallout 3, a completely new style of plasma weaponry was introduced, using an Raygun Gothic styling and visibly showing the plasma arcs in the firing chambers. This latter style was retconned/reconciled in Fallout New Vegas as being a more standard-issue-practical plasma weapon compared to the pre-Fallout 3 versions that never made it past prototyping before the Great War. In game terms, the Fallout 3-style weapons were lower-tier, and the (renamed) Fallout 1-style weapons were higher-tier. In New Vegas, you can even find the Super Prototype of the Fallout 3-style rifle, the Q-35 Matter Modulator.
 Fallout (Franchise) / int_8a8c7344
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1.0
 Fallout (Franchise) / int_8a8c7344
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8a8c7344
 Fallout (Franchise) / int_8ad1328a
type
Luck Stat
 Fallout (Franchise) / int_8ad1328a
comment
Luck Stat: Puts the L in SPECIAL. Atypically for RPGs, it's actually a quantification of one's ability to calculate and manipulate probability; Mr. House, who was able to predict the exact day (and, very nearly, the exact hour) of the Great War, has 10 Luck. Increases your chances at critical hits, positive Random Encounters and all sorts of other nice things. In New Vegas, one dialogue option for characters with high enough Luck lets you successfully guess a password off the top of your head. And it's not even "swordfish". Another lets you perform brain surgery with a tiny fraction of the Medicine skill you'd need otherwise. Getting it up to 8 or 9 will allow you to clean house at the Blackjack tables.
 Fallout (Franchise) / int_8ad1328a
featureApplicability
1.0
 Fallout (Franchise) / int_8ad1328a
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8ad1328a
 Fallout (Franchise) / int_8ae880f7
type
Deconstruction
 Fallout (Franchise) / int_8ae880f7
comment
Deconstruction: The first two games (and, to an extent, New Vegas) deconstruct the Idiot Hero. True, generating a hero with an Intelligence score of 3 or less makes you have hilarious conversations with the world; but you get fewer skill points from leveling-up, you are locked out of about 90% of the quests since no one wants to deal with an idiot, and most of the NPCs don't give you anything for your efforts and treat you like a joke. Furthermore, an Idiot Hero can't really make a lasting impact on the Wasteland in general. Sure, you save your hometown, but everyone else is pretty much still in the same bad situation, if not worse, regardless of your actions. The entire series is a deconstruction of the supposed "moral purity" of The '50s, showing exactly what would happen if the Moral Guardians who say this had their way and the actual 1950's continued forever.
 Fallout (Franchise) / int_8ae880f7
featureApplicability
1.0
 Fallout (Franchise) / int_8ae880f7
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8ae880f7
 Fallout (Franchise) / int_8b568cb7
type
Posthumous Character
 Fallout (Franchise) / int_8b568cb7
comment
Virtually nothing is known about the world outside of North America; the vast majority of characters in the series are either from North America, were in it when the bombs fell and survived through mutation, or are long-dead by the time the player "encounters" them. The only characters outright confirmed to have travelled to the continent post-war are Allistair Tenpenny and Colin Moriarity from the British Isles, the former refusing to talk about his origins and the latter outright lying about them, claiming to have been born and raised in the D.C. area despite his thick accent.
 Fallout (Franchise) / int_8b568cb7
featureApplicability
1.0
 Fallout (Franchise) / int_8b568cb7
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8b568cb7
 Fallout (Franchise) / int_8c039bf3
type
Skippable Boss
 Fallout (Franchise) / int_8c039bf3
comment
Skippable Boss: Thanks to Fallout's commitment to "multiple solutions," there are several. This includes the Lieutenant and the Master in the first game, General Jingwei and Colonel Augustus Autumn in the third, Legate Lanius, General Oliver, Father Elijah, the Think Tank and Ulysses in New Vegas, and Swan and Oswald the Outrageous in the fourth. Subverted now and then: Frank Horrigan in the second game will only let you get out over his dismembered corpse, and Kellogg even lampshades the series' tendency for this to happen before starting combat. Check the particular game pages for more details.
 Fallout (Franchise) / int_8c039bf3
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-0.3
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1.0
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Fallout (Franchise) / int_8c039bf3
 Fallout (Franchise) / int_8c625f4c
type
Soviet Superscience
 Fallout (Franchise) / int_8c625f4c
comment
Soviet Superscience: Surprisingly inverted. Based upon what precious little we've seen of Chinese Pre-War technology, it wasn't the communists who had the advanced tech. While the Chinese were beginning to close the technological gap by the end of the war, their only real achievements were invisibility fields and simplistic combat drones. The US, by comparison, had developed three generations of Power Armor and deployed two, created efficient and reliable laser and early generation plasma weaponry, intelligent domestic robots, intelligent combat robots, and cold fusion batteries, the latter of which made all the others possible. The U.S. had invaded Mainland China and was on the verge of an overwhelming victory when the nukes launched.
 Fallout (Franchise) / int_8c625f4c
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1.0
 Fallout (Franchise) / int_8c625f4c
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8c625f4c
 Fallout (Franchise) / int_8cda3dc2
type
Flawed Prototype
 Fallout (Franchise) / int_8cda3dc2
comment
Flawed Prototype: The T-45 Series of Powered Armor. Rushed into production and service, it burned through energy cells like popcorn, and was overall ungainly to use. Only later versions, like the T-45d, included a proper fusion cell for extended use, and was soon rendered obsolete anyway by the T-51b, which had more responsive actuators and a fusion cell powerplant as part of the design from the start.
 Fallout (Franchise) / int_8cda3dc2
featureApplicability
1.0
 Fallout (Franchise) / int_8cda3dc2
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8cda3dc2
 Fallout (Franchise) / int_8d4fcaa5
type
Self-Imposed Challenge
 Fallout (Franchise) / int_8d4fcaa5
comment
Fast Shot (-1 AP to shoot, no aimed shots) + One Handed (Bonus to hit with one-handed weapons, penalty with two-handed) is a fun combination for role-playing purposes and not using Gifted. Pretty viable in Fallout 2 with some Melee/Unarmed skill and gets better once you get a .44 Magnum.
 Fallout (Franchise) / int_8d4fcaa5
featureApplicability
1.0
 Fallout (Franchise) / int_8d4fcaa5
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8d4fcaa5
 Fallout (Franchise) / int_8d604827
type
Cow Tipping
 Fallout (Franchise) / int_8d604827
comment
Cow Tipping: Certain games in the series allow the player to indulge in Brahmin-tipping (Brahmin being two-headed cows that were mutated by exposure to radiation following the nuclear war).
 Fallout (Franchise) / int_8d604827
featureApplicability
1.0
 Fallout (Franchise) / int_8d604827
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 Fallout (Franchise)
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Fallout (Franchise) / int_8d604827
 Fallout (Franchise) / int_8d6c8737
type
Insurmountable Waist-Height Fence
 Fallout (Franchise) / int_8d6c8737
comment
Insurmountable Waist-Height Fence: Appears in most of the games. Fallout 1 and 2 were in the era of game interfaces where such fences were the norm. Fallout 3 made certain piles of concrete debris 'insurmountable' to force you to detour through tunnel zones, though equally high piles out in the open countryside could readily be scaled. Fallout: New Vegas has some particularly lazy examples of this; the overworld is cut into cells to ease loading times, and one can only transit between cells at passes. Unfortunately, someone forgot to tell this to the designers who made the visual landscapes, meaning the Courier is often unable to climb two-degree slopes at the edges of cells. In particularly buggy areas such as the area around Nelson, the Courier can end up several dozen feet off the ground by skimming a cell edge.
 Fallout (Franchise) / int_8d6c8737
featureApplicability
1.0
 Fallout (Franchise) / int_8d6c8737
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8d6c8737
 Fallout (Franchise) / int_8dd4a996
type
Identical Grandson
 Fallout (Franchise) / int_8dd4a996
comment
Identical Grandson: Fallout 2 has you play as the grandchild of the original game's protagonist, and since the game recycles the sprites for the main character, you look exactly alike. The uncanny resemblance is commented upon by Tandi, a character appearing in both games.
 Fallout (Franchise) / int_8dd4a996
featureApplicability
1.0
 Fallout (Franchise) / int_8dd4a996
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8dd4a996
 Fallout (Franchise) / int_8e5c862
type
Ancient Conspiracy
 Fallout (Franchise) / int_8e5c862
comment
The two most "evil" factions of the canon, the Enclave and the Legion, are stand-out examples. Both are ruthless, mass-murdering organizations, with the former plotting genocide against all Wastelanders and the latter raping and pillaging across vast swaths of the American Southwest. However, both point out that the Wasteland is, in most places, a terrifying hellhole teeming with psychotic killers and vicious mutants. The leaders of both groups believe that the end will justify their means, bringing peace and civilization to an otherwise horrific Crapsack World.
 Fallout (Franchise) / int_8e5c862
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1.0
 Fallout (Franchise) / int_8e5c862
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8e5c862
 Fallout (Franchise) / int_8ed5c6e4
type
Asshole Victim
 Fallout (Franchise) / int_8ed5c6e4
comment
Asshole Victim: The United States in the backstory. Fallout-universe America is a dystopian, jingoistic, imperialist state that thinks nothing of rounding up political dissidents at gunpoint and sending them to concentration camps to be used as test subjects in perverted medical experiments. Even after the nukes fall, it's really hard to feel sorry for Fallout's America.
 Fallout (Franchise) / int_8ed5c6e4
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1.0
 Fallout (Franchise) / int_8ed5c6e4
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8ed5c6e4
 Fallout (Franchise) / int_8f37b
type
Medieval Stasis
 Fallout (Franchise) / int_8f37b
comment
Medieval Stasis: Zig-zagged throughout the series. Averted on the West Coast, especially in California, where the NCR has been able to recreate pre-War standards of living for several decades. Played straighter on its face in regards to the East Coast, but it's justified in that there are more factors (sometimes deliberately) preventing widespread society from being rebuilt, such as Troglydyte Degenerative Condition in the Pitt, the Vault 87 Super Mutants and poisoned Potomac River basin in the Capital Wasteland, the recent fall of the Minutemen, the Institute's meddling, and the presence of the Glowing Sea for the Commonwealth, and rhythmic cycles of the Fog on The Island.
 Fallout (Franchise) / int_8f37b
featureApplicability
-1.0
 Fallout (Franchise) / int_8f37b
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8f37b
 Fallout (Franchise) / int_8f5b3862
type
No Such Thing as Dehydration
 Fallout (Franchise) / int_8f5b3862
comment
No Such Thing as Dehydration: In the 4, thirst is only a feature of the Survival mode. Similarly, dehydration is only present in the Hardcore mode of Fallout: New Vegas.
 Fallout (Franchise) / int_8f5b3862
featureApplicability
1.0
 Fallout (Franchise) / int_8f5b3862
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 Fallout (Franchise)
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Fallout (Franchise) / int_8f5b3862
 Fallout (Franchise) / int_8f746311
type
Cargo Cult
 Fallout (Franchise) / int_8f746311
comment
Cargo Cult: An interesting version of this was slated to appear in Van Buren; the Ciphers. The tribe was descended from a group of scientists and soldiers from Los Alamos after the Great War, but the original survivors did not have enough resources to actually rebuild like other factions eventually would. Instead, using what pre-War tech they had managed to bring with them, the scientists imparted enormous amounts of mathematics and technology schematics to their descendants, who became experts at fixing and maintaining pr-War technology, even though they mostly live as your average Wasteland tribals. The tribe has passed down the knowledge they had been taught, but only know HOW things work, not WHY it works, and even use wall paintings to write their knowledge down.
 Fallout (Franchise) / int_8f746311
featureApplicability
1.0
 Fallout (Franchise) / int_8f746311
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_8f746311
 Fallout (Franchise) / int_8ff34ea2
type
Non-Human Sidekick
 Fallout (Franchise) / int_8ff34ea2
comment
Nonhuman Sidekick: Every game has at least one, even if it's just a trusty dog.
 Fallout (Franchise) / int_8ff34ea2
featureApplicability
1.0
 Fallout (Franchise) / int_8ff34ea2
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_8ff34ea2
 Fallout (Franchise) / int_904f86a7
type
Enigmatic Institute
 Fallout (Franchise) / int_904f86a7
comment
Enigmatic Institute: It was part of the role of the MegaCorp Vault-Tec before the War: they secretly set up the Vaults for different experiments such as human hibernation, epidemiology or the FIV.
 Fallout (Franchise) / int_904f86a7
featureApplicability
1.0
 Fallout (Franchise) / int_904f86a7
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_904f86a7
 Fallout (Franchise) / int_905438eb
type
Recycled IN SPACE!
 Fallout (Franchise) / int_905438eb
comment
Recycled In Space: The Enclave are essentially Nazis... in America. Caesar's Legion are Imperial Romans... in America. And the Institute are (more or less) The Illuminati... in America.
 Fallout (Franchise) / int_905438eb
featureApplicability
1.0
 Fallout (Franchise) / int_905438eb
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_905438eb
 Fallout (Franchise) / int_905a9ca0
type
Sliding Scale of Undead Regeneration
 Fallout (Franchise) / int_905a9ca0
comment
Sliding Scale of Undead Regeneration
 Fallout (Franchise) / int_905a9ca0
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1.0
 Fallout (Franchise) / int_905a9ca0
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_905a9ca0
 Fallout (Franchise) / int_90b98fbb
type
The Needless
 Fallout (Franchise) / int_90b98fbb
comment
The Needless: Ghouls again, as part of their Cursed with Awesome traits. Based on Ghouls found buried alive and one trapped in a refrigerator (since the bombs fell over 200 years prior), they do not seem to require food, water, or possibly even air to continue living.
 Fallout (Franchise) / int_90b98fbb
featureApplicability
1.0
 Fallout (Franchise) / int_90b98fbb
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_90b98fbb
 Fallout (Franchise) / int_90c018ac
type
Justified Trope
 Fallout (Franchise) / int_90c018ac
comment
The Resource Wars are one for the series as a whole. Between 2050 and 2077, conflicts in the mid-to-late 21st century broke out in response to the decline of oil. Major events include the U.S. destabilizing and invading Mexico, the collapse of the United Nations, the European Commonwealth invading the Middle East and waging war for eight years before pulling out when the wells dry up, which was followed up by a civil war; China invading Alaska, and the U.S. annexing Canada before retaking Anchorage and sending troops into mainland China. Justified since this took place over 200 years ago.
 Fallout (Franchise) / int_90c018ac
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1.0
 Fallout (Franchise) / int_90c018ac
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_90c018ac
 Fallout (Franchise) / int_90fbc5f5
type
Pollyanna
 Fallout (Franchise) / int_90fbc5f5
comment
Also in New Vegas, you have Yes Man, who helps you take over New Vegas for yourself if you help him and is always cheerful and friendly.
 Fallout (Franchise) / int_90fbc5f5
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1.0
 Fallout (Franchise) / int_90fbc5f5
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_90fbc5f5
 Fallout (Franchise) / int_91526ff7
type
Absurdly High Level Cap
 Fallout (Franchise) / int_91526ff7
comment
Absurdly High Level Cap: Skills in 2 and Tactics cap at 300%, and 200% in the first installment, though for most of them 100% is all you need (and for the others, like combat-related skills, you tend to stop getting benefits from them just before 150%.) 4 has no hard level cap, but to get every perk and fully upgrade every SPECIAL stat, you'll need to be level 272 (264 if you find the eight in-game SPECIAL boosts).
 Fallout (Franchise) / int_91526ff7
featureApplicability
1.0
 Fallout (Franchise) / int_91526ff7
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_91526ff7
 Fallout (Franchise) / int_91e894b4
type
Apocalypse How
 Fallout (Franchise) / int_91e894b4
comment
Apocalypse How: The Great War caused a near-Planetary Societal Collapse. Fortunately, civilization has been slowly rebuilding, and by the time of Fallout: New Vegas, the less scorched and anarchic areas of the world have small but functioning cultures.
 Fallout (Franchise) / int_91e894b4
featureApplicability
1.0
 Fallout (Franchise) / int_91e894b4
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_91e894b4
 Fallout (Franchise) / int_920ca805
type
Night of the Living Mooks
 Fallout (Franchise) / int_920ca805
comment
Night of the Living Mooks: Subverted. Ghouls are actually the most peaceful "race" in the Fallout universe - implied to be because while they may be tough, they're really not good fighters - although you do very rarely have random encounters with Ghoul bandits and psychotics. They're also immortal unless they die by violence, which provides a strong incentive to avoid it.
 Fallout (Franchise) / int_920ca805
featureApplicability
-0.3
 Fallout (Franchise) / int_920ca805
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_920ca805
 Fallout (Franchise) / int_933576c8
type
Mighty Glacier
 Fallout (Franchise) / int_933576c8
comment
Mighty Glacier: A possible character build in the first and second game with the "Bruiser" trait, which gives you two extra points of strength, while reducing your actions points per round by two.
 Fallout (Franchise) / int_933576c8
featureApplicability
1.0
 Fallout (Franchise) / int_933576c8
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_933576c8
 Fallout (Franchise) / int_940a5958
type
Artificial Stupidity
 Fallout (Franchise) / int_940a5958
comment
Artificial Stupidity: In the first two games companions will liberally use burst weapons and grenades if they have them and are able to use them; the former is very likely to kill you if you're in the way, and the latter, no companion has the Throwing skill needed to use grenades without dropping them at their own feet, not even the companions who are supposed to be good at it. On the plus side, enemies with burst weapons and explosives will gladly tear their own allies to shreds trying to hit you. Additionally, throughout the series enemies may use explosives like grenades and rocket launchers at point-blank range, hurting themselves as well as you. In the Bethesda-era games, companions cannot jump over any obstacle. If you jump up or down a cliffside, they will take the long way around, and if they find an enemy along the way they will engage it alone and possibly die if it's a dangerous encounter. In the Bethesda-era games, "stealth" is not in any companion's vocabulary. They will enter Sneak mode and sneak with you, but the second they spot an enemy they charge in guns blazing. Fallout 4 makes them slightly less prone to run into combat when you're in Sneak, but they tend to wander around and not make much effort to be stealthy, which will probably draw the enemy's attention (though at least the enemy will not be alerted to you if your companion provokes them). The only real way to be sneaky is to have companions wait out of the way and go it alone. NPCs universally suffer from Suicidal Overconfidence and will eagerly run into combat with a dozen enemies, even if at a glance the player could tell they wouldn't survive to see their next turn for it. Due to some glitchy programming with how enemies handle aggro, it's possible to accidentally hit a friendly NPC while trying to shoot an enemy, and as a result your companions will presume you see them as an enemy and attack them, or the hit NPC will turn their attention to fighting you. Fight in towns with allies and enemies scattered between innocent bystanders, a single stray bullet hitting a civilian because they ran between you and the enemy could result in you having to massacre the town in self-defense. In Fallout 2, if your stats are high enough, some enemies will flee combat from you. Then when you end combat, they will slowly walk back to where they were at the start of combat, likely triggering combat again. No choice to break the loop but shoot them dead. NPCs have no sense of moderation at all when it comes to combat, and will always use the most powerful weapon you gave them that has ammo. This is particularly annoying when giving your companions grenades or mines (so that you don't have to haul them around yourself) and they wind of throwing them at one-hit-point nuisances like radroaches.
 Fallout (Franchise) / int_940a5958
featureApplicability
1.0
 Fallout (Franchise) / int_940a5958
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 Fallout (Franchise)
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Fallout (Franchise) / int_940a5958
 Fallout (Franchise) / int_9446f847
type
Death or Glory Attack
 Fallout (Franchise) / int_9446f847
comment
Death or Glory Attack: In the first two games, using miniguns against heavily-armored foes tends to serve as this. Either it bounces off harmlessly, or the wielder scores an armor-bypassing critical and tears their target to bloody chunks.
 Fallout (Franchise) / int_9446f847
featureApplicability
1.0
 Fallout (Franchise) / int_9446f847
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9446f847
 Fallout (Franchise) / int_94bcd668
type
Inescapable Ambush
 Fallout (Franchise) / int_94bcd668
comment
Inescapable Ambush: Having a very good or very bad (karmically) character is a good way to have a price put on your head. A very good character is less likely to encounter an ambush that's inescapable, though, particularly with a high level of Outdoorsman. The ambushes in general start being (somewhat) escapable in Fallout 3.
 Fallout (Franchise) / int_94bcd668
featureApplicability
1.0
 Fallout (Franchise) / int_94bcd668
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_94bcd668
 Fallout (Franchise) / int_96a33f11
type
Riddle for the Ages
 Fallout (Franchise) / int_96a33f11
comment
Riddle for the Ages: Who started The Great War? Was it the United States, China, Russia, Vault-Tec, rogue AIs? There's even a hint it might have been aliens. There's never been any concrete evidence to prove who it was, just hints and nudges that are circumstantial and/or come from biased and untrustworthy sources. It's dubious we'll ever know for sure, since most characters who would know it are dead and most records that would reveal the answer are lost. It's heavily implied it was the Chinese who fired first, which would make sense in-canon, but it isn't confirmed beyond a shadow of a doubt.note All the evidence that directly points the finger at China is either unreliable or simultaneously presents evidence to cast doubt on the claim. Regardless, many characters espouse it ultimately doesn't matter who fired first: the world burned all the same and took the global superpowers that fired the nukes with it, and the survivors who are rebuilding civilization now have little reason to care how it happened and no means to find out. On October 26th, 2023, RPG producer and broad-strokes creator Tim Cane revealed in an interview that China ultimately fired the first nuke, but only because the United States didn't put a stop to their illegal bio-weapon research with the Forced Evolutionary Virus.
 Fallout (Franchise) / int_96a33f11
featureApplicability
1.0
 Fallout (Franchise) / int_96a33f11
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_96a33f11
 Fallout (Franchise) / int_96c26bf3
type
Armed with Canon
 Fallout (Franchise) / int_96c26bf3
comment
Armed with Canon: When Chris Avellone, who began his involvement in the series as a designer on Fallout 2, got promoted to lead designer for Fallout: Van Buren, he used his semi-official Universe Bible as the basis for much of the plot, allowing him to retcon and handwave aspects of previous games that he disliked. After the game's cancellation, these decisions were rendered mostly non-canon.
 Fallout (Franchise) / int_96c26bf3
featureApplicability
1.0
 Fallout (Franchise) / int_96c26bf3
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_96c26bf3
 Fallout (Franchise) / int_96ecc67e
type
Shotguns Are Just Better
 Fallout (Franchise) / int_96ecc67e
comment
Hilariously, in 2 the Salvatore gang are deeply feared for their exclusive use of laser weapons and one NPC relates a single Salvatore goon with a laser pistol once massacred a whole group of people armed with ordinary gunpowder weapons. However if you start a gunfight while wearing metal armour in the Salvatore bar the supposedly unstoppable thugs toting laser pistols do hardly anything to you - the biggest threat in the room is the bartender toting ye olde double-barrelled shotgun.
 Fallout (Franchise) / int_96ecc67e
featureApplicability
1.0
 Fallout (Franchise) / int_96ecc67e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_96ecc67e
 Fallout (Franchise) / int_970c790a
type
Big Bad
 Fallout (Franchise) / int_970c790a
comment
The first game has its Big Bad, the Master, who is kidnapping innocent people and forcibly turning them into Super Mutants to serve in his army. His reason? He sees this as a necessary step to take for humanity to survive, and thrive, in the post-war world. Explaining the flaws of his plan will actually cause him to take a step back and seriously reconsider it.
 Fallout (Franchise) / int_970c790a
featureApplicability
1.0
 Fallout (Franchise) / int_970c790a
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_970c790a
 Fallout (Franchise) / int_978937d6
type
Brand X
 Fallout (Franchise) / int_978937d6
comment
Brand X: Most notably Nuka-Cola, the setting's version of Coca-Cola — which might never have existed if Coke had agreed to the Product Placement. Intelligence-boosting drug/candy Mentats are named after Dune's human supercomputers and the mints ("Mentos: The Freshmaker!").
 Fallout (Franchise) / int_978937d6
featureApplicability
1.0
 Fallout (Franchise) / int_978937d6
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_978937d6
 Fallout (Franchise) / int_97914ed
type
Idiot Savant
 Fallout (Franchise) / int_97914ed
comment
Idiot Savant: Your character can be mentally challenged to the point of being incapable of forming coherent speech, but can still learn to hack advanced computers and repair complex machinery. Lampshaded by Loxley in the original:
 Fallout (Franchise) / int_97914ed
featureApplicability
1.0
 Fallout (Franchise) / int_97914ed
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_97914ed
 Fallout (Franchise) / int_97ebe48b
type
Pacifist Run
 Fallout (Franchise) / int_97ebe48b
comment
Pacifist Run: While possible in nearly all games in the series, they tend more towards being a Technical Pacifist run, as many of them have points where certain characters must die to progress the story; players will typically have to arrange for these characters to be killed by other NPCs. The first two games are even more notable in this regard, as it is entirely possible (though very challenging) to do an Evil Pacisfist Run.
 Fallout (Franchise) / int_97ebe48b
featureApplicability
1.0
 Fallout (Franchise) / int_97ebe48b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_97ebe48b
 Fallout (Franchise) / int_986dad9a
type
Killer Robot
 Fallout (Franchise) / int_986dad9a
comment
Killer Robot: Robots in general are fairly homicidal in this series, but special mention has to go to Cerberus, guard dog of the Ghoul city Underworld. He will extol the virtues of his Ghoul masters, then curse the "pansy zombie programming" which prevents him from slaughtering them. If you have the Robotics Expert perk, you can remove his combat inhibitor. Hilarity Ensues, since Cerberus by himself can slaughter the entire population unaided in some cases. Of course, he'll try to kill you given the chance, too, but he's not that strong compared to you.
 Fallout (Franchise) / int_986dad9a
featureApplicability
1.0
 Fallout (Franchise) / int_986dad9a
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_986dad9a
 Fallout (Franchise) / int_9918518b
type
Press X to Die
 Fallout (Franchise) / int_9918518b
comment
Press X to Die: See the specific game pages for examples. Speaking generally, this series will not protect you from the consequences of really, really, really bad decisions.
 Fallout (Franchise) / int_9918518b
featureApplicability
1.0
 Fallout (Franchise) / int_9918518b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9918518b
 Fallout (Franchise) / int_997ee96b
type
Carnivorous Healing Factor
 Fallout (Franchise) / int_997ee96b
comment
Carnivorous Healing Factor: From Fallout 3 onwards, a perk called "Cannibal" exists, which allows the player character to consume a corpse to restore some health at the cost of Karma. Fallout 3: The Cannibal perk lets you eat humanoid corpses to regain lost health. The Hematophage perk, a potential reward from the "Blood Ties" quest, which allows blood packs to restore 20 HP instead of 1.
 Fallout (Franchise) / int_997ee96b
featureApplicability
1.0
 Fallout (Franchise) / int_997ee96b
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_997ee96b
 Fallout (Franchise) / int_9ac6b0c1
type
Sociopathic Hero
 Fallout (Franchise) / int_9ac6b0c1
comment
Sociopathic Hero: Many dialogue options invoke this character trope.
 Fallout (Franchise) / int_9ac6b0c1
featureApplicability
1.0
 Fallout (Franchise) / int_9ac6b0c1
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_9ac6b0c1
 Fallout (Franchise) / int_9b06e314
type
Greater-Scope Villain
 Fallout (Franchise) / int_9b06e314
comment
Greater-Scope Villain: The Pre-War United States of America and People's Republic of China are responsible for virtually all of the terrible things in the series thanks to the Resource Wars waged between the two countries that ultimately culminated in the Great War.
 Fallout (Franchise) / int_9b06e314
featureApplicability
1.0
 Fallout (Franchise) / int_9b06e314
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9b06e314
 Fallout (Franchise) / int_9b5207cd
type
WEstern
 Fallout (Franchise) / int_9b5207cd
comment
Dotting the Nevada wastelands are various old-Western towns. Miners, gamblers, and revolver-toting drifters are common, and lingo has shifted to reflect the Western aesthetic (like scavengers being dubbed "prospectors").
 Fallout (Franchise) / int_9b5207cd
featureApplicability
1.0
 Fallout (Franchise) / int_9b5207cd
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9b5207cd
 Fallout (Franchise) / int_9c45b5a2
type
What Measure Is a Non-Human?
 Fallout (Franchise) / int_9c45b5a2
comment
What Measure Is a Non-Human?: Explored throughout the series is treatment of non-human races, such as Ghouls, robots/A.I.s, and Super Mutants. The fourth game's story centers around this in regards to synths, Institute-made artificial humans created as spies, assassins, and slave labor. Synths are so incredibly life-like in appearance and biology that they are practically indistinguishable from humans, such that there are synths that don't even realize they are synths and think themselves flesh-and-blood humans! Because the Institute likes to switch people in the Commonwealth with synths, there is mass paranoia over them, to the point where family will turn their guns on each other at the mere suspicion that they have been replaced with a synth. The Institute consider synths little more than machines, no more human-like than a Mister Handy robot, and treat them as machines. The Brotherhood of Steel consider synths a danger to humanity and seek their complete eradication. The Railroad, meanwhile, consider synths to be people and seek to liberate them (and even then, that's only taking into account the lifelike Gen 3 synths: there is internal debate over whether earlier and more primitive Gen 1 and Gen 2 synths count as people).
 Fallout (Franchise) / int_9c45b5a2
featureApplicability
1.0
 Fallout (Franchise) / int_9c45b5a2
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_9c45b5a2
 Fallout (Franchise) / int_9c47b23b
type
Dirty Communists
 Fallout (Franchise) / int_9c47b23b
comment
Dirty Communists: Going by Pre-War propaganda, the entire nation of China. Most modern-day humans no longer have any idea what 'communism' is, why it was bad, and what difference it really made in the long run. Military robots, however, remain rabid anti-communists: Liberty Prime figures anyone who gets the receiving end of one of his nuclear footballs is a communist, regardless of what he's actually fighting. Then again, that just makes it better. Ironically enough, many smaller communities across post-war America tend to function as communist collectives, with capitalism and trade only emerging in the more prosperous, productive communities. This tends to mirror reality, where smaller communities with limited resources tend towards a more "do what you can, take what you need" philosophy for the sake of survival. However, the use of currency persists through bottle caps and most settlements have a merchant for the player character to trade with. So the most basic elements of capitalism are still prominent in post-war America. No-Bark Noonan seems to have an idea of who Lenin at least was and feared that the ghouls in a nearby factory were actually Communist ghosts plotting to deface the moon. A handful of surviving ghoulified Chinese communists remain on U.S soil, still intent on carrying out their mission (as seen in Fallout 3). Hell, they're still running an anti-American propaganda radio broadcast ala Tokyo Rose. It's implied that China might be not that different from the USA, since most info about China is from US propaganda. In Fallout 4, when you meet the ghoulified Chinese submarine commander who nuked Boston in the prologue 210 years ago he turns out to be a normal guy serving his country who has grown sick of war, doesn't hold any ill will towards the USA and just wants to go home and rebuild his country. He effectively mirrors the male Sole Survivor, also a veteran of the war against China who has the option of rebuilding the Commonwealth.
 Fallout (Franchise) / int_9c47b23b
featureApplicability
1.0
 Fallout (Franchise) / int_9c47b23b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9c47b23b
 Fallout (Franchise) / int_9c495599
type
Hide Your Children
 Fallout (Franchise) / int_9c495599
comment
Hide Your Children: Completely averted in Fallout 1 and Fallout 2. Kids are a regular part of the civilian population, and you can freely blow them away in a variety of gruesome ways. The game even produces funny * wink* * wink* * nudge* * nudge* combat dialogue if you do so. Further, in one town, you are practically encouraged to do so, as the little bastards hang around in front of quest-critical stores and attempt to pickpocket you (and no matter how high your steal skill, it's nigh-impossible for you to take what they have back; you have to buy them from the merchant they report to). Note, however, that actually killing children will mark you as a "Child Killer," which causes pretty much everyone except the most evil characters to hate you on sight. This was taken literally in the European releases of both games, in which the children were simply made invisible (they're still there - they will steal from you and occasionally say things and can be killed with explosives). Fallout 3, though, used the "children are present but invulnerable" variant (though you can at one point help a slaver kidnap one and sell another into slavery yourself).
 Fallout (Franchise) / int_9c495599
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-1.0
 Fallout (Franchise) / int_9c495599
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_9c495599
 Fallout (Franchise) / int_9cb3e22e
type
Interface Spoiler
 Fallout (Franchise) / int_9cb3e22e
comment
Interface Spoiler: It's arguably a game mechanic in the Black Isle entries. When moving the mouse cursor over NPCs and objects, the information window will display a brief descriptor: "raider", "computer", "table", etc. However, important characters and environment objects you can interact with on a deeper level are almost always given a unique description, or at least a more distinct wording. For example, if you find a room full of computers and all of them are described as "computer" except for one which shows up as "an old computer console", that's the one you want to have a closer look at.
 Fallout (Franchise) / int_9cb3e22e
featureApplicability
1.0
 Fallout (Franchise) / int_9cb3e22e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9cb3e22e
 Fallout (Franchise) / int_9d67ad5c
type
Nuclear Mutant
 Fallout (Franchise) / int_9d67ad5c
comment
Nuclear Mutant: Invoked and Zigzagged. The games are crawling with all manner of hideous, unnaturally mutated plants and animals, because that's part of the Zeerust post-apocalytica aesthetic. However, the mutations actually stem at least in part from a mutagenic Synthetic Plague called the Forced Evolutionary Virus, although the ratio of F.E.V to radiation is uncertain and was the subject of creator dispute. Certain species, such as the ubiquitous Deathclaws and the Fallout 2'-exclusive Wanamingos, were actually experiments in bio-engineered Living Weapons conducted by the US Government before the bombs dropped, and managed to survive in the wasteland; Fallout: New Vegas also has mutant monsters engineered by the Mad Scientist Think Tank of the Big Empty, including the rattlesnake/coyote Nightstalkers and the Cazadores, gigantic tarantula hawk wasps.
 Fallout (Franchise) / int_9d67ad5c
featureApplicability
1.0
 Fallout (Franchise) / int_9d67ad5c
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9d67ad5c
 Fallout (Franchise) / int_9edbda07
type
Elite Mooks
 Fallout (Franchise) / int_9edbda07
comment
Fallout 1 had the cloaking-device-equipped Nightkin as the Super Mutants' Elite Mooks.
 Fallout (Franchise) / int_9edbda07
featureApplicability
1.0
 Fallout (Franchise) / int_9edbda07
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_9edbda07
 Fallout (Franchise) / int_9ee51543
type
Desert Skull
 Fallout (Franchise) / int_9ee51543
comment
Desert Skull: The series loves this trope.
 Fallout (Franchise) / int_9ee51543
featureApplicability
1.0
 Fallout (Franchise) / int_9ee51543
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_9ee51543
 Fallout (Franchise) / int_a148f27b
type
Living Legend
 Fallout (Franchise) / int_a148f27b
comment
Living Legend: By the end of any given game, the protagonist will have been everywhere, met everyone, changed everything for better or worse, and become a legend. Or maybe you just skipped right to the end, because you can do that. The Courier is unaware until Lonesome Road that they already were this to the people of the Divide, and not in a good way.
 Fallout (Franchise) / int_a148f27b
featureApplicability
1.0
 Fallout (Franchise) / int_a148f27b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a148f27b
 Fallout (Franchise) / int_a2326b6a
type
No Canon for the Wicked
 Fallout (Franchise) / int_a2326b6a
comment
No Canon for the Wicked: The canon Vault Dweller and Chosen One were both great inspirers of hope and progress throughout the Wasteland.
 Fallout (Franchise) / int_a2326b6a
featureApplicability
1.0
 Fallout (Franchise) / int_a2326b6a
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a2326b6a
 Fallout (Franchise) / int_a2b38d3b
type
Eye Scream
 Fallout (Franchise) / int_a2b38d3b
comment
Eye Scream: Eyes can be targeted in the first two games. Get your accuracy with any weapon class up to a high enough level, and shots to the eyes can and will solve most of your combat-related problems. Eyeballs are part of the burst of gore that follows a head-shot in Fallout 3, and if a critical hit to the head is scored they will fly out at high speed, sometimes hilariously towards the camera in VATS mode. Lampshaded by one character's combat taunts: "There's nothing wrong with you that a critical to the eyes won't cure."
 Fallout (Franchise) / int_a2b38d3b
featureApplicability
1.0
 Fallout (Franchise) / int_a2b38d3b
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a2b38d3b
 Fallout (Franchise) / int_a3049ac6
type
The Chosen Zero
 Fallout (Franchise) / int_a3049ac6
comment
The Chosen Zero: When you have a character with low intelligence, pay a visit to your Vault or your native village and the locals will all express various levels of horror that your drooling moron of a character is the only thing standing between them and total destruction.
 Fallout (Franchise) / int_a3049ac6
featureApplicability
1.0
 Fallout (Franchise) / int_a3049ac6
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a3049ac6
 Fallout (Franchise) / int_a32334b4
type
Canon Discontinuity
 Fallout (Franchise) / int_a32334b4
comment
Canon Discontinuity: Brotherhood of Steel isn't considered canon by Bethesda, due to a combination of negative fan opinion of the game and some inconsistencies with established canon. Similarly, Fallout Tactics is considered Broad Strokes canon due to design inconsistencies with the rest of the series.
 Fallout (Franchise) / int_a32334b4
featureApplicability
1.0
 Fallout (Franchise) / int_a32334b4
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a32334b4
 Fallout (Franchise) / int_a33bdefe
type
Fast-Killing Radiation
 Fallout (Franchise) / int_a33bdefe
comment
Fast-Killing Radiation: Throughout the series, areas that have been dumping grounds for toxic waste or the site of bomb hits are radiated. The more time you spend in them the higher your rad count climbs, eventually causing illness and death if you don't get it cured.
 Fallout (Franchise) / int_a33bdefe
featureApplicability
1.0
 Fallout (Franchise) / int_a33bdefe
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a33bdefe
 Fallout (Franchise) / int_a3746dc1
type
Different States of America
 Fallout (Franchise) / int_a3746dc1
comment
Different States of America: In the Fallout universe, prior to the Great War, the United States reincorporated the 50 states into 13 Commonwealths in 1969, in emulation of the original 13 colonies, and to help the country present a more united front against Communism. They had a secondary purpose of creating an intermediate body between the state and federal governments, creating legislation that would positively affect individual blocs without interfering with others, but it ultimately ended up causing more infighting as the commonwealths fought to gain national primacy at the expense of all the others.
 Fallout (Franchise) / int_a3746dc1
featureApplicability
1.0
 Fallout (Franchise) / int_a3746dc1
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a3746dc1
 Fallout (Franchise) / int_a3c96809
type
Harmless Luminescence
 Fallout (Franchise) / int_a3c96809
comment
Harmless Luminescence: The series features numerous nuclear explosions, all of which you can stare directly into without suffering any eye damage. For example: The destruction of Megaton by nuke in Fallout 3. The nuclear attack at the beginning of Fallout 4. Any of the player-launched nukes in Fallout 76.
 Fallout (Franchise) / int_a3c96809
featureApplicability
1.0
 Fallout (Franchise) / int_a3c96809
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a3c96809
 Fallout (Franchise) / int_a3f706c4
type
Action Pet
 Fallout (Franchise) / int_a3f706c4
comment
Action Pet: The dog companions.
 Fallout (Franchise) / int_a3f706c4
featureApplicability
1.0
 Fallout (Franchise) / int_a3f706c4
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a3f706c4
 Fallout (Franchise) / int_a414c3f0
type
One-Hit Kill
 Fallout (Franchise) / int_a414c3f0
comment
One-Hit Kill: In Fallout 1 and 2, if a targeted shot rolls an extremely high critical (101+ ), it will result in an instant-kill, even if the actual damage is not enough to fell the enemy. This can happen only on targeted attacks to the head, torso, or eyes.
 Fallout (Franchise) / int_a414c3f0
featureApplicability
1.0
 Fallout (Franchise) / int_a414c3f0
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a414c3f0
 Fallout (Franchise) / int_a4916876
type
Blown Across the Room
 Fallout (Franchise) / int_a4916876
comment
Blown Across the Room: Most guns simply poke holes in enemies until they fall down, but the Gauss Rifle from Operation Anchorage will send enemies flying on a critical hit. It's a good idea to knock the particularly tough enemies down to render them temporarily out of action. Plus, sending giant scorpions flying around ass over teakettle is hilarious. In the original two games, certain critical hits with most weapons will blow enemies (or you!) right off their feet and send them tumbling across the room, sometimes knocking them unconscious. In Fallout 4, if you're Too Dumb to Live and try to fire a weapon like a Fat Boy indoors without power armor, you'll end up Blown Across the Room in Ludicrous Gibs.
 Fallout (Franchise) / int_a4916876
featureApplicability
1.0
 Fallout (Franchise) / int_a4916876
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a4916876
 Fallout (Franchise) / int_a5596c12
type
IWantMyJetPack
 Fallout (Franchise) / int_a5596c12
comment
I Want My Jet Pack: Nuclear cars were a big thing in the 50's, and were thought to be replacing gas-powered ones. They obviously didn't work out. The retro-future of Fallout began to gradually phase out gas engines in favor of miniature reactors in the mid-2070s, because by that point the world's supply of gasoline was nearly exhausted. This is a major part of the backstory - the Resource Wars that eventually led to the whole nuclear apocalypse were fought over petroleum, and uranium once the world's petroleum was depleted. In the first two Fallout games nuclear-powered vehicles were extremely rare, with most vehicle wrecks you find being of conventional, non-explodey gasoline-powered cars. Nuclear-powered cars were presumably more common on the East Coast because either the factory producing them was closer or they were simply more widely distributed there, although the most likely explanation is simple Rule of Cool.
 Fallout (Franchise) / int_a5596c12
featureApplicability
1.0
 Fallout (Franchise) / int_a5596c12
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a5596c12
 Fallout (Franchise) / int_a5bf8f66
type
Reduced to Dust
 Fallout (Franchise) / int_a5bf8f66
comment
Reduced to Dust: Scoring a critical kill with energy weapons have a chance to reduce enemies to smoldering ashes. Certain death animations in the first two games showed enemies being disintegratedb in pretty graphic fashion, while the 3D games just show them turn to a pile of smoldering ashes almost instantly.
 Fallout (Franchise) / int_a5bf8f66
featureApplicability
1.0
 Fallout (Franchise) / int_a5bf8f66
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a5bf8f66
 Fallout (Franchise) / int_a5e02e9e
type
Infinity +1 Sword
 Fallout (Franchise) / int_a5e02e9e
comment
In the third game, however, it loses a little of its luster as all forms of it - excluding the Infinity Plus One Armor - decrease Agility, which is the primary statistic for VATS. Other armor types nearly match the T-51b in protection, while being far lighter. The Operation Anchorage DLC fixed this unintentionally with the glitched Winterized T-51b, which is essentially indestructible in addition to having the highest damage reduction available: Broken Steel also added Enclave Hellfire armor, which doesn't have the Agility penalty.
 Fallout (Franchise) / int_a5e02e9e
featureApplicability
1.0
 Fallout (Franchise) / int_a5e02e9e
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a5e02e9e
 Fallout (Franchise) / int_a6653039
type
Subsystem Damage
 Fallout (Franchise) / int_a6653039
comment
Subsystem Damage: Fallout 1 and 2 have locational targeting for both robots and living things (for example: The head, eyes, torso, arms, groin, and legs on anthropoids.) Accuracy, damage, and critical hits are affected by which body part is attacked, but the health of individual body parts aren't tracked. Attacking some extremities will result in an injury (limp, blindness, etc?) which can't be healed without the services of a surgeon. Fallout 3, on the other hand, does track damage to body parts, though there are no adverse effects until they have been entirely crippled. Crippled arms decrease accuracy, crippled legs decrease running speed, a crippled head causes a concussion halo effect, and a crippled torso amplifies all subsequent damage. They can simply be healed with stimpaks (which your average player tends to stockpile, but your average NPC doesn't) or by sleeping in any bed. This becomes a life saver when fighting Deathclaws, giant lizards with machete-sized claws, as you can cripple their legs with ease by using the Dart Gun to slow them down to a crawl. Hardcore mode for Fallout: New Vegas uses the same body part hit point system as Fallout 3, but makes recovery much harder: limb damage can only be repaired partially by certain items (the uncommon, but craftable, Doctor's Bag, and the addictive chem Hydra) or entirely by an NPC doctor or a bed the player owns. With Hardcore disabled, gameplay is the same as Fallout 3. Although item health has been removed for most weapons and armor, Powered Armor in Fallout 4 still has item health for each of its 6 individual armor segments: the helmet, the torso, and the 4 limbs. If any of the parts drops below a certain amount of health, the Heads-Up Display will show that particular part in red instead of orange.
 Fallout (Franchise) / int_a6653039
featureApplicability
1.0
 Fallout (Franchise) / int_a6653039
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a6653039
 Fallout (Franchise) / int_a66cffc3
type
Before the Dark Times
 Fallout (Franchise) / int_a66cffc3
comment
Before the Dark Times: Pre-War United States. While it was better than the Wasteland, it was really a Crapsaccharine World, and an Eagle Land type 2.
 Fallout (Franchise) / int_a66cffc3
featureApplicability
1.0
 Fallout (Franchise) / int_a66cffc3
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a66cffc3
 Fallout (Franchise) / int_a7850fbf
type
Only Known by Their Nickname
 Fallout (Franchise) / int_a7850fbf
comment
Only Known by Their Nickname: Player characters across the series. Games occasionally include the option for you to mention your name in dialogue, but in the Bethesda-era entries, for obvious reasons (ie, all NPCs are voiced) no one will ever refer to you by name. The first game never gave you a name or nickname, but games since have dubbed the player character of the first game is "The Vault Dweller". The second game, you're "The Chosen One", but no one outside your tribe refers to you this way and will be amused if you say that it's your title. In Tactics, you're only known as "The Warrior". In (the mercifully forgotten) Brotherhood of Steel, you're the Initiatenote Though in that game you choose between three pre-made characters named Nadia, Cain and Cyrus. Fallout 3, Three Dog dubs you "The Lone Wanderer" but no one else uses the term. New Vegas flips this, as you're "The Courier" to everyone except Mr. New Vegas, who just refers to you as an anonymous civilian contractor or courier. Fallout 4 is an interesting case; you're given the option to actually name your character, but only one NPC in the entire game actually refers to you with it, and to everyone else you're the "Sole Survivor," "the Vault Dweller," or "Blue."
 Fallout (Franchise) / int_a7850fbf
featureApplicability
1.0
 Fallout (Franchise) / int_a7850fbf
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_a7850fbf
 Fallout (Franchise) / int_a86069f
type
Alternate History
 Fallout (Franchise) / int_a86069f
comment
Alternate History: The Fallout timeline diverges from the real world some time between the end of World War II and the early sixties. Due to a number of unspecified factors, the social, political, and technological status quo of The '50s endured well into the late 21st century. The changes are minor at first but continue to cascade as the decades go by. Briefly: rather than progressing to thermonuclear bombs, the military focuses on smaller-yield atom bombs to increase their tactical utility, however the design of the bombs never progresses past the large Fat-Man style of WW 2 era nuclear weapons. ICB Ms serve alongside airplane dropped bombs and submarine launched missiles, forming the nuclear trifecta. The transistor is also not invented until the late 2070s, causing computing technology to remain reliant on vacuum tubes and large bulky monitors. The space race unrolls differently (although the first moon landing is off by only a few days.) Federal power snowballs as the military-industrial complex takes over entirely. The states are rebuilt into 13 'commonwealths.' Communism continues to thrive in China, and it's been implied several times that it is also stuck in their 1950s mentality, albeit how it was when Mao Zedong was in power during that time period (Russia, though still Communist, seems to play a minor role). A-bombs are joined by practical laser, gauss, and plasma-projection technology. Foreseeing trouble, the US commissions private industries (notably Vault-Tec) to construct bunkers that will allow at least some Americans to survive the war (and for... other reasons). Through the mid-21st century, struggles over resources erupt into conflict, leading to wars between a united Europe and the Arabian states. This is followed by a larger dispute between China and the US over oil; at least one significant battle fought on the Moon (at the Sea of Tranquility); the invasion of Alaska; the US annexing Canada; and, finally, unlimited atomic war. Eighty years later, Fallout 1 begins. Despite the significant changes, some aspects of American pop-culture seem to have progressed relatively unchanged, or at least diverged at a later date. Conversations in Fallout 2 mention the existence of "Rocket Man" by Elton John directly by name, and one NPC comments how he remembered seeing the same movie after you directly quote Silence of the Lambs. There's also the Kings in New Vegas, who wouldn't be who they are if Elvis Presley didn't exist. To say nothing of the music and credited artists that Galaxy Radio and Radio New Vegas play on your Pipboy.
 Fallout (Franchise) / int_a86069f
featureApplicability
1.0
 Fallout (Franchise) / int_a86069f
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a86069f
 Fallout (Franchise) / int_a8739d3e
type
Urban Ruins
 Fallout (Franchise) / int_a8739d3e
comment
Urban Ruins: The Fallout series has its protagonists visiting the ruins of cities such as Los Angeles, San Francisco, Washington D.C, and Boston.
 Fallout (Franchise) / int_a8739d3e
featureApplicability
1.0
 Fallout (Franchise) / int_a8739d3e
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a8739d3e
 Fallout (Franchise) / int_a966fdee
type
Mascot
 Fallout (Franchise) / int_a966fdee
comment
Mascot: Both in-world and out-of-world, the Vault Boy - the wavy-haired, perpetually smiling figure in the jumpsuit whose picture accompanies all Skills, Traits, and Perks. In-world, he was the mascot for Vault-Tec Industries. Out-of-world, he serves the same purpose for the franchise.
 Fallout (Franchise) / int_a966fdee
featureApplicability
1.0
 Fallout (Franchise) / int_a966fdee
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_a966fdee
 Fallout (Franchise) / int_aa8dcc21
type
MegaCorp
 Fallout (Franchise) / int_aa8dcc21
comment
MegaCorp: A number of these existed in Pre-War America, including Poseidon Energy and REPCONN, with some of them in time becoming part of the Enclave. After the Great War however, a number of new businesses had risen to become the post-apocalyptic equivalent to those old corporations. One example being the Gun Runners, who had become the premier arms manufacturer for the New California Republic by New Vegas.
 Fallout (Franchise) / int_aa8dcc21
featureApplicability
1.0
 Fallout (Franchise) / int_aa8dcc21
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_aa8dcc21
 Fallout (Franchise) / int_ab74122a
type
Wasteland Elder
 Fallout (Franchise) / int_ab74122a
comment
Wasteland Elder: A lot of towns have them. This even includes Little Lamplight, whose "Elder" is about 12.
 Fallout (Franchise) / int_ab74122a
featureApplicability
1.0
 Fallout (Franchise) / int_ab74122a
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_ab74122a
 Fallout (Franchise) / int_abad35b4
type
Soundtrack Dissonance
 Fallout (Franchise) / int_abad35b4
comment
Soundtrack Dissonance: A staple of the 3D games' radio stations, 3 and 4's especially. Most of the song are about how great nuclear power/modern civilization/America is while you stand knee-deep in the ruins all three left behind.
 Fallout (Franchise) / int_abad35b4
featureApplicability
1.0
 Fallout (Franchise) / int_abad35b4
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1.0
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Fallout (Franchise) / int_abad35b4
 Fallout (Franchise) / int_ad22fa80
type
Apocalyptic Log
 Fallout (Franchise) / int_ad22fa80
comment
Apocalyptic Log: Many can be found throughout the series.
 Fallout (Franchise) / int_ad22fa80
featureApplicability
1.0
 Fallout (Franchise) / int_ad22fa80
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_ad22fa80
 Fallout (Franchise) / int_ad63e89f
type
Disaster Democracy
 Fallout (Franchise) / int_ad63e89f
comment
Disaster Democracy: The Enclave, a descendant from the pre-war American government claims to be this, but they're really not much better than a tyrannical dictatorship trying to enforce their rule over the wasteland. The NCR is a better, more noble example, especially by the time of New Vegas. However, they're generally handicapped by the bureaucracy and red tape that plague most democracies while their overambitious expansionist policies leave them with a lot of enemies.
 Fallout (Franchise) / int_ad63e89f
featureApplicability
1.0
 Fallout (Franchise) / int_ad63e89f
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_ad63e89f
 Fallout (Franchise) / int_ae3d6438
type
Deadpan Snarker
 Fallout (Franchise) / int_ae3d6438
comment
Deadpan Snarker: Every protagonist.
 Fallout (Franchise) / int_ae3d6438
featureApplicability
1.0
 Fallout (Franchise) / int_ae3d6438
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_ae3d6438
 Fallout (Franchise) / int_b0a8d0c4
type
Chainsaw-Grip BFG
 Fallout (Franchise) / int_b0a8d0c4
comment
Chainsaw-Grip BFG: Many heavy weapons are carried this way, particularly the various forms of Minigun.
 Fallout (Franchise) / int_b0a8d0c4
featureApplicability
1.0
 Fallout (Franchise) / int_b0a8d0c4
featureConfidence
1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_b0a8d0c4
 Fallout (Franchise) / int_b1346878
type
Fate Worse than Death
 Fallout (Franchise) / int_b1346878
comment
Fate Worse than Death: This has been the case since the first game and was used for its Talking the Monster to Death option. The handful of talking Super Mutant NPCs in the first two games occasionally mention it. The Feral Ghouls. Especially how they're portrayed in Fallout 3 and Fallout: New Vegas. They're ghouls rendered completely insane and hardly sentient anymore. You'll get positive karma by killing them. Fallout 4 makes so they can survive having multiple limbs blown off, doubling the amount of potential body horror. Robobrains. Those human brains used as central processors were not volunteers, they're enemy POWs, political prisoners, conscientious objectors, executed criminals (both sane & insane), and deserters whose brains were forcibly extracted while they were still alive, shoved into a robot body while perfectly conscious and aware, and left stuck in a never-ending nightmare, kept constantly awake and alert by the machines they're wired into and completely incapable of doing anything at all they aren't specifically programmed to do. The countless testing logs found scattered throughout the testing facility in Fallout 4: Automatron is a perfect example of how unbearably horrific the process was.
 Fallout (Franchise) / int_b1346878
featureApplicability
1.0
 Fallout (Franchise) / int_b1346878
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b1346878
 Fallout (Franchise) / int_b1dde8fd
type
Loophole Abuse
 Fallout (Franchise) / int_b1dde8fd
comment
Loophole Abuse: In the first two games, the player can open combat at any time, but unless something is hostile to them or they attack something, combat will end once they take their turn. The catch is that while in combat, NPCs that would automatically initiate conversation with you cannot do so, and if they would initiate combat with you on-sight, they can't do that either because they have to be the ones to initiate it, the combat sequence you begin yourself won't do it. Further, if the player is quick enough, they can hit the key to initiate combat again as soon as it ends, and do so before the NPCs react. The player can exploit this to "sneak" past various points where they would not be allowed to go, such as getting into Vault 8 without earning their trust and avoiding the lengthy sidequest involving Gecko's power plant.
 Fallout (Franchise) / int_b1dde8fd
featureApplicability
1.0
 Fallout (Franchise) / int_b1dde8fd
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_b1dde8fd
 Fallout (Franchise) / int_b252f072
type
Megaton Punch
 Fallout (Franchise) / int_b252f072
comment
Megaton Punch: Power Fists allow for this. With the Bloody Mess perk, players can punch through opponents with killing blows.
 Fallout (Franchise) / int_b252f072
featureApplicability
1.0
 Fallout (Franchise) / int_b252f072
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b252f072
 Fallout (Franchise) / int_b3168a4d
type
Previous Player-Character Cameo
 Fallout (Franchise) / int_b3168a4d
comment
Previous Player-Character Cameo: The player character from Fallout reappears in Fallout: Brotherhood of Steel games as an NPC.
 Fallout (Franchise) / int_b3168a4d
featureApplicability
1.0
 Fallout (Franchise) / int_b3168a4d
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b3168a4d
 Fallout (Franchise) / int_b33d17a0
type
Sickly Green Glow
 Fallout (Franchise) / int_b33d17a0
comment
Sickly Green Glow: Nuclear waste in general, but also the Glowing Ones- Feral Ghouls who have adapted to extremely radiated areas.
 Fallout (Franchise) / int_b33d17a0
featureApplicability
1.0
 Fallout (Franchise) / int_b33d17a0
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b33d17a0
 Fallout (Franchise) / int_b40bdc2b
type
Flushing-Edge Interactivity
 Fallout (Franchise) / int_b40bdc2b
comment
Flushing-Edge Interactivity: Subverted, as the player can actually drink from a toilet — though the water, like all non-purified water in the game, is irradiated.
 Fallout (Franchise) / int_b40bdc2b
featureApplicability
-0.3
 Fallout (Franchise) / int_b40bdc2b
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_b40bdc2b
 Fallout (Franchise) / int_b44490ac
type
A Villain Named Khan
 Fallout (Franchise) / int_b44490ac
comment
A Villain Named Khan: The game has the Khans as a gang of Raiders, later reformed into the Great Khans. The latter particularly take inspiration from Mongolian history, and a possible ending for them in Fallout: New Vegas has them emulate the Mongolians further as a basis to reform their tribe around.
 Fallout (Franchise) / int_b44490ac
featureApplicability
1.0
 Fallout (Franchise) / int_b44490ac
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b44490ac
 Fallout (Franchise) / int_b4bccabc
type
Genius Serum
 Fallout (Franchise) / int_b4bccabc
comment
Genius Serum: The drug Mentats (yes, named after the human supercomputers from Dune and the mint candy) temporarily increases the user's Intelligence and Perception stats by +2 and their Charisma by +1.
 Fallout (Franchise) / int_b4bccabc
featureApplicability
1.0
 Fallout (Franchise) / int_b4bccabc
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1.0
 Fallout (Franchise)
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Fallout (Franchise) / int_b4bccabc
 Fallout (Franchise) / int_b53077b3
type
Take That!
