Fallout: Difference between revisions

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* [[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).
* [[Action Pet]]: The dog companions.
* [[After the End]]: Nobody knew who fired the first missile that triggered the apocalypse, and by the end of the day, nobody cared. It was considered the end of the world. But still, humanity survived (mutated, blood thirsty, and completely shattered), and the world moved on. The Great War wasn't the end, simply one more sad chapter.
* [[An Aesop]]: The tentative aesop of the whole series, {{spoiler|and especially [[Fallout: New Vegas]]}}, is to let go of the past, no matter how wonderful it seems. The point is even made explicit in a speech by Moira Brown and {{spoiler|(through reverse example) President Eden in ''Fallout 3''}}.
* [[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.
** This extends into the backstory as well: the prewar United States was obsessed with the cultural norms and standards of an idealized utopian version of the 1950s, clinging almost religiously to the memories of the past. As a direct result of this obsession, America was [[Crap Saccharine World|a dystopian hellhole under a thin veneer of happiness]], where the government actively used mind control and brainwashing to control the populace, political dissenters were sent to concentration camps to be used as test subjects for horrific genetic experiments, [[No OSHA Compliance|safety regulations were virtually nonexistent]], and free, independent thought was seen as a menace to be stamped out at all costs. In short, America's obsession with the past led directly to its downfall.
** 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...
*** This is all epitomized by the Enclave, who claim to be the official remnants of the US Government (although there are more than a few hints of there being an Enclave/Wall Street Cabal controlling Washington ''before'' the war as well). Their obsession with the legitimacy of their authority and their mission to reconstruct America just like it used to be leads them to (repeatedly) attempt to scour the continent of all life that was touched by even a ''hint'' of mutation (which sums up to around 95% of all living things). They also refuse to acknowledge the reconstruction efforts of the NCR, even though the NCR itself is "based on the values of the Old World".
* [[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. ''Fallout: 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.
** And of course, [[Arc Words|war never changes]]. Regardless of how different situations may be, conflicts and fights for survival will go on as long as there is life.
**** And then expanded with New Vegas's 'Lonesome Road': if war never changes {{spoiler|then people must.}}
** Dead Money has one too, of course, concerning human greed and how it changes people. Spoiler: {{spoiler|greed is bad.}}
{{quote|''"You've heard of the Sierra Madre Casino. We all have, the legend, the curses. Some foolishness about it lying in the middle of a City of Dead. A city of ghosts. Buried beneath a blood-red cloud... a bright, shining monument luring treasure hunters to their doom. An illusion that you can begin again, change your fortunes. Finding it, though, that's not the hard part. It's letting go."''}}
*** Which leads right back to the "Let go of the past" theme.
* [[After the End]]: Nobody knew who fired the first missile that triggered the apocalypse. By the end of the day, nobody cared....
** Fallout's opening sequence deconstructs this. Everyone considered it would be the end of the world. But humanity still survived, mutated, blood thirsty, and completely shattered, but still the world moves on. The Great War isn't the end, simply one more sad chapter.
* [[A.I. Is a Crapshoot]]: Mostly averted in the first two games—in fact, on multiple occasions the [[A Is]] you encounter in prewar facilities are the only things that ''aren't'' malfunctioning. Played straight with {{spoiler|President John Henry Eden}}, who turns out to be a computer, and also {{spoiