Fallout: Difference between revisions

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** California has a smattering of this as well. Especially in FO2, where the New California Republic is expanding its borders, and there are several mining and 'frontier' type towns (although they were there long before the NCR formed, they just give that vibe). This would've gone a step further in the ''"Van Buren"'' version of ''3'' with a subplot about the establishment of railroads.
** ''New Vegas'' takes this and runs with it all the way to the finish line, down to their being a Perk called "Cowboy."
* [[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 [[Stable Time Loop|breaking their water chip]]. You cannot return to your own time without doing so. You can drop a (entirely useless) replacement water chip if you happen to have it, but the game doesn't recognize this.
* [[Nice Job Guiding Us Hero]]
* [[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.