 Fallout (Franchise) / int_b53077b3
comment
Take That!: The series as a whole is one to those who idealize the past, and wish they were born in a time other than the period they live in now (though it mostly applies to the 1950s in particular).
 Fallout (Franchise) / int_b53077b3
featureApplicability
1.0
 Fallout (Franchise) / int_b53077b3
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b53077b3
 Fallout (Franchise) / int_b532642f
type
Drugs Causing Slow-Motion
 Fallout (Franchise) / int_b532642f
comment
Drugs Causing Slow-Motion: In Fallout: New Vegas, the chem Turbo slows down time to 1/3rd normal speed while keeping the player at full speed, allowing them to dodge attacks easily and attack much faster. In Fallout 4, Jet now has a slowdown effect. However, the player also suffers a speed penalty under its effects.
 Fallout (Franchise) / int_b532642f
featureApplicability
1.0
 Fallout (Franchise) / int_b532642f
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b532642f
 Fallout (Franchise) / int_b54b5147
type
Trouble from the Past
 Fallout (Franchise) / int_b54b5147
comment
Trouble from the Past: Half of the problems in the entire series are leftovers from the past, either in the form of radiation, Old World machines, or other leftover messes.
 Fallout (Franchise) / int_b54b5147
featureApplicability
1.0
 Fallout (Franchise) / int_b54b5147
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1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b54b5147
 Fallout (Franchise) / int_b6e1d40b
type
Acceptable Breaks from Reality
 Fallout (Franchise) / int_b6e1d40b
comment
Acceptable Breaks from Reality: The date that the games take place in vary from 80 to 200+ years after the Great War, and yet the player can still find ruins of civilization mostly untouched, including fridges and vending machines with foodstuffs, military crates and ammo boxes with body armor and munitions, first aid boxes with medical supplies, and so forth. If the wasteland was really a world of scavengers and raiders as the series depicts, anything of value not protected by a lock would have been looted long ago — but that would make exploration mighty boring and unrewarding if there was nothing left for the players to find. Many ruins still contain various rusty metal objects such as chain-link fences, street signs, and car bodies. While it's feasible in the dry deserts that some of the games take place in, several locales take place where it rains frequently or right next to the sea where they'd be exposed to salt spray from the ocean. After 200 years, iron and steel objects would have long since been reduced to a fine red dust. Given that the pre-war world ran on highly inefficient technology, the power systems that run the lights, computers, robots, and other technologies should have run out of fuel within a few decades. But then, that would mean most interior areas would be in total darkness and anything hooked up to or stored on a computer would be inaccessible. In most games, bottle caps are the common currency. However, due to their inefficient size and shape, bottle caps would be difficult to carry in the large quantities shown in the gamenote A mere 300 bottle caps will completely fill a two-liter soda bottle., and it certainly wouldn't be feasible to haul around several thousand caps, not to mention that reproducing the caps would be trivial for anyone with basic fabrication equipment and access to scrap metal, which is actually a minor plot point in New Vegas. The usage of bottle caps is lampshaded in the Honest Hearts DLC for New Vegas by Follow-Chalks (an innocent but pretty clever young tribal man) asking you why you carry so many of them, because they "jingle like crazy". Radiation poisoning is treated as much less severe than in real life, and is mostly treated as an abstraction because calculating the complex biological effects of radiation wouldn't be fun. For example a dose of 400 rads (equivalent to 4 Grays, the more "modern" SI unit for absorbed dose) absorbed in a short enough time in real life would leave you violently sick and with about a 50/50 chance of death, and require about a year in an intensive care ward, with increased risk of cancer for the rest of your life. A dose of 999 rads (with instant death at 1000 rads) can still leave you able to walk and seek medical treatment, whereas in real life you'd be evacuating your organs through both ends and your odds of survival even with the best medical treatment possible would be "better hope God is in a good mood".
 Fallout (Franchise) / int_b6e1d40b
featureApplicability
1.0
 Fallout (Franchise) / int_b6e1d40b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b6e1d40b
 Fallout (Franchise) / int_b709120e
type
Inexplicably Preserved Dungeon Meat
 Fallout (Franchise) / int_b709120e
comment
Inexplicably Preserved Dungeon Meat: The series always has tons of pre-war food (even in the first game, the Great War happened almost 100 years ago) that's still perfectly edible, including the inexplicably popular Nuka-Cola. Fallout 3 and New Vegas work to subvert this somewhat, as eating pre-war food will still boost the player's health, but also inflict them with minor doses of radiation (and explicitly irradiated food that deals even more radiation when eaten can be found.) Justified in that all pre-war food in the Fallout series appears to be preservative-laded, inorganic, sealed junk food like chips or instant noodles, which was also sterilized by radiation.
 Fallout (Franchise) / int_b709120e
featureApplicability
1.0
 Fallout (Franchise) / int_b709120e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_b709120e
 Fallout (Franchise) / int_b798d379
type
One Stat to Rule Them All
 Fallout (Franchise) / int_b798d379
comment
One Stat to Rule Them All: Intelligence across the series. Higher Intelligence means more skill points per level, unique dialogue options with characters that unlocks hidden quest paths (usually better ones than what are otherwise available), and it increases the Science and Repair skills, which are very useful skills needed both for general gameplay and for quests. Even with Fallout 4 removing Skills, Intelligence is tired to several Perks critical to gameplay, including Gun Nut, Science!, Medic, and Hacker, so you'll want an Intelligence of at least 6 and will be sinking a lot of Perk points into that part of the chart. In the first two games, Agility. It increases your three primary combat skills (Small Guns, Big Guns, Energy Weapons), boosts Lockpick, Steal, and Traps (utility skills you'll need, especially Lockpick), and increases Armor Class. Most importantly though, it boosts Action Points, which determines how much you can do each round, so a higher Agility makes combat under any scenario easier to handle. And Agility is tied to several Perks that either give you more Action Points or let you do things for fewer Action Points. In the 3D games, Agility only affects Small Guns and Sneak and VATS is optional for combat, so its importance is lessened. Naturally, depending on their weapons of preference, the player is probably going to want to sink as many skill points into their primary combat stat as they can; Small Guns, Big Guns, or Energy Weapons, mostly likely. Across the series, you'll always end up sinking lots of skill points into the Science and Lockpick skills. Science lets you hack computer terminals, unlocks hidden quest paths, lets you understand technology better, and generally just opens up a lot of gameplay options you'd otherwise miss out on. The same goes for Lockpick, because the world is full of locked doors and locked containers protecting valuable items and they tend to be good ones, so of course you'll want to get them.
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 Fallout (Franchise) / int_b7e74b77
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Five-Token Band
 Fallout (Franchise) / int_b7e74b77
comment
Five-Token Band: Varies by game, but you're almost always going to have a colorful entourage. Humans, ghouls, Super Mutants, robots, dogs, robot dogs, and even a friendly neighborhood Deathclaw!
 Fallout (Franchise) / int_b7e74b77
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 Fallout (Franchise) / int_bbfaa837
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Knight Templar
 Fallout (Franchise) / int_bbfaa837
comment
Knight Templar: The Enclave, at least in Fallout 2. All mutants must die for the 'true' humanity to rise again. 'All mutants', at this point, is basically all of the surviving humans - after all, unless they've been kept isolated they may have recessive mutant genes! The Brotherhood of Steel's dogma maintains that they're the guardians of the all the old world's advanced technology. They therefore hoard all the tech they have without sharing, and steal tech from their neighbors to "keep it (the technology) safe from abuse". They help you against The Enclave because the latter are a threat to their technological superiority. The Mid-Western Brotherhood of Steel, based in Chicago, are a little better in that they interact peacefully with the tribals around them and help them. They are still a fascistic militant group and their 'interaction' is basically a glorified protection racket "for your own good", but they at least seem intent on including outsiders in building a better tomorrow.
 Fallout (Franchise) / int_bbfaa837
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Fallout (Franchise) / int_bbfaa837
 Fallout (Franchise) / int_bc0ad0c0
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Money Spider
 Fallout (Franchise) / int_bc0ad0c0
comment
Money Spider: Mostly averted in that only humanoid enemies drop money. Played straight with centaurs in Fallout 3 though, but that's because they used to be human.
 Fallout (Franchise) / int_bc0ad0c0
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 Fallout (Franchise) / int_bcba27a1
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Putting on the Reich
 Fallout (Franchise) / int_bcba27a1
comment
Putting on the Reich: The Enclave are very similar to Nazis, goals and method-wise. And the entire Pre-War American government too, straight down to using Chinese-Americans as guinea pigs for mad science experiments... if not outright exterminating them in death camps.
 Fallout (Franchise) / int_bcba27a1
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 Fallout (Franchise) / int_bd288171
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Romance Sidequest
 Fallout (Franchise) / int_bd288171
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Romance Sidequest: Averted prior to Fallout 4. In Fallout 2 you could get married, but it was a Shotgun Wedding with a one-night stand treated mostly as a joke, and you couldn't have any meaningful interactions with your spouse after the marriage anyway. An optional romance subplot was planned for New Vegas but it was ultimately scrapped (as many of Obsidian's creative staff are on record as not being fond of typical "video game romance"). Fallout 4 allows all human companions (and one robot) to be romanced regardless of gender, but you still gotta work to earn their affection.
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Fallout (Franchise) / int_bd288171
 Fallout (Franchise) / int_bf5cedc3
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New Eden
 Fallout (Franchise) / int_bf5cedc3
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New Eden: Van Buren was going to feature "The Nursery", a side-project of a group of Vault-Tec scientists who were concerned about preserving the flora and fauna of Earth and not just humanity (not being privy to the real plot behind the Vaults). They created a self-sufficient oasis in the middle of the Arizona desert, far away from any nuclear target zones, sparing it from radiation and nuclear fire. Unfortunately, the scientists never made it back, and while the Nursery has survived okay on it's own, it's been infested with mutant carnivorous plants, leaving it up to the player to wipe them out and restart the various computer equipment needed to bring the oasis up to maximum effectivenes. Part of this concept was recycled for Vault 22 in New Vegas, while making it a whole lot darker.
 Fallout (Franchise) / int_bf5cedc3
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 Fallout (Franchise) / int_c03fec8b
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Non-Standard Game Over
 Fallout (Franchise) / int_c03fec8b
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Nonstandard Game Over: Selling out your people to the Big Bad in Fallout 1. Attacking anyone in the starting village in Fallout 2. Revealing the code to the purifier to The Dragon in Fallout 3 will have them shoot you dead on the spot. Waiting too long to head to the vault in Fallout 4 will lead to you getting caught in the nuclear explosion.
 Fallout (Franchise) / int_c03fec8b
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Fallout (Franchise) / int_c03fec8b
 Fallout (Franchise) / int_c145f69b
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Subverted Trope
 Fallout (Franchise) / int_c145f69b
comment
Radiation in particular works considerably differently in the Fallout universe than in reality. For starters, while Fallout has radiation sickness, it's also capable of causing genetic mutations that are directly integrated into a creature's biology, leading to creatures like radscorpions, stingwings, and bloatflies. In reality, radiation simply damages DNA, causing it to replicate improperly and causing the body to function incorrectly. (Although, there are theories in-universe that the mutations are not caused by radiation alone, but none of them are confirmed or denied.) Also, in Fallout, simple hazard suits are shown to significantly or completely block radiation when worn, while in real life, the only way to block radiation is to place enough matter between you and the source to physically block the rays. A suit that truly protects you from gamma radiation would be too heavy to move in (although, in 3 and New Vegas, you can only have so much radiation resistance, about 85%, and in 4 1000%+ RR still lets in 0.5 Rads. This also leads to a Posthumous Character in NV who thought that the old hazmat suit he found let him No-Sell radiation dying from radiation poisoning, all the while blaming his symptoms on food poisoning).
 Fallout (Franchise) / int_c145f69b
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Fallout (Franchise) / int_c145f69b
 Fallout (Franchise) / int_c1967d3e
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Retro Universe
 Fallout (Franchise) / int_c1967d3e
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Retro Universe: Fallout's America is an amalgam of all the decades of the Cold War, as well as the Sci-Fi produced during those decades. The '40s give the setting its wartime propaganda, urging you to buy Victory Bonds. The '50s give it their Pre-War fashions and car designs; Fifties Sci-Fi gives it nuclear cars and the styling of its robots. The '60s give it the use of the word "hippies" (in Fallout 3) and anti-war graffiti (all over Hidden Valley in New Vegas). The '70s give it the punk fashion of the Raiders, the oil crisis, and the Institute's general design aesthetic. The '80s give it the drug crisis and emerging biological warfare. The Post-War civilizations also show elements of The Great Depression and The Wild West.
 Fallout (Franchise) / int_c1967d3e
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Fallout (Franchise) / int_c1967d3e
 Fallout (Franchise) / int_c2288824
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A Nazi by Any Other Name
 Fallout (Franchise) / int_c2288824
comment
A Nazi by Any Other Name: Many of the series' antagonists follow this trope. The Master in the first game outright states that he and his Super Mutants want to create a Master Race, and that only when there is "one race" and "one goal" can there be peace on Earth. Though, his goal consists less of wiping out the 'inferior races' and more converting all humans to his 'master race', which is more reminiscent of another infamous ideology. The Enclave, due to their autocratic and militaristic rule and their stated goal of wiping out all "mutants" to keep humanity "pure".
 Fallout (Franchise) / int_c2288824
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Fallout (Franchise) / int_c2288824
 Fallout (Franchise) / int_c25c7890
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Fun with Acronyms
 Fallout (Franchise) / int_c25c7890
comment
Fun with Acronyms: Loads of them Strength. Perception. Endurance. Charisma. Intelligence. Agility. Luck. Generalized Occupational Aptitude Test. Garden of Eden Creation Kit. Vault-Tec Assisted Targeting System.
 Fallout (Franchise) / int_c25c7890
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Fallout (Franchise) / int_c25c7890
 Fallout (Franchise) / int_c3478f1d
type
Badass Bookworm
 Fallout (Franchise) / int_c3478f1d
comment
Badass Bookworm: Virtually any character build in any of the games that relies heavily on intelligence. The intelligence attribute contributes to skill points granted per level. As a result, high level intelligent characters will almost certainly have mastered a wide variety of skills, including ones related to direct combat. In order to even get access to cybernetic combat implants, one must first have substantial skill as a medical doctor.
 Fallout (Franchise) / int_c3478f1d
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Fallout (Franchise) / int_c3478f1d
 Fallout (Franchise) / int_c3c18143
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Hope Spot
 Fallout (Franchise) / int_c3c18143
comment
"War. War never changes." No matter the state of the world or civilization, humanity will always be driven to war with itself again, and always for the same fundamental reasons; resources, greed, ideology, etc. Lonesome Road amends the saying to "war never changes, but men can."
 Fallout (Franchise) / int_c3c18143
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 Fallout (Franchise) / int_c420a553
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We Can Rule Together
 Fallout (Franchise) / int_c420a553
comment
We Can Rule Together: The Master, President Eden, and Caesar all make similar offers to the player character. The Master is actually good for it, while Eden's plan will get you killed (although in his defense, he was genuine about his wanting you to join him, your inferior Wastelander biology just served as a Spanner in the Works), and Caesar doesn't exactly have the best track record of keeping his promises (especially if you're playing a female character, given Caesar's view on the place of women in society). The Institute under Father/Shaun also make this offer to you — and, like the Master, they're actually pretty good for the offer. In Dead Money, the player can make this offer to the Big Bad, Father Elijah, but only if they've talked to Veronica about him and have a negative relation with the NCR, whom Elijah wants to overthrow.
 Fallout (Franchise) / int_c420a553
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 Fallout (Franchise) / int_c446f93c
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Artistic License – Nuclear Physics
 Fallout (Franchise) / int_c446f93c
comment
Artistic License – Nuclear Physics: As a video game series set in a post-apocalyptic Atompunk running on 1950s pulp science tropes, it inevitably plays very fast and loose in regards to the nature of radiation and nukes. One of the biggest examples being the setting itself; most of the games are set about a century or two after the last bombs dropped, but much of the United States is still an irradiated wasteland. Realistically, the radiation levels should have dropped to negligible levels decades agonote Even a nuclear bomb deliberately designed to "salt the earth" with radioactive particles would completely lose its effects after about 130 years. and vegetation should have returned to the land, but then it wouldn't look so post-apocalyptic anymore would it? Pre-war food and drink that's been sealed since before the war shouldn't be radioactive unless it soaked up neutrons or had radioactive particles put into the package before it was sealed (which isn't as far-fetched as you think, as radioactive food, drinks and medication was once sold as "healthy" in the early days when radiation was poorly understood). Alpha and beta particles from radioactive fallout couldn't enter the sealed package, and gamma rays can't induce radioactivity into what they touch.
 Fallout (Franchise) / int_c446f93c
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Fallout (Franchise) / int_c446f93c
 Fallout (Franchise) / int_c5484456
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The Wandering You
 Fallout (Franchise) / int_c5484456
comment
The Wandering You: Appears in all of the games of the franchise. Aside from the many enemies you will find wandering the wasteland from quest location to quest location you will also find many new quests and other small events.
 Fallout (Franchise) / int_c5484456
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 Fallout (Franchise) / int_c57b21f9
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Global Currency
 Fallout (Franchise) / int_c57b21f9
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Global Currency: Bottle caps in the first game, endorsed by the Hub Trading Companies due to their rarity and the difficulty in counterfeiting them. New California Republic Dollars in the second, as the NCR is the dominant power in the region. Tactics used the ring pulls off soda cans. Caps show up again in Fallout 3, implying that the popularity of caps caught on in the East note  Fallout 4 establishes that the East is aware of the existence of the NCR, so no doubt trade routes and communication have been restored to some extent. Caps again in New Vegas because the NCR lost the gold it backed its dollars with and the trading companies are honoring old promises. There is NCR paper money and Legion coin, but those are treated as barter items with fixed values in most cases.
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 Fallout (Franchise) / int_c62aee4c
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From Zero to Hero
 Fallout (Franchise) / int_c62aee4c
comment
From Zero to Hero: Most entries utilize this trope, with an average person ascending to savior/scourge/wildcard of their region of the Wasteland. The numbered series protagonists (the Vault Dweller, the Chosen One, and the Lone Wanderer) fit this trope absolutely to a tee. An exception is Fallout Tactics: Brotherhood of Steel, where you're already a trained Elite Mook before the game begins.
 Fallout (Franchise) / int_c62aee4c
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Fallout (Franchise) / int_c62aee4c
 Fallout (Franchise) / int_c69902e7
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Church of Happyology
 Fallout (Franchise) / int_c69902e7
comment
Church of Happyology: Hubology. See the trope's page for details.
 Fallout (Franchise) / int_c69902e7
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 Fallout (Franchise) / int_c6d07520
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Lampshade Hanging
 Fallout (Franchise) / int_c6d07520
comment
All the packaged foodstuffs you find are 80-210 years old, and perfectly edible, although irradiated, and the soda is "warm and flat". Perhaps justified, because irradiated food won't spoil (although the preservatives should have turned toxic by then). Fallout 4 lampshades it with the "Perfectly Preserved Pies," slices of totally unblemished, good-as-the-day-they-were-baked pie that can rarely be found in ancient vending machines - one character warns that you shouldn't trust anything that looks that good after so long.
 Fallout (Franchise) / int_c6d07520
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 Fallout (Franchise) / int_c7270d1c
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With This Herring
 Fallout (Franchise) / int_c7270d1c
comment
With This Herring: Players are given a very small handful of supplies at the start of each game, typically a handgun with some ammo, a few stimpaks, and maybe a couple other things. Each game justifies this: In the first game, you get a pistol with ammo, a knife, two flares, and four stimpaks. Players can find out later that you're not the first guy they've sent out to find a new water chip and the rest haven't come back and aren't expected to, so they went light on supplies assuming you'd be the same — when you return to the Vault later, you have the option to convince them to give you more gear. You can also start with specialty items (additional ammo, a set of lockpicks, some chems, etc) depending on your Tagged Skills. In the second game, you have a spear, a knife, a handful of cash, and whatever you have leftover after the Temple of Trials. But your village is a primitive tribe, search the huts and you'll realize there's nothing of value they can offer. A couple sidequests allow you to pick up some more healing items and a better spear than you start with before you leave. In the third game, you're woken up in the middle of the night and barely have time to grab some of your personal belongings and take a gun your friend offers you before you have to flee the Vault. You can at least loot the Vault guards you kill and find some other stuff along the way, letting you get your hands on low-level armor and other items before you're thrown into the wasteland. In New Vegas, the people who left you for dead took more than just the Macguffin you were carrying, so when you wake up the doctor gives you back what you had left on you, a pistol, a handful of caps, some stimpaks, and a few bobby pins. Skill checks with the doctor or his equipment can reward a couple more items.note In addition, due to a development oversight everything in his house is marked as unowned, allowing you to freely loot a lot of valuable gear. This is completely averted with the Courier's Stash DLC, which gives you all five pre-order bonus packs at the start of the game, giving you multiple weapons and suits of armor along with many more healing items and other things of use. In the fourth game, you wake up from cryo-sleep to find your already smaller-than-normal Vault has long been abandoned and most things of value have been taken by the former staffers or other looters. The only things left are a handful of stimpaks, a couple of police batons and handheld pistols, and general junk. There is a valuable unique weapon here, the Cryolator, but it's in a security case with a Master-level lock, which is why no one has taken it already and it'll be a long time before you can get it without cheating.
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 Fallout (Franchise) / int_c75df49a
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Shout-Out
 Fallout (Franchise) / int_c75df49a
comment
Shout-Out: Enough for its own page. Most of the special encounters are Shout-Out material. Everything from Monty Python to Star Trek to half the post-apocalyptic science fiction ever made: Mad Max, A Boy and His Dog, Logan's Run, and more.
 Fallout (Franchise) / int_c75df49a
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 Fallout (Franchise) / int_c95d6a1c
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Evil States of America
 Fallout (Franchise) / int_c95d6a1c
comment
Evil States of America: It really says something when post-war America, an irradiated wasteland filled with vicious mutants, warring tribes, and every example of human evil imaginable is still a better place to live than Pre-war America.
 Fallout (Franchise) / int_c95d6a1c
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 Fallout (Franchise) / int_c98b7916
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Messianic Archetype
 Fallout (Franchise) / int_c98b7916
comment
Another aesop is the impact one person can make on the world, if they have the will to make a difference, and how their actions can ripple out and change the world in ways they never intended. Throughout the series the various player characters become famed as Messianic Archetypes to the generations that come after, when often their adventures at the time were comparatively small-scale simple good deeds — protecting a village from raiders allowed that village to become a regional government, and smashing some alcohol stills turned a Wretched Hive into a civilized community. New Vegas in particular has a reveal in which what your character thought was just another delivery turned out to be the doom of an entire region of the wasteland, and they never even knew it until coming back years later to see what was left of it.
 Fallout (Franchise) / int_c98b7916
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 Fallout (Franchise) / int_c9954979
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Crippling the Competition
 Fallout (Franchise) / int_c9954979
comment
Crippling the Competition: Throughout the series, you can use target shots to aim at enemy body parts. Shooting the eyes or head lowers their accuracy, shooting the arms may prevent them from using certain weapons, and shooting the legs lowers movement speed.
 Fallout (Franchise) / int_c9954979
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 Fallout (Franchise) / int_ca7f68c4
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Power Fist
 Fallout (Franchise) / int_ca7f68c4
comment
Power Fist: Infinity +1 Sword for characters using the Unarmed skill; can be upgraded to a Mega Powerfist in some games.
 Fallout (Franchise) / int_ca7f68c4
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 Fallout (Franchise) / int_caf89e54
type
Taking You with Me
 Fallout (Franchise) / int_caf89e54
comment
Taking You with Me: While no-one knows for sure who first let the nukes fly, documents in Fallout 4 implies it was China. If this is true, China was likely trying to invoke this trope due to the U.S sending troops into mainland China after beating them in Alaska. With the war about to be lost, China preferred facing nuclear annihilation.
 Fallout (Franchise) / int_caf89e54
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 Fallout (Franchise) / int_cc86a5a1
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Ballistic Discount
 Fallout (Franchise) / int_cc86a5a1
comment
Ballistic Discount: You can kill pretty much anyone and take their stuff, shopkeeper or not, which includes killing them with a gun they just sold you and taking back your cash. Be aware that eyewitnesses (aside from your ludicrously loyal companions) will open fire.
 Fallout (Franchise) / int_cc86a5a1
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 Fallout (Franchise) / int_ccab244d
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Kinetic Weapons Are Just Better
 Fallout (Franchise) / int_ccab244d
comment
Kinetic Weapons Are Just Better: A case of Gameplay and Story Segregation, but it applies nonetheless. In Fallout 2, there's no reason to use energy guns except for personal appeal. Fallout 2 greatly expands the number of conventional firearms, making most of the guns continuing from FO1 merely the bottom rung of their particular category (for example in Fallout 2, there was the combat shotgun from FO1 but additionally there is now the HK Caws and the Pancor Jackhammer). These newer firearms did damage that rivaled or exceeded that of the laser rifle. Additionally Fallout 2 had most ammunition give a bonus to damage or reducing the damage resistance of targeted armor. For example, since the common FMJ ammo halves the damage resistance of armor, it made the devastating machine gun Bozar the gamebreaker of Fallout 2. Hilariously, in 2 the Salvatore gang are deeply feared for their exclusive use of laser weapons and one NPC relates a single Salvatore goon with a laser pistol once massacred a whole group of people armed with ordinary gunpowder weapons. However if you start a gunfight while wearing metal armour in the Salvatore bar the supposedly unstoppable thugs toting laser pistols do hardly anything to you - the biggest threat in the room is the bartender toting ye olde double-barrelled shotgun. In 3, guns are Boring, but Practical compared to energy weapons. The Alien Blaster is one of the strongest weapons in the entire game, but Abe Lincoln's old .44 Winchester repeater isn't that far behind and it uses fairly easy to come by .44 ammunition rather than irreplaceable alien power cells. New Vegas finally balances things out by introducing several top-tier laser and plasma weapons that fulfil the same tactical niches of different guns (laser shotgun, laser sniper rifle, laser SMG, etc.) and perks to increase their power. Energy weapons also have an inherent damage threshold reduction effect making them much more effective than guns against heavily armoured enemies like robots, Brotherhood Knights and deathclaws. That said, guns loaded with armour-piercing rounds will do almost as good a job, and energy weapons and their ammunition are still more expensive and harder to come by, at least in the early game.
 Fallout (Franchise) / int_ccab244d
featureApplicability
1.0
 Fallout (Franchise) / int_ccab244d
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_ccab244d
 Fallout (Franchise) / int_cd6458a8
type
No Control Group
 Fallout (Franchise) / int_cd6458a8
comment
No Control Group: Averted. Unlike most fictional experiments, there was a control group for the Vault-Tec Vault experiments - the seventeen unmodified vaults that operated as advertised and opened on time.
 Fallout (Franchise) / int_cd6458a8
featureApplicability
-1.0
 Fallout (Franchise) / int_cd6458a8
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_cd6458a8
 Fallout (Franchise) / int_cd8ca67a
type
DoubleSubverted
 Fallout (Franchise) / int_cd8ca67a
comment
Double Subverted in 76: You emerge from the Vault, one of the few control Vaults that worked as intended, to a wasteland that is practically untouched by the ravages of war...and completely depopulated due to a mysterious plague.
 Fallout (Franchise) / int_cd8ca67a
featureApplicability
-0.3
 Fallout (Franchise) / int_cd8ca67a
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_cd8ca67a
 Fallout (Franchise) / int_ce0bffd0
type
Hover Bot
 Fallout (Franchise) / int_ce0bffd0
comment
Hover Bot: The common Mr. Handy utility robot is a floating sphere with several arms, vaguely resembling an octopus. The sphere has three eyes on stalks to act as an expressive "face".
 Fallout (Franchise) / int_ce0bffd0
featureApplicability
1.0
 Fallout (Franchise) / int_ce0bffd0
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_ce0bffd0
 Fallout (Franchise) / int_ce54d44f
type
Apocalyptic Logistics
 Fallout (Franchise) / int_ce54d44f
comment
Apocalyptic Logistics: Ammo and pre-war guns, though not always in the best of condition, are still common enough to be in the hands of most mooks, factions, and merchants. Energy weapons are rarer (though the few that still have the means crank out post-war replicas). Despite the 80-210 years (depending on the game) since the bombs fell, pre-war supplies can still be found in abundance in ruined buildings, in areas with beings that would have had found them and used them long before the game even started.
 Fallout (Franchise) / int_ce54d44f
featureApplicability
1.0
 Fallout (Franchise) / int_ce54d44f
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_ce54d44f
 Fallout (Franchise) / int_cf7b362
type
Horror Hunger
 Fallout (Franchise) / int_cf7b362
comment
Horror Hunger: Cannibalism, in addition to being a favored pastime of rabid psychotics, can sometimes stem from a mutation. While most humans must choose to eat people (and even suffer from the real-world side-effects, like brain diseases), a small number of people have mutated a natural compulsion to eat human flesh, as well as the ability to eat it without getting sick. Several organizations of cannibals exist who have either kicked the habit, tried to and failed, or found a substitute.
 Fallout (Franchise) / int_cf7b362
featureApplicability
1.0
 Fallout (Franchise) / int_cf7b362
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_cf7b362
 Fallout (Franchise) / int_cfd569ac
type
Take Your Time
 Fallout (Franchise) / int_cfd569ac
comment
Take Your Time: Averted in the first game, where you have 150 days to find a new water chip and save your vault, and then 500 days to destroy The Master's army (although finishing as fast as you can determines whether the Mutants destroyed the various settlements or not in the ending.) Fallout 2 gives you a 13 year time limit due to technical limitations. Played straight in all subsequent games.
 Fallout (Franchise) / int_cfd569ac
featureApplicability
-1.0
 Fallout (Franchise) / int_cfd569ac
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_cfd569ac
 Fallout (Franchise) / int_cfda0ecb
type
Escort Mission
 Fallout (Franchise) / int_cfda0ecb
comment
Escort Mission: Fairly common in this series, but most of them are pretty relaxed. There aren't very many situations where the escortee moves at their own pace. Most of the time, they're just following you.
 Fallout (Franchise) / int_cfda0ecb
featureApplicability
1.0
 Fallout (Franchise) / int_cfda0ecb
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_cfda0ecb
 Fallout (Franchise) / int_d08577eb
type
Broken Base
 Fallout (Franchise) / int_d08577eb
comment
Fallout 4 stars a pre-war citizen of the USA who was frozen along with everyone else in their vault before the bombs dropped. They see their spouse shot dead and their infant son kidnapped, leading to them being known as The Sole Survivor. This one proved controversial, as it gave the PC a far more specific background than previous titles, which some players found limiting and uninteresting.
 Fallout (Franchise) / int_d08577eb
featureApplicability
1.0
 Fallout (Franchise) / int_d08577eb
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d08577eb
 Fallout (Franchise) / int_d2ac8eb2
type
Keywords Conversation
 Fallout (Franchise) / int_d2ac8eb2
comment
Keywords Conversation: The first game allowed the player to type in keywords freely in addition to Dialogue Trees that automatically came up when talking to an NPC.
 Fallout (Franchise) / int_d2ac8eb2
featureApplicability
1.0
 Fallout (Franchise) / int_d2ac8eb2
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d2ac8eb2
 Fallout (Franchise) / int_d4937788
type
Days of Future Past
 Fallout (Franchise) / int_d4937788
comment
Days of Future Past: 2077 America is an extreme version of 1950s America, with technology stuck at nuclear power plants and vacuum tubes, widespread Red paranoia, and crippling resource shortage in the face of rampant consumerism. Post-War societies tend to borrow from ancient cultures as well. Though their interpretations are often warped from reality, there are very few major factions that aren't at least based on iconography of a previous society. The Brotherhood of Steel fashion themselves like medieval knights. They have a strict code of conduct, refer to each other with terms like "squire" or "paladin", and their Powered Armor evokes a full suit of plate armor. The Khans are a long-enduring raider tribe from southern California that style themselves after ancient Mongol warriors. Notably, they actually know very little of Mongol historynote Their writers based them more off of the Mongols M.C., an outlaw biker gang; a potential ending for their quest in New Vegas involves providing them with a book on the subject that inspires them to migrate to Wyoming and form a mighty and prosperous Empire based on the conquests of Genghis Khan. Dotting the Nevada wastelands are various old-Western towns. Miners, gamblers, and revolver-toting drifters are common, and lingo has shifted to reflect the Western aesthetic (like scavengers being dubbed "prospectors"). From the east of Vegas are Caesar's Legion, a faction that styles themselves after Ancient Rome. They carry spears, plate armor, and various antiquated weapons in stark comparison to their high-tech enemies. Also like Ancient Rome, they punish people by crucifixion. The Commonwealth's Minutemen fashion after the real-world American revolutionary militia group named identically. Their trademark weapon is the laser musket (after real-world America's widespread use of muskets at the time) and their M.O. is providing fast support to communities in need, also similar to the real-world Minutemen. The Commonwealth also features the Railroad, who help Synths that have escaped the Institute, as a parallel to the real-world Underground Railroad that once operated in the area and helped African slaves escape to Canada.
 Fallout (Franchise) / int_d4937788
featureApplicability
1.0
 Fallout (Franchise) / int_d4937788
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d4937788
 Fallout (Franchise) / int_d525f857
type
Sci-Fi Writers Have No Sense of Scale
 Fallout (Franchise) / int_d525f857
comment
Sci-Fi Writers Have No Sense of Scale: Without constant maintenance the works of man crumble away, but not in the Fallout universe. The wastes are on the whole in much better condition than they should be given the passage of time. Skeletons which apparently date back to the bombing litter the landscape despite decades or centuries passing, long past when they would have crumbled to dust or been scattered by animals (graves slow decay). Intact bodies with no sign of decay can also be found weeks or years after they've died. This is especially jarring in Fallout 3 and 4 because human structures without maintenance will entirely disappear in 200 years unless entirely made of stone. Even those will be heavily overgrown and compromised by plant life.
 Fallout (Franchise) / int_d525f857
featureApplicability
1.0
 Fallout (Franchise) / int_d525f857
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d525f857
 Fallout (Franchise) / int_d52d28b6
type
Hypocrite
 Fallout (Franchise) / int_d52d28b6
comment
Hypocrite: The Enclave. The remnants of the old United States government wants to kill everyone and everything who's DNA has been exposed to radiation so that only "pure" humans will remain to reclaim the wastelands. They sure don't mind having a super mutant-turned-cyborg leading their armies. Or harming other "pure" humans from the Vaults to further their agenda.
 Fallout (Franchise) / int_d52d28b6
featureApplicability
1.0
 Fallout (Franchise) / int_d52d28b6
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d52d28b6
 Fallout (Franchise) / int_d5eec459
type
Xeno Nucleic Acid
 Fallout (Franchise) / int_d5eec459
comment
Xeno Nucleic Acid: In a world set after a nuclear war, there are bound to be countless genetic abnormalities out in the wasteland. However, one pre-war example would be the experiments performed in the Pan-Immunity Virion Project. In their goal to protect America's population from Chinese bioweapons, they created a retrovirus that could transform all the DNA in a host cell into a quad-helix structure, which they hoped would prevent diseases from taking hold. Their crowning achievement, however, is the Forced Evolutionary Virus. The FEV is described as a Megavirus with a protein sheath reinforced by ionized hydrogen that protects it from radiation. The virus has pre-programmed introns specified for the species it infects. It works by copying the host cell's DNA and placing the data into exons, which is taken back by the virus and then re-introduced into the host's cells alongside the introns, which induce the radical mutations the FEV is known for. note  This is actually a case of Artistic License – Biology; viruses, by definition, can't edit genetic material or replicate on their own.
 Fallout (Franchise) / int_d5eec459
featureApplicability
1.0
 Fallout (Franchise) / int_d5eec459
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d5eec459
 Fallout (Franchise) / int_d9b4cc7f
type
Abdicate the Throne
 Fallout (Franchise) / int_d9b4cc7f
comment
Abdicate the Throne: So to speak. Sometimes the diplomatic solution in regime-change type quests involves the officeholder stepping down willingly.
 Fallout (Franchise) / int_d9b4cc7f
featureApplicability
1.0
 Fallout (Franchise) / int_d9b4cc7f
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_d9b4cc7f
 Fallout (Franchise) / int_da0eeab5
type
Breakout Character
 Fallout (Franchise) / int_da0eeab5
comment
Breakout Character: The Brotherhood of Steel is a breakout faction. In the first game, they were just one Wacky Wayside Tribe in the Wasteland most notable as the source of Powered Armor, and they had a minor outpost in 2 that had little relationship to the overall plot. But then they got two spinoffs that focused on them, and 3 and 4 were mainline games that featured them as one of the main factions.
 Fallout (Franchise) / int_da0eeab5
featureApplicability
1.0
 Fallout (Franchise) / int_da0eeab5
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_da0eeab5
 Fallout (Franchise) / int_da1c64ef
type
Lethal Joke Item
 Fallout (Franchise) / int_da1c64ef
comment
Lethal Joke Item: The Red Ryder Limited Edition BB Gun. It does virtually no damage to enemies... unless you hit them in the eyes, in which case it becomes the most powerful weapon in the entire game and has a near 100% crit rate, regularly resulting in Ludicrous Gibs even against Super Mutants and Nightkin. It is, however, useless against enemies that don't have eyes. The same BB Gun makes its return in New Vegas. The weapon has an extremely high critical damage multiplier and perfect accuracy, and while hidden, with the right perks, its damage output surpasses everything short of an Anti-materiel rifle with a sneak attack critical.
 Fallout (Franchise) / int_da1c64ef
featureApplicability
1.0
 Fallout (Franchise) / int_da1c64ef
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_da1c64ef
 Fallout (Franchise) / int_dae5c997
type
Action Girl
 Fallout (Franchise) / int_dae5c997
comment
Action Girl: Any female PC can choose to be an Action Girl. There's even a Perk with this name for female characters (and Action Boy for male).
 Fallout (Franchise) / int_dae5c997
featureApplicability
1.0
 Fallout (Franchise) / int_dae5c997
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_dae5c997
 Fallout (Franchise) / int_daef39ee
type
Elaborate Underground Base
 Fallout (Franchise) / int_daef39ee
comment
Elaborate Underground Base: The Vaults as well as Fallout 3's Raven Rock. Both justified, as some of the Vaults are supposed to hold hundreds, and in a few cases thousands, of people, and Raven Rock is based on the actual Raven Rock government complex. The Institute also counts as this, being located far below the C.I.T. ruins.
 Fallout (Franchise) / int_daef39ee
featureApplicability
1.0
 Fallout (Franchise) / int_daef39ee
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_daef39ee
 Fallout (Franchise) / int_db33bc7e
type
Ludicrous Gibs
 Fallout (Franchise) / int_db33bc7e
comment
Ludicrous Gibs: Will happen after taking the Bloody Mess perk/trait, which does exactly what it says to your enemies. A starting-out character with the trait can punch a hole in a gecko, or kick a rat and make it explode. In Fallout 3 and Fallout: New Vegas, the Bloody Mess perk can actually make corpse looting tedious if you mow down a large number of targets in a small area; you'll likely take a while sifting through the mess. Which spatters of meat belonged to which enemy?!
 Fallout (Franchise) / int_db33bc7e
featureApplicability
1.0
 Fallout (Franchise) / int_db33bc7e
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_db33bc7e
 Fallout (Franchise) / int_de7b7cbf
type
Drugs Are Bad
 Fallout (Franchise) / int_de7b7cbf
comment
Drugs Are Bad: Zig-zagged. Drugs are all over the wasteland — Buffout, Mentats, Psycho, Jet, Med-X, Rad-X, Radaway, and numerous others — some of which are medical drugs (Rad-X and Radaway are anti-radiation chems, Med-X is a censorship-friendly take on morphine) and others are recreational (Psycho, Mentats, and especially Jet, are used mainly for the high). The games universally frame drug-pushers as villainous characters, and one of the main types of enemy you'll deal with, Raiders, are emphasized as drugged-up murderous outlaws. On the other hand few speak poorly of the drugs themselves, just those that use them, and most merchants have no problem buying and selling chems. Additionally, chems give you temporary stat boosts and can make a huge difference in fights, so you'll likely end up carrying a few with you and popping them to give you a bit more zip, and as long as you don't get addicted you'll be fine and few will judge you for it. Flavor text also mentions that before the Great War some of these chems are readily available in stores, even if frowned upon, and there was controversy over some that seemed to have potential for legitimate health benefits (Mentats were actually being marketed to children!)
 Fallout (Franchise) / int_de7b7cbf
featureApplicability
1.0
 Fallout (Franchise) / int_de7b7cbf
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_de7b7cbf
 Fallout (Franchise) / int_df582b0b
type
Continuity Snarl
 Fallout (Franchise) / int_df582b0b
comment
Continuity Snarl: Whether the Mr. Handy is a product of General Atomics or RobCo differs by installment.
 Fallout (Franchise) / int_df582b0b
featureApplicability
1.0
 Fallout (Franchise) / int_df582b0b
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_df582b0b
 Fallout (Franchise) / int_e0ce2471
type
Absurdly Sharp Claws
 Fallout (Franchise) / int_e0ce2471
comment
Absurdly Sharp Claws: In the possession of the aptly named deathclaws, genetically engineered killing machines with claws the size of machetes. In each game they are one of the toughest commonly occurring enemies, and their claws can even be MacGyvered into one of the more deadly unarmed weapons in Fallout 3.
 Fallout (Franchise) / int_e0ce2471
featureApplicability
1.0
 Fallout (Franchise) / int_e0ce2471
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e0ce2471
 Fallout (Franchise) / int_e11bf8dd
type
MechaMook
 Fallout (Franchise) / int_e11bf8dd
comment
The Institute also has this advantage. On the one hand, their vast Gen 1 & 2 Synth armies are individually weaker than humans and have weaker laser weapons than even those from the Pre-War days. However, that doesn't matter. Why? Because not only are the Institute The Conspiracy, but they can produce Gen 1 & 2 Synths by the veritable millions.
 Fallout (Franchise) / int_e11bf8dd
featureApplicability
1.0
 Fallout (Franchise) / int_e11bf8dd
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e11bf8dd
 Fallout (Franchise) / int_e12307f0
type
Sliding Scale of Turn Realism
 Fallout (Franchise) / int_e12307f0
comment
Sliding Scale of Turn Realism: Action by Action by virtue by the action point system.
 Fallout (Franchise) / int_e12307f0
featureApplicability
1.0
 Fallout (Franchise) / int_e12307f0
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e12307f0
 Fallout (Franchise) / int_e15138cf
type
Mysterious Protector
 Fallout (Franchise) / int_e15138cf
comment
Mysterious Protector: The "Mysterious Stranger" perk in 2,3 and New Vegas, with the Miss Fortune Perk added in the last.
 Fallout (Franchise) / int_e15138cf
featureApplicability
1.0
 Fallout (Franchise) / int_e15138cf
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e15138cf
 Fallout (Franchise) / int_e1645c04
type
Set a Mook to Kill a Mook
 Fallout (Franchise) / int_e1645c04
comment
Set a Mook to Kill a Mook: Plenty of opportunities to do this in all the games since they keep track of the multiple factions.
 Fallout (Franchise) / int_e1645c04
featureApplicability
1.0
 Fallout (Franchise) / int_e1645c04
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e1645c04
 Fallout (Franchise) / int_e170211a
type
Borrowing from the Sister Series
 Fallout (Franchise) / int_e170211a
comment
Borrowing from the Sister Series: Beginning with 3 (Bethesda's first developed game in the series), Bethesda adopted the Wide-Open Sandbox approach of The Elder Scrolls to the formerly a top-down, Turn-Based RPG Fallout series. It has remained in each main installment since.
 Fallout (Franchise) / int_e170211a
featureApplicability
1.0
 Fallout (Franchise) / int_e170211a
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e170211a
 Fallout (Franchise) / int_e1acc872
type
From Nobody to Nightmare
 Fallout (Franchise) / int_e1acc872
comment
From Nobody to Nightmare: Deathclaws are killing machines which mutated from the modestly-sized and inoffensive Jackson's Chameleon.
 Fallout (Franchise) / int_e1acc872
featureApplicability
1.0
 Fallout (Franchise) / int_e1acc872
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e1acc872
 Fallout (Franchise) / int_e1de6cc1
type
Post-Apocalyptic Gas Mask
 Fallout (Franchise) / int_e1de6cc1
comment
Post Apocalyptic Gasmask: Despite featuring an irradiated wasteland, gasmasks are not a requirement but Powered Armor suits which feature gasmasks are emblematic of the franchise.
 Fallout (Franchise) / int_e1de6cc1
featureApplicability
1.0
 Fallout (Franchise) / int_e1de6cc1
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e1de6cc1
 Fallout (Franchise) / int_e2d457
type
The Ditz
 Fallout (Franchise) / int_e2d457
comment
The Ditz: Harry, who is easily the dumbest Super Mutant in the entire series. Which is saying something.
 Fallout (Franchise) / int_e2d457
featureApplicability
1.0
 Fallout (Franchise) / int_e2d457
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e2d457
 Fallout (Franchise) / int_e34ada78
type
Authority Equals Asskicking
 Fallout (Franchise) / int_e34ada78
comment
Authority Equals Asskicking: Seen in Fallout 1 with the Lieutenant and the Master. Averted in Fallout 2 with President Richardson, who's a standard unarmed civilian, and in Fallout 3 with Colonel Autumn, who is only slightly tougher than a normal enemy soldier. Played straight in Fallout 3 with Commander Jabsco of Talon Company (who has a rocket launcher and more health than almost any other character in the game), and Chinese General Jingwei in the Operation: Anchorage DLC expansion (who has an insane amount of health which, combined with his body armor, makes him the 2nd toughest enemy in the entire game next to the 15-foot tall Super Mutant Behemoth, possibly to encourage the player to convince him to surrender instead, or maybe just an example of Executive Meddling on the part of General Chase). Both seen and averted in New Vegas. The NCR President and General are both bog-standard humans, while Caesar himself is only about as tough as an Elite Mook. Legate Lanius, however, is a murder machine (for reference, the guy can take multiple anti-tank rounds to the face and still have more than 3/4ths of his health left).
 Fallout (Franchise) / int_e34ada78
featureApplicability
-1.0
 Fallout (Franchise) / int_e34ada78
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e34ada78
 Fallout (Franchise) / int_e35bc0f7
type
Tragic Monster
 Fallout (Franchise) / int_e35bc0f7
comment
4 has the shipwrecked & Ghoulified remnants of a Norwegian freighter, who have since then degenerated into Raiders in order to survive.
 Fallout (Franchise) / int_e35bc0f7
featureApplicability
1.0
 Fallout (Franchise) / int_e35bc0f7
featureConfidence
1.0
 Fallout (Franchise)
hasFeature
Fallout (Franchise) / int_e35bc0f7
 Fallout (Franchise) / int_e42e0c1b
type
Hate Crimes Are a Special Kind of Evil
 Fallout (Franchise) / int_e42e0c1b
comment
Hate Crimes Are a Special Kind of Evil: Of all the various factions in the wasteland, the one that is so morally-bankrupt and vile that all traces of it are wiped out in later games is the Enclave. While there are many, many supremacist groups throughout the franchise, many of them are groups who can realize the error of their ways (the Master's Army), only got that way later in the games (the Brotherhood of Steel), or are so minor that they hardly matter (Tenpenny Tower). The Enclave, however, was built on an entire platform of genocide — they slaughter without remorse or regret, especially targeting super mutants and ghouls, but their definition of "mutation" extends to most of humanity. In the two games they appear, they are the main antagonists with the goal of no less than wiping out all creatures who have even a hint of mutation, to the degree President Richardson flat out tells the protagonist of Fallout 2 that they aren't considered human. By the time of New Vegas, the Enclave have been completely wiped out, with the remnants remaining having completely integrated into wasteland society and younger generations viewing their history as an embarrassment.
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Nerf
 Fallout (Franchise) / int_e545e190
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Nerf: Power Armor got this treatment immediately after the second game, and seems to get more plentiful across the wasteland with each Fallout installment. At first, it was nearly impenetrable and could only be gotten through a particularly difficult sidequest for the Brotherhood Of Steel. By Fallout 4, even the Raiders have it, and the player can get any armor by simply killing the wearer and walking away with their suit. On top of that, it's also gotten much more difficult to maintain and use.
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NiceJobGuidingUsHero
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Nice Job Guiding Us, Hero: If the Vault Dweller recruits water merchants to send supplies to Vault 13, they will extend the water chip deadline with 100 days, but it allows the Master's super mutants to find the Vault earlier.
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Divergent Character Evolution
 Fallout (Franchise) / int_e5d37e0f
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Divergent Character Evolution: The Brotherhood of Steel "split" into three distinct factions after Fallout 2, each faction demonstrating very different behavior: The West Coast side devolved into Knight Templar, becoming hostile to any outsiders they deem unfit to use advanced technology and using force to keep their bases safe, being very hesitant to accept aid from outsiders. They quietly acknowledge however that their xenophobic policies will get their faction exterminated since their numbers are dwindling and their technology is becoming outdated, but they keep to the codex anyway, and as a result have divided even further into isolated chapters with differing ideals and little unity. The East Coast Brotherhood led by Elder Lyons decided that their advanced technology would be put to better use helping people rather than just being hoarded, so they turned their attention to patrolling the wasteland trying to protect people from mutants and raiders, their ranks are open to outside recruits, and they offer aid to outsider projects they deem worth the manpower. While this has arguably made them the most successful branch of the Brotherhood, it also violates much of the Codex, and pressure is mounting within the chapter as the few original members who haven't deserted continue to question where their loyalties lie. Fallout 4 takes place 10 years after 3, and Elder Lyons has passed away in that time. The Brotherhood decided to revert closer to the original West coast counterparts (or East coast Outcasts) in terms of philosophy, but are still open to outside recruitment to get around the West Coast "dwindling population" problem. They keep some of their old beliefs from the Lyons era as they also ostensibly aim to protect the commonwealth (at least its unaltered human population) from the Institute, super mutants, raiders and other perceived threats. These good intentions however are counterbalanced by the Brotherhood being violently xenophobic and tyrannical, having no issues with using force to get "cooperation" from less powerful groups or exterminating non-humans who pose no actual threat to the Commonwealth. The Brotherhood Outcasts left the East Coast chapter because they felt Lyons betrayed the Codex, and while they take the name "Outcasts" as a jab at him, they consider themselves the real Brotherhood of the East Coast and see Lyons as a traitor who will be brought to justice. They are willing, though reluctant, to accept aid from outsiders and will open their base to one they trust enough, but do not offer membership, bolstering their ranks with robots instead. They patrol the wastelands salvaging old technology, and their patrols deal with hostiles like mutants and raiders. Interestingly, the "outcasts" are closer to the Brotherhood's behavior in the original Fallout than either the East or West Coast sides. As of Fallout 4, the Outcasts have since rejoined the main East Coast Brotherhood after Arthur Maxson became Elder.
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Good Old Ways
 Fallout (Franchise) / int_e743ffa9
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Good Old Ways: A common trend you'll see in the Wasteland. A lot of people dress like the pre-war Americans did, talk like they did, and preach the same virtues of liberty and justice that America stood for. The sad reality that undermines this hero worship of the pre-war America is that even before the bombs dropped, America was already on its way out. Even if America had overcome the resource problems, it was socially a mess that had undermined its Constitution and its traditions in just about every way. The "land of the free and the home of the brave" was long dead by that point. The America the Wasteland worships is more or less a lie. For the rare few who are aware of these flaws, they just take that as a challenge to to make the ideals of America a reality in a way their forefathers never could. Anti-communism and anti-Chinese sentiment is not unknown in the Brotherhood, acting much like their pre-war jigonistic forefathers. By contrast their leader Arthur Maxson in Fallout 4 notably blames both pre-war America and China for causing the mess they're in, but uses that as motivation for why the Brotherhood of Steel needs to get right what the former United States got wrong.
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Standard Post-Apocalyptic Setting
 Fallout (Franchise) / int_e82373e9
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Standard Post-Apocalyptic Setting: The franchise is at its core an homage to this trope. A devastating nuclear exchange between the despotic governments of China and the US left the world a scorched, barren wasteland, roamed by horribly mutated animals and humans, rogue war robots, genetically engineered bioweapons that breached containment and went feral, and bands of barbaric raiders with few ambitions beyond killing, stealing, and wasting their lives on alcohol and drugs. Plant life is mostly of the scattered, sickly, and barren sort; lush growth mostly exists in sites where the old government ran biological experiments and is rarely safe to be around. Surviving settlements tend to be insular and shoddily built, and often rely on small-scale agriculture and scavenging for survival; by the later games, however, larger nations and trade networks begin to form. Not all of the emerging governments are very benign, however, and numerous areas and cities are under the rule of ambitious warlords, criminal syndicates, and large neo-barbarian hordes.
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Talking the Monster to Death
 Fallout (Franchise) / int_e92841f
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Talking the Monster to Death: A very common way to deal with the Final Boss and/or Big Bad is to talk your way out of the fight, or you can avoid it entirely. In 1, the Master can be talked into destroying himself if you convince him his plan will fail. The Dragon, the Lieutenant, can be avoided by self-destructing the base. 2, you can talk the Mad Scientist who is responsible for the Big Bad's scheme into sabotaging it. The Big Bad will happily converse you with, but conversation goes nowhere and he's not a fighter so he doesn't attack you unless you strike first. You also set their base to self-destruct, ensuring his death anyway. In a rare case for this series, the Final Boss cannot be talked down, and this is almost lampshaded by allowing you to ask "can't we talk this over?" and the villain laughing "we just did". 3, Autumn can be talked into walking away by convincing him he fights for a lost cause. The add-ons: Operation Anchorage lets you convince the final boss to kill himself. The Pitt lets you talk one of the two villains (depending on quest options) into fleeing, the other must die. In the other three add-ons, the final villain must be killed. New Vegas, you may face one of two final bosses, or both. Both can both be talked into standing down without a fight. The Big Bad of the Legion, Caesar, must be killed, but his death is not demanded by the story. The add-ons: Old World Blues lets you talk the villain into reforming, Dead Money lets you snare the villain in a Death Trap without fighting him, and Lonesome Road lets you talk down the final boss. Honest Hearts plays with this by having Joshua Graham subdue the villain, Salt-Upon Wounds, in a cutscene, and you can either talk down Joshua into letting him live, letting him fight for his life, or just let him kill him.
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Groin Attack
 Fallout (Franchise) / int_eaf5a1ac
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Using VATS to shoot a woman in the crotch hurts them every bit as badly as it does a man. Plus you get a special funny message out of it.
 Fallout (Franchise) / int_eaf5a1ac
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Cartography Sidequest
 Fallout (Franchise) / int_eb27e576
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Cartography Sidequest: In Fallout 3, you can map out the Wasteland for Reilly after you've saved her squad in exchange for caps. Two smaller ones also appear in Fallout 2. Vault City asks you to map the grid squares surrounding Gecko and to find a route to NCR. Technically, you just have to get to NCR. It doesn't matter if you go by way of New Reno and San Francisco.
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Big Creepy-Crawlies
 Fallout (Franchise) / int_eb4086e3
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Big Creepy-Crawlies (radroaches, bloatflies, radscorpions, cazadors, stingwings, bloodwings, giant mantises, etc...) shouldn't exist at this size, since their breathing system is too inefficient (utilizing either open circulatory systems or more primitive, inefficient exchangers like book lungs) and they would asphyxiate.
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Jerkass
 Fallout (Franchise) / int_eb8ec7c8
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Jerkass: It probably has something to do with the fact that their civilization has been reduced to rubble and every day is a struggle for survival, but even setting aside the various raiders and slavers, there sure are a lot of assholes wandering around. Almost every single person you meet has some kind of chip on their shoulder.
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Underground City
 Fallout (Franchise) / int_eddfe7e5
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Underground City: The Vaults were designed to function as these. Ghoul communities tend to be found in subterranean locations, such as Necropolis located in the ruins and sewers of Bakersfield, as well as Underworld in the Capital Wasteland.
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 Fallout (Franchise) / int_ef3afe53
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Infinite Stock For Sale
 Fallout (Franchise) / int_ef3afe53
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Infinite Stock For Sale: The games in general are aversions, as shops only have limited stock. Not only that, but the shop owners had limited money as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. This can lead to situations where, if you have a high-value item, you can't sell it to some shops without taking a loss (i.e. it might be worth 1000 caps but the shop keep only has 400 on hand). This is one of the reasons to trade heavy items for zero-wright chems.
 Fallout (Franchise) / int_ef3afe53
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Fallout (Franchise) / int_ef3afe53
 Fallout (Franchise) / int_ef4d8558
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A World Half Full
 Fallout (Franchise) / int_ef4d8558
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A World Half Full: The series in general. Yes, it's a post apocalyptic wasteland, but the remaining inhabitants are more or able to get through the day, and there is a lot of emphasis on hope and optimism, and people's ability to learn from past mistakes and build a better future for themselves and their community. Of course, playing a Good character makes it count even more.
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War Is Hell
 Fallout (Franchise) / int_f1d6144a
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War Is Hell: When you boil it down, the franchise runs entirely on this, focusing on how much society can change into a grotesquely bleak apocalyptic hellscape after a war (especially a nuclear one). What else would you expect from the Arc Words, "War. War never changes."?
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The Alleged Car
 Fallout (Franchise) / int_f237981e
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The Alleged Car: Or rather, The Alleged Everything. 80% of the tech you find is literally falling apart, broken, or trying to kill you. However, that doesn't mean that technology is useless. There's also an actual Alleged Car that doubles as a Cool Car, the Fallout 2 Highwayman.
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Dangerous Deserter
 Fallout (Franchise) / int_f243e0a7
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Dangerous Deserter: Subverted with Captain Maxson and his squad. During the last few days before the Great War, they deserted the U.S army and declared independence after having uncovered exactly what kind of experiments were going on at the Mariposa Military Base (their original commander committed suicide just before the bombs fell). After the War, they would found the Brotherhood of Steel at Lost Hills bunker.
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Master Race
 Fallout (Franchise) / int_f2fe5ff8
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The Master in the first game outright states that he and his Super Mutants want to create a Master Race, and that only when there is "one race" and "one goal" can there be peace on Earth. Though, his goal consists less of wiping out the 'inferior races' and more converting all humans to his 'master race', which is more reminiscent of another infamous ideology.
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 Fallout (Franchise) / int_f3fac450
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Brain in a Jar
 Fallout (Franchise) / int_f3fac450
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In New Vegas, all of the DLCs have a character who is this to some extent, and nearly all of them are (or at least presented as) antagonists at some point. In Dead Money and Lonesome Road Father Elijah and Ulysses respectively went on long incredible journeys involving post-war organizations, settlements, and tribes otherwise unmentioned in the series. In Honest Hearts there is Joshua Graham, who was formally both a Mormon missionary and the legate for Cesar's Legion. Dr. Mobius of Old World Blues was a prewar scientist and Brain in a Jar who eventually used SCIENCE! to prevent his former colleagues from ravaging the post-apocalyptic world.
 Fallout (Franchise) / int_f3fac450
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Diegetic Interface
 Fallout (Franchise) / int_f4fb7564
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Diegetic Interface: The Pip-Boy all the protagonists start with manages their inventory and monitors their health/radiation levels.
 Fallout (Franchise) / int_f4fb7564
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Points of Light Setting
 Fallout (Franchise) / int_f5dd50f9
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Points of Light Setting: Fallout is mostly this kind of setting. Although a few regional powers begin to rise as the series progresses, the world is mostly made up of isolated settlements cobbled together from the ruins of civilization and a handful of Vaults that haven't managed to kill their inhabitants. The wasteland is otherwise populated with raiders, mutants, ghouls, pockets of radiation, and various other horrors which only a few brave traders and heroes attempt to navigate.
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Earn Your Happy Ending
 Fallout (Franchise) / int_f64a9cf7
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Earn Your Happy Ending: Fallout 2, New Vegas, and 4 all count for this several times over.
 Fallout (Franchise) / int_f64a9cf7
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Hit Points
 Fallout (Franchise) / int_f6722211
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In the Black Isle games, Strength. A Strength of 5 gives respectable carry capacity and Hit Points and enables the use of most weapons, and if you ever need to pass a skill check you can just pop a Buffout for a temporary buff. Some BFGs require higher Strength to wield properly, but they're late-game weapons which are often Awesome, but Impractical. Also, Power Armor boosts Strength several points and both games let you receive an implant to boost it again, so by the time you get to the late game you'll have no problem wielding naything
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Great Offscreen War
 Fallout (Franchise) / int_f722f635
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Great Offscreen War: Fallout 3's Broken Steel DLC has the East Coast Brotherhood of Steel's war against the Enclave, in which the Lone Wanderer gets involved only at the tail end of said war. New Vegas has a number of events mentioned, like the First Battle of Hoover Dam as well as the crushing defeat of both the West Coast Brotherhood and Enclave at the hands of the NCR. All of which have lasting repercussions by the time the Courier enters the picture. In the DLC Honest Hearts the White Legs tribe has attacked and razed the settlement of New Canaan. Since you joined a trading caravan headed there unaware of the events, this changes the entire premise of the DLC. Fallout 4 has not only the espionage war still being waged between the Railroad and Institute (of which the Sole Survivor's timely intervention will permanently decide the conflict's resolution), but the fall of the Commonwealth Minutemen in the game's backstory. The Resource Wars are one for the series as a whole. Between 2050 and 2077, conflicts in the mid-to-late 21st century broke out in response to the decline of oil. Major events include the U.S. destabilizing and invading Mexico, the collapse of the United Nations, the European Commonwealth invading the Middle East and waging war for eight years before pulling out when the wells dry up, which was followed up by a civil war; China invading Alaska, and the U.S. annexing Canada before retaking Anchorage and sending troops into mainland China. Justified since this took place over 200 years ago.
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Mushroom Samba
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Mushroom Samba: Depending where you wander, you may enter a hallucinatory state.
 Fallout (Franchise) / int_f7d4f121
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The Very Definitely Final Dungeon
 Fallout (Franchise) / int_f821e963
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The Very Definitely Final Dungeon: Five of them: Fallout: A big Cathedral in the middle of the ruins of Los Angeles is inhabited by strange cultists and a shadowy atmosphere. Below, there is a dark Vault filled with Super Mutant Nightkin elite troopers, mad scientists, mutated aberrations, cultists and crazy FEV-induced psykers. The walls are full of a grotesque biological goo that looks strangely alive. At the end of your way, you have to pass a corridor where your nemesis starts blasting you with his immense psionic powers. At the end, you meet what can be accurately called the strangest being of the wastelands: insane, super-intelligent, grotesquely mutated. There's also an old military laboratory in the remote badlands west of Vault 13, guarded by strong mutant soldiers and robots. The base is brightly-lit, yet the atmosphere is dense and shadowy. In the depths of the base, big vats of bubbling green fluid contains, depending on the point of view, either the key to the evolution of the human race, or its eventual demise. The game lets you choose which one you want to destroy first though, and you're not trapped inside them once you enter and are forced to finish them. Fallout 2: The Enclave Oil Rig, the stronghold of the extremely well-equipped remnants of the éminence grise members of the United States Government, a massive fortress significantly larger than any other settlement or dungeon, populated by an army larger than all other armies combined, consisting of incredibly tough Powered Armor-wearing soldiers loaded with the best weapons in the game and lots of stimpaks. Indeed, unless you're an insanely tough, completely combat-oriented character, your only viable means of getting through is to disguise yourself by wearing one of their own armored suits and sneaking past everyone. Fallout Tactics: Vault 0. For most of the first half of the game, you are just expanding the Brotherhood's influence, crushing rebellions, killing raiders, so on and so forth, but then you run into the Super Mutants, who were the reason the Midwestern Brotherhood was sent over the mountains in the first place. But even they're not the true enemy- they were merely mobilizing to fight an even more significant threat- robots, centered around Vault 0, and towards the end of the game you move further and further into Colorado and into the mountains, until you start seeing real snow (unusual in a setting without much weather) and finally end up getting into the heavily-guarded Vault 0... by blasting it open with a nuke. From that point on, all bets are off, and you can't go back to home base... Fallout 4: If you were disgusted by them, you and your army storm The Institute and blow it up with its own reactor. If you decide to side with them, then you fight the Brotherhood of Steel at their airbase and hijack Liberty Prime to see their airbase as a giant Communist vehicle. "Boom".
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Video Game Cruelty Potential
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Video Game Cruelty Potential: You can be a sick, sick bastard if you so desire. Pimping your wife and then divorcing her, becoming a slaver, causing gang wars, murdering children... if you count post-end-of-game results, your actions can cause entire cities to fall apart. A minor, but rather poignant, bit of cruelty is convincing Moira Brown to give up on her Wasteland Survival Guide. Not only is this considered evil, but it gives you a perk called "Dream Crusher" (a perk that prevents enemies from scoring critical hits) and forever dampens her ordinarily cheery attitude. They really went out of their way to make you seem like a bastard for doing it. In Broken Steel you can wipe the Brotherhood HQ right off the map, kill off any stragglers, and get a special Magnum if you do. However, what most consider to be quite possibly the most reprehensible act you can accomplish in Fallout 3 is going to Rivet City and convincing the mentally unstable Mr. Lopez to commit suicide. It's notable that while people will happily upload videos of nuking Megaton, virtually no one has really posted videos of this online. Mid- to endgame main quests in New Vegas requires you to screw over each main faction except the one you favor, and it's quite possible to have them think you're working for them up until the moment of betrayal. It's quite easy (and historically appropriate) to visit Caesar for a negotiation and stab him to death, and Mr. House, well... given what a pitiful creature he's become, it's hard not to feel like a heel for ending his dream. Fallout 4 downplays this the most out of the series...and you can still do some utterly despicable things. For example, you can sell a Ghoul child to some slavers, or if you refuse, give up his entire family to the slavers. In one Diamond City quest, you can ambush a chem deal, and then murder your partners to take all the chems and money for yourself. Also, the vast majority of the populaces of the Prydwen, Institute, and Railroad HQ aren't immortal, meaning you can go on a kill-happy murder spree if you want to.note Or even if you don't. The Brotherhood, Railroad, and Institute are all mutually opposed and on a collision course; siding with any one of them means the other two have to die.
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 Fallout (Franchise) / int_f88f2449
type
Downer Beginning
 Fallout (Franchise) / int_f88f2449
comment
Downer Beginning: The series, as a whole, begins with the Great War that leaves the world an irradiated wasteland. It doesn't get much better in the games, where the player character starts off in a terrible situation before setting off: Fallout 1: Vault 13's water chip has broken down. Unless a replacement can be found, the water purification system in the Vault will fail, and everyone in the Vault will run out of water and die. Fallout 2: Just as the people in your subterranean community emerge to try and start a new life for themselves the Enclave rear their ugly heads and start killing your friends. Fallout 3: Your mother dies in childbirth, your father is forced to take flight from the Vault for reasons you don't understand, and you end up getting chased out into the wastes. New Vegas: You get caught by some raiders led by a notorious crook, the package you were supposed to deliver stolen before you get shot in the head and buried in a shallow grave. Fallout 4: You, your spouse, and your child are forced to evacuate to a Vault when the Great War begins. Your family is placed into cryogenic stasis, only for a mysterious mercenary to abduct your son and murder your spouse. Double Subverted in 76: You emerge from the Vault, one of the few control Vaults that worked as intended, to a wasteland that is practically untouched by the ravages of war...and completely depopulated due to a mysterious plague.
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 Fallout (Franchise) / int_f97ab6a5
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Suicidal Overconfidence
 Fallout (Franchise) / int_f97ab6a5
comment
NPCs universally suffer from Suicidal Overconfidence and will eagerly run into combat with a dozen enemies, even if at a glance the player could tell they wouldn't survive to see their next turn for it.
 Fallout (Franchise) / int_f97ab6a5
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 Fallout (Franchise) / int_f9c17447
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The Remnant
 Fallout (Franchise) / int_f9c17447
comment
The Remnant: Where to start? You've got the remnants of the Master's Army and the Enclave (the remnants of the éminence grise of the US government) in Fallout 2 and Fallout 3, as well as the game's Ghoulified Chinese soldiers on U.S. soil, still holding their positions and waiting for word from a headquarters that was (presumably) vaporized long ago. The Brotherhood of Steel is technically a Remnant of the U.S Armed Forces, though their founders deserted the government just before the War. In New Vegas, you get the Enclave Remnants, a group of elderly Enclave veterans having assumed new lives in the Mojave after the Enclaves destruction, making them the remnant of the remnant. Possible Follower Arcade Gannon is the son of their former squad leader, and his side quest revolves around recruiting the Remnants The NCR was going to be this in the cancelled Van Buren, having lost contact with the original California region years ago. However, New Vegas, while incorporating a lot of Van Buren, did not include this ,as the NCR is perfectly intact, if stretched thin trying to turn back Caesars Legion. 4 has the shipwrecked & Ghoulified remnants of a Norwegian freighter, who have since then degenerated into Raiders in order to survive.
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 Fallout (Franchise) / int_f9f2c33
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Running Gag
 Fallout (Franchise) / int_f9f2c33
comment
Running Gag: Corporate warfare between soda brands. Starting with New Vegas, old terminal entries can be found detailing the Nuka-Cola Corporation's attempts to monopolize the American soda market while covering up their comically shady business practices. Sunset Sarsaparilla was among their few major competitors, but they struggled to do so amid health code violations and lawsuits. Fallout 4's DLC introduces the underdog brand Vim!, localized almost entirely within Maine and besieged on all sides by Nuka-Cola's sabotage, espionage, and copyright infringement. The fact that all this drama was rendered utterly meaningless by the apocalypse is the icing on the cake. Cow tipping is also a recurring joke across all the games. And after Bethesda Game Studios took over the series, Lovecraft references are often found throughout the Wasteland.
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Fallout (Franchise) / int_f9f2c33
 Fallout (Franchise) / int_fcbcc221
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Robot Buddy
 Fallout (Franchise) / int_fcbcc221
comment
Robot Buddy: Skynet and K-9 in Fallout 2, RL-3 in Fallout 3, ED-E and Rex (technically, it's a cyborg dog, but still...) in New Vegas, and Codsworth & Curie (the latter only initially, at the very least) in 4. Also in New Vegas, you have Yes Man, who helps you take over New Vegas for yourself if you help him and is always cheerful and friendly. 4's Automatron DLC gives you the ability to build and customize more robot companions, who can be of any make that the player encounters during the game, including Sentry Bots and Assaultrons. They can also be used to staff the player's settlements, if you're feeling generous.
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 Fallout (Franchise) / int_fd03227b
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Ant Assault
 Fallout (Franchise) / int_fd03227b
comment
Ant Assault: The series features several different classes of ant enemies, most of which congregate either around caves which hold their queen/colony or, in one case in Fallout 3, their leader the Ant-agonist.
 Fallout (Franchise) / int_fd03227b
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Fallout (Franchise) / int_fd03227b
 Fallout (Franchise) / int_fd4f8299
type
Well-Intentioned Extremist
 Fallout (Franchise) / int_fd4f8299
comment
Well-Intentioned Extremist: Most major villains tend to be these (or at least, they think that they are). The first game has its Big Bad, the Master, who is kidnapping innocent people and forcibly turning them into Super Mutants to serve in his army. His reason? He sees this as a necessary step to take for humanity to survive, and thrive, in the post-war world. Explaining the flaws of his plan will actually cause him to take a step back and seriously reconsider it. The two most "evil" factions of the canon, the Enclave and the Legion, are stand-out examples. Both are ruthless, mass-murdering organizations, with the former plotting genocide against all Wastelanders and the latter raping and pillaging across vast swaths of the American Southwest. However, both point out that the Wasteland is, in most places, a terrifying hellhole teeming with psychotic killers and vicious mutants. The leaders of both groups believe that the end will justify their means, bringing peace and civilization to an otherwise horrific Crapsack World. While the Institute is considerably grayer on the morality spectrum than both the Legion and Enclave, they also are examples of this. They justify both their brutal conspiracy over New England and the enslavement of Synthkind by arguing that surface society is a lost cause impossible to save, and safeguarding the future of humanity rests solely on their shoulders. Forever keeping Synths as a glorified Slave Race along with oppressing the Commonwealth to make it easier for their resource-salvaging missions to go un-impeded? They are required Dirty Business in order to help create and preserve a utopia where they can "redefine mankind".
 Fallout (Franchise) / int_fd4f8299
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 Fallout (Franchise) / int_fdad625e
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Was Once a Man
 Fallout (Franchise) / int_fdad625e
comment
Was Once a Man: Every Ghoul and Super Mutant you encounter was a human once, as the Forced Evolutionary Virus "blesses" it's victims with biological immortality, while turning them into monsters. Many of the ghouls around the Wastelands have been alive since before the Great War.
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 Fallout (Franchise) / int_fdbb6993
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Ridiculous Future Inflation
 Fallout (Franchise) / int_fdbb6993
comment
Ridiculous Future Inflation: The Pre-War World had a seriously insane case of this. Fallout Tactics has a gas station where the price of regular gasoline is somewhere in the $4500 range. Premium fuel was $8000.99 per gallon. (Then again, this may have been more due to the lack of oil. The shock of the price is still jarring to those who do not know about the oil shortage of the past). The intro also shows an ad for a car advertised as being fully analog, with no computers, and costing "just" $199,999.99. The newspapers from the 2050s and 2070s shown in the Fallout 3 loading screens cost $56 each. In Fallout 4, as evidenced by a terminal in Gwinnett Brewery, a pint of beer cost $39 in 2077, the year the Great War started. A six-pack cost $200, and a donut is proudly advertised for the low, low price of $30.
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 Fallout (Franchise) / int_fe069e49
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Critical Hit Class
 Fallout (Franchise) / int_fe069e49
comment
Outside New Vegas, Luck was only useful for builds centering on Sniper. Otherwise all it gives are minor boosts to critical hit chance and an extra couple of points to all skills. A Luck of 6 is enough to take most Perks that need a Luck requirement, and Fallout 1 and 2 both have ways to permanently boost Luck by at least 1 point, so the starting 5 is fine.
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Fallout (Franchise) / int_fe069e49
 Fallout (Franchise) / int_ff8afd14
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Spider Tank
 Fallout (Franchise) / int_ff8afd14
comment
4's Automatron DLC gives you the ability to build and customize more robot companions, who can be of any make that the player encounters during the game, including Sentry Bots and Assaultrons. They can also be used to staff the player's settlements, if you're feeling generous.
 Fallout (Franchise) / int_ff8afd14
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 Fallout (Franchise) / int_ffad4e9f
type
Shown Their Work
 Fallout (Franchise) / int_ffad4e9f
comment
Shown Their Work: Fallout 1 featured a detailed description of cell division, and how a mutagenic artificial virus interfered at the anaphase stage. In many ways, the result of this interference is the single most fantastic element of the story; everything else follows reality. In Fallout 2, Myron's explanation for how Jet was discovered, although somewhat fantastical, is quite complex. The Bethesda-era games (New Vegas especially) put tons of work into making their in-game settings be as accurate to their real-world counterparts as possible (within reason, of course). This includes landmarks both famous and innocuous, the local geography, and the layout of streets. In New Vegas, Caesar's Legion are heavily based after the Roman Empire In-Universe - and it can actually be pretty hard at times to tell them apart from the real thing. While not nearly to the Legion's extent, the Commonwealth Minutemen in 4 are based after the real-world colonial militias that fought in the American Revolution on not just an aesthetic level. Similarly, most of the espionage tactics used by the Railroad (i.e., dead drops) are based on methods used by the CIA during the Cold War. In all games accumulating one thousand rads of radiation will lead to the character's death. In reality, that is roughly the point where death from radiation poisoning is certain. (Of course in practice it varies from individual to individual, but hey, it's a nice round number!)
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Fallout (Franchise)

The following is a list of statements referring to the current page from other pages.

 Fallout / Fan Fic
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Addiction-Powered / int_76b8cb10
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Addled Addict / int_76b8cb10
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Aliens in Cardiff / int_76b8cb10
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All Hail the Great God Mickey! / int_76b8cb10
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All in a Row / int_76b8cb10
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Alphabet News Network / int_76b8cb10
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American Video Games / int_76b8cb10
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Cap / int_76b8cb10
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 Fallout (Franchise)
hasFeature
Disappointed in You / int_76b8cb10
 Fallout (Franchise)
hasFeature
Disaster Democracy / int_76b8cb10
 Fallout (Franchise)
hasFeature
Disintegrator Ray / int_76b8cb10
 Fallout (Franchise)
hasFeature
Disproportionate Reward / int_76b8cb10
 Fallout (Franchise)
hasFeature
Distant Sequel / int_76b8cb10
 Fallout (Franchise)
hasFeature
Divided States of America / int_76b8cb10
 Fallout (Franchise)
hasFeature
Doom Troops / int_76b8cb10
 Fallout (Franchise)
hasFeature
Dressed to Heal / int_76b8cb10
 Fallout (Franchise)
hasFeature
Dystopia / int_76b8cb10
 Fallout (Franchise)
hasFeature
Dystopia Is Hard / int_76b8cb10
 Fallout (Franchise)
hasFeature
EMP / int_76b8cb10
 Fallout (Franchise)
hasFeature
Early-Bird Boss / int_76b8cb10
 Fallout (Franchise)
hasFeature
Elaborate Underground Base / int_76b8cb10
 Fallout (Franchise)
hasFeature
Empty Shell / int_76b8cb10
 Fallout (Franchise)
hasFeature
Enemy-Detecting Radar / int_76b8cb10
 Fallout (Franchise)
hasFeature
Energy Weapon / int_76b8cb10
 Fallout (Franchise)
hasFeature
Enigmatic Institute / int_76b8cb10
 Fallout (Franchise)
hasFeature
Everything Is an iPod in the Future / int_76b8cb10
 Fallout (Franchise)
hasFeature
Evil, Inc. / int_76b8cb10
 Fallout (Franchise)
hasFeature
Evil Is Sterile / int_76b8cb10
 Fallout (Franchise)
hasFeature
Evil Old Folks / int_76b8cb10
 Fallout (Franchise)
hasFeature
Evil States of America / int_76b8cb10
 Fallout (Franchise)
hasFeature
Evilutionary Biologist / int_76b8cb10
 Fallout (Franchise)
hasFeature
Extinct in the Future / int_76b8cb10
 Fallout (Franchise)
hasFeature
False Utopia / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fantastic Drug / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fan Wank / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fast-Killing Radiation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Festering Fungus / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fictional Currency / int_76b8cb10
 Fallout (Franchise)
hasFeature
Final Solution / int_76b8cb10
 Fallout (Franchise)
hasFeature
Finger in a Barrel / int_76b8cb10
 Fallout (Franchise)
hasFeature
Firing One-Handed / int_76b8cb10
 Fallout (Franchise)
hasFeature
First Town / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fission Mailed / int_76b8cb10
 Fallout (Franchise)
hasFeature
Flechette Storm / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fling a Light into the Future / int_76b8cb10
 Fallout (Franchise)
hasFeature
Flip-Flop of God / int_76b8cb10
 Fallout (Franchise)
hasFeature
Fog of Doom / int_76b8cb10
 Fallout (Franchise)
hasFeature
Food Pills / int_76b8cb10
 Fallout (Franchise)
hasFeature
For Science! / int_76b8cb10
 Fallout (Franchise)
hasFeature
Franchise Ownership Acquisition / int_76b8cb10
 Fallout (Franchise)
hasFeature
Frankenstein's Monster / int_76b8cb10
 Fallout (Franchise)
hasFeature
Full-Conversion Cyborg / int_76b8cb10
 Fallout (Franchise)
hasFeature
Functional Addict / int_76b8cb10
 Fallout (Franchise)
hasFeature
Funny Robot / int_76b8cb10
 Fallout (Franchise)
hasFeature
Future Imperfect / int_76b8cb10
 Fallout (Franchise)
hasFeature
Future Slang / int_76b8cb10
 Fallout (Franchise)
hasFeature
Gaia's Lament / int_76b8cb10
 Fallout (Franchise)
hasFeature
Gas Mask Mooks / int_76b8cb10
 Fallout (Franchise)
hasFeature
Gay Option / int_76b8cb10
 Fallout (Franchise)
hasFeature
Genetic Abomination / int_76b8cb10
 Fallout (Franchise)
hasFeature
Genetic Engineering Is the New Nuke / int_76b8cb10
 Fallout (Franchise)
hasFeature
Genius Serum / int_76b8cb10
 Fallout (Franchise)
hasFeature
Giant Enemy Crab / int_76b8cb10
 Fallout (Franchise)
hasFeature
Go for the Eye / int_76b8cb10
 Fallout (Franchise)
hasFeature
Go-Go Enslavement / int_76b8cb10
 Fallout (Franchise)
hasFeature
Go Mad from the Isolation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Goggles Do Something Unusual / int_76b8cb10
 Fallout (Franchise)
hasFeature
Gone Horribly Wrong / int_76b8cb10
 Fallout (Franchise)
hasFeature
Government Conspiracy / int_76b8cb10
 Fallout (Franchise)
hasFeature
Great Offscreen War / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hard Light / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hate Plague / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hazmat Suit / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hell-Bent for Leather / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hell Hotel / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hidden Elf Village / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hillbilly Moonshiner / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hitscan / int_76b8cb10
 Fallout (Franchise)
hasFeature
Hologram / int_76b8cb10
 Fallout (Franchise)
hasFeature
HULK MASH!-Up / int_76b8cb10
 Fallout (Franchise)
hasFeature
Human Popsicle / int_76b8cb10
 Fallout (Franchise)
hasFeature
Human Resources / int_76b8cb10
 Fallout (Franchise)
hasFeature
Human Subspecies / int_76b8cb10
 Fallout (Franchise)
hasFeature
Humans Are Bastards / int_76b8cb10
 Fallout (Franchise)
hasFeature
100% Heroism Rating / int_76b8cb10
 Fallout (Franchise)
hasFeature
I Call It "Vera" / int_76b8cb10
 Fallout (Franchise)
hasFeature
I Don't Like the Sound of That Place / int_76b8cb10
 Fallout (Franchise)
hasFeature
I Will Find You / int_76b8cb10
 Fallout (Franchise)
hasFeature
Imperial Stormtrooper Marksmanship Academy / int_76b8cb10
 Fallout (Franchise)
hasFeature
Impossibly Cool Weapon / int_76b8cb10
 Fallout (Franchise)
hasFeature
Impromptu Fortress / int_76b8cb10
 Fallout (Franchise)
hasFeature
Improvised Armour / int_76b8cb10
 Fallout (Franchise)
hasFeature
Incompetence, Inc. / int_76b8cb10
 Fallout (Franchise)
hasFeature
Incomprehensible Entrance Exam / int_76b8cb10
 Fallout (Franchise)
hasFeature
Insufferable Genius / int_76b8cb10
 Fallout (Franchise)
hasFeature
Interfaith Smoothie / int_76b8cb10
 Fallout (Franchise)
hasFeature
Invaded States of America / int_76b8cb10
 Fallout (Franchise)
hasFeature
Invisibility Cloak / int_76b8cb10
 Fallout (Franchise)
hasFeature
It Runs on Nonsensoleum / int_76b8cb10
 Fallout (Franchise)
hasFeature
Jaywalking Will Ruin Your Life / int_76b8cb10
 Fallout (Franchise)
hasFeature
Joke Item / int_76b8cb10
 Fallout (Franchise)
hasFeature
Just Before the End / int_76b8cb10
 Fallout (Franchise)
hasFeature
Justified Tutorial / int_76b8cb10
 Fallout (Franchise)
hasFeature
Karma Meter / int_76b8cb10
 Fallout (Franchise)
hasFeature
Katanas Are Just Better / int_76b8cb10
 Fallout (Franchise)
hasFeature
Kidnapped Doctor / int_76b8cb10
 Fallout (Franchise)
hasFeature
Kidnapped for Experimentation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Kill Sat / int_76b8cb10
 Fallout (Franchise)
hasFeature
Kinetic Weapons Are Just Better / int_76b8cb10
 Fallout (Franchise)
hasFeature
Know-Nothing Know-It-All / int_76b8cb10
 Fallout (Franchise)
hasFeature
Last Fertile Region / int_76b8cb10
 Fallout (Franchise)
hasFeature
Lethal Joke Item / int_76b8cb10
 Fallout (Franchise)
hasFeature
Little Green Men / int_76b8cb10
 Fallout (Franchise)
hasFeature
Living Relic / int_76b8cb10
 Fallout (Franchise)
hasFeature
Living Weapon / int_76b8cb10
 Fallout (Franchise)
hasFeature
Lizard Folk / int_76b8cb10
 Fallout (Franchise)
hasFeature
Logic Bomb / int_76b8cb10
 Fallout (Franchise)
hasFeature
Low-Tech Spears / int_76b8cb10
 Fallout (Franchise)
hasFeature
Luck Stat / int_76b8cb10
 Fallout (Franchise)
hasFeature
Made of Indestructium / int_76b8cb10
 Fallout (Franchise)
hasFeature
Magic Plastic Surgery / int_76b8cb10
 Fallout (Franchise)
hasFeature
Magnetic Weapons / int_76b8cb10
 Fallout (Franchise)
hasFeature
Maker of Monsters / int_76b8cb10
 Fallout (Franchise)
hasFeature
Malignant Plot Tumor / int_76b8cb10
 Fallout (Franchise)
hasFeature
Master Race / int_76b8cb10
 Fallout (Franchise)
hasFeature
Meatgrinder Surgery / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mecha-Mooks / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mêlée à Trois / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mike Nelson, Destroyer of Worlds / int_76b8cb10
 Fallout (Franchise)
hasFeature
Misanthrope Supreme / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mole Men / int_76b8cb10
 Fallout (Franchise)
hasFeature
Molotov Cocktail / int_76b8cb10
 Fallout (Franchise)
hasFeature
Monogender Monsters / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mordor / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mr. Alt Disney / int_76b8cb10
 Fallout (Franchise)
hasFeature
Murderous Malfunctioning Machine / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mutagenic Goo / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mutant Media / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mutants / int_76b8cb10
 Fallout (Franchise)
hasFeature
Mysterious Stranger / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nail 'Em / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nebulous Evil Organisation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nerf Arm / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nerves of Steel / int_76b8cb10
 Fallout (Franchise)
hasFeature
New Old West / int_76b8cb10
 Fallout (Franchise)
hasFeature
No Blood for Phlebotinum / int_76b8cb10
 Fallout (Franchise)
hasFeature
No New Fashions in the Future / int_76b8cb10
 Fallout (Franchise)
hasFeature
Non-Human Sidekick / int_76b8cb10
 Fallout (Franchise)
hasFeature
Not Using the "Z" Word / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nothing Is the Same Anymore / int_76b8cb10
 Fallout (Franchise)
hasFeature
Notice This / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nuclear Mutant / int_76b8cb10
 Fallout (Franchise)
hasFeature
Nuke 'em / int_76b8cb10
 Fallout (Franchise)
hasFeature
Ominous Hair Loss / int_76b8cb10
 Fallout (Franchise)
hasFeature
One-Hit Polykill / int_76b8cb10
 Fallout (Franchise)
hasFeature
Oppressive States of America / int_76b8cb10
 Fallout (Franchise)
hasFeature
Organ Theft / int_76b8cb10
 Fallout (Franchise)
hasFeature
Our Centaurs Are Different / int_76b8cb10
 Fallout (Franchise)
hasFeature
Our Ghouls Are Creepier / int_76b8cb10
 Fallout (Franchise)
hasFeature
Our Graphics Will Suck in the Future / int_76b8cb10
 Fallout (Franchise)
hasFeature
Our Ogres Are Hungrier / int_76b8cb10
 Fallout (Franchise)
hasFeature
Our Orcs Are Different / int_76b8cb10
 Fallout (Franchise)
hasFeature
Our Zombies Are Different / int_76b8cb10
 Fallout (Franchise)
hasFeature
Padded Sumo Gameplay / int_76b8cb10
 Fallout (Franchise)
hasFeature
Peace & Love Incorporated / int_76b8cb10
 Fallout (Franchise)
hasFeature
People's Republic of Tyranny / int_76b8cb10
 Fallout (Franchise)
hasFeature
Plant Person / int_76b8cb10
 Fallout (Franchise)
hasFeature
Plasma Cannon / int_76b8cb10
 Fallout (Franchise)
hasFeature
Player Personality Quiz / int_76b8cb10
 Fallout (Franchise)
hasFeature
Playing with Syringes / int_76b8cb10
 Fallout (Franchise)
hasFeature
Point of Divergence / int_76b8cb10
 Fallout (Franchise)
hasFeature
Polluted Wasteland / int_76b8cb10
 Fallout (Franchise)
hasFeature
Post-Apocalyptic Dog / int_76b8cb10
 Fallout (Franchise)
hasFeature
Post-Apocalyptic Gas Mask / int_76b8cb10
 Fallout (Franchise)
hasFeature
Post-Apunkalyptic Armor / int_76b8cb10
 Fallout (Franchise)
hasFeature
Post-Peak Oil / int_76b8cb10
 Fallout (Franchise)
hasFeature
Powered Armor / int_76b8cb10
 Fallout (Franchise)
hasFeature
Practical Currency / int_76b8cb10
 Fallout (Franchise)
hasFeature
Prescience by Analysis / int_76b8cb10
 Fallout (Franchise)
hasFeature
President Evil / int_76b8cb10
 Fallout (Franchise)
hasFeature
Principles Zealot / int_76b8cb10
 Fallout (Franchise)
hasFeature
Putting on the Reich / int_76b8cb10
 Fallout (Franchise)
hasFeature
Radiation-Immune Mutants / int_76b8cb10
 Fallout (Franchise)
hasFeature
Ragnarök Proofing / int_76b8cb10
 Fallout (Franchise)
hasFeature
Random Encounters / int_76b8cb10
 Fallout (Franchise)
hasFeature
Ray Gun / int_76b8cb10
 Fallout (Franchise)
hasFeature
Raygun Gothic / int_76b8cb10
 Fallout (Franchise)
hasFeature
Red Scare / int_76b8cb10
 Fallout (Franchise)
hasFeature
Retro Universe / int_76b8cb10
 Fallout (Franchise)
hasFeature
Revolvers Are Just Better / int_76b8cb10
 Fallout (Franchise)
hasFeature
Riddled and Rattled / int_76b8cb10
 Fallout (Franchise)
hasFeature
Ridiculous Future Inflation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Robosexual / int_76b8cb10
 Fallout (Franchise)
hasFeature
Robot and A.I. Works / int_76b8cb10
 Fallout (Franchise)
hasFeature
Robot Buddy / int_76b8cb10
 Fallout (Franchise)
hasFeature
Robot Dog / int_76b8cb10
 Fallout (Franchise)
hasFeature
Robot Maid / int_76b8cb10
 Fallout (Franchise)
hasFeature
Robot Master / int_76b8cb10
 Fallout (Franchise)
hasFeature
Rock Beats Laser / int_76b8cb10
 Fallout (Franchise)
hasFeature
Scary Scorpions / int_76b8cb10
 Fallout (Franchise)
hasFeature
Scavenged Punk / int_76b8cb10
 Fallout (Franchise)
hasFeature
Science Hero / int_76b8cb10
 Fallout (Franchise)
hasFeature
Scienceville / int_76b8cb10
 Fallout (Franchise)
hasFeature
Scratch Damage / int_76b8cb10
 Fallout (Franchise)
hasFeature
Set Swords to "Stun" / int_76b8cb10
 Fallout (Franchise)
hasFeature
Sexbot / int_76b8cb10
 Fallout (Franchise)
hasFeature
Shock Stick / int_76b8cb10
 Fallout (Franchise)
hasFeature
Shop Fodder / int_76b8cb10
 Fallout (Franchise)
hasFeature
Shrouded in Myth / int_76b8cb10
 Fallout (Franchise)
hasFeature
Signature Sound Effect / int_76b8cb10
 Fallout (Franchise)
hasFeature
Slaying Mantis / int_76b8cb10
 Fallout (Franchise)
hasFeature
Slimeball / int_76b8cb10
 Fallout (Franchise)
hasFeature
Slow Laser / int_76b8cb10
 Fallout (Franchise)
hasFeature
Small, Secluded World / int_76b8cb10
 Fallout (Franchise)
hasFeature
Smash Mook / int_76b8cb10
 Fallout (Franchise)
hasFeature
Sore Loser / int_76b8cb10
 Fallout (Franchise)
hasFeature
Space Orcs / int_76b8cb10
 Fallout (Franchise)
hasFeature
Spider Tank / int_76b8cb10
 Fallout (Franchise)
hasFeature
Standard Post-Apocalyptic Setting / int_76b8cb10
 Fallout (Franchise)
hasFeature
Star Trek Movie Curse / int_76b8cb10
 Fallout (Franchise)
hasFeature
Starfish Robots / int_76b8cb10
 Fallout (Franchise)
hasFeature
Stronger with Age / int_76b8cb10
 Fallout (Franchise)
hasFeature
Subsystem Damage / int_76b8cb10
 Fallout (Franchise)
hasFeature
Suicidal Cosmic Temper Tantrum / int_76b8cb10
 Fallout (Franchise)
hasFeature
Super-Powered Robot Meter Maids / int_76b8cb10
 Fallout (Franchise)
hasFeature
Super Serum / int_76b8cb10
 Fallout (Franchise)
hasFeature
Surveillance Drone / int_76b8cb10
 Fallout (Franchise)
hasFeature
Synthetic Plague / int_76b8cb10
 Fallout (Franchise)
hasFeature
Talking to Themself / int_76b8cb10
 Fallout (Franchise)
hasFeature
Technically-Living Zombie / int_76b8cb10
 Fallout (Franchise)
hasFeature
Technicolor Fire / int_76b8cb10
 Fallout (Franchise)
hasFeature
Terminally Dependent Society / int_76b8cb10
 Fallout (Franchise)
hasFeature
Terminator Impersonator / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Ageless / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Apunkalypse / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Assimilator / int_76b8cb10
 Fallout (Franchise)
hasFeature
The End of the World as We Know It / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Federation / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Goomba / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Jeeves / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Many Deaths of You / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Noseless / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Secret of Long Pork Pies / int_76b8cb10
 Fallout (Franchise)
hasFeature
The Virus / int_76b8cb10
 Fallout (Franchise)
hasFeature
13 Is Unlucky / int_76b8cb10
 Fallout (Franchise)
hasFeature
Tin-Can Robot / int_76b8cb10
 Fallout (Franchise)
hasFeature
Tin Tyrant / int_76b8cb10
 Fallout (Franchise)
hasFeature
Tough Love / int_76b8cb10
 Fallout (Franchise)
hasFeature
Transflormation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Trashy Tourist Trap / int_76b8cb10
 Fallout (Franchise)
hasFeature
Ultimate Life Form / int_76b8cb10
 Fallout (Franchise)
hasFeature
Underground City / int_76b8cb10
 Fallout (Franchise)
hasFeature
Unwilling Roboticisation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Unwitting Test Subject / int_76b8cb10
 Fallout (Franchise)
hasFeature
Urban Segregation / int_76b8cb10
 Fallout (Franchise)
hasFeature
Vice City / int_76b8cb10
 Fallout (Franchise)
hasFeature
Video Game Long-Runners / int_76b8cb10
 Fallout (Franchise)
hasFeature
Visionary Villain / int_76b8cb10
 Fallout (Franchise)
hasFeature
Walk into Mordor / int_76b8cb10
 Fallout (Franchise)
hasFeature
Walking the Earth / int_76b8cb10
 Fallout (Franchise)
hasFeature
War Crime Subverts Heroism / int_76b8cb10
 Fallout (Franchise)
hasFeature
Wasteland Elder / int_76b8cb10
 Fallout (Franchise)
hasFeature
Wasteland Warlord / int_76b8cb10
 Fallout (Franchise)
hasFeature
We Will Use Lasers in the Future / int_76b8cb10
 Fallout (Franchise)
hasFeature
Weird Currency / int_76b8cb10
 Fallout (Franchise)
hasFeature
Wendigo / int_76b8cb10
 Fallout (Franchise)
hasFeature
Wide-Open Sandbox / int_76b8cb10
 Fallout (Franchise)
hasFeature
World War III / int_76b8cb10
 Fallout (Franchise)
hasFeature
Worst News Judgment Ever / int_76b8cb10
 Fallout (Franchise)
hasFeature
Ye Olde Nuclear Silo / int_76b8cb10
 Fallout (Franchise)
hasFeature
Zeerust / int_76b8cb10
 Fallout (Franchise)
hasFeature
Zero-Effort Boss / int_76b8cb10
 Fallout (Music)
seeAlso
Fallout (Franchise)
 Fallout
seeAlso
Fallout (Franchise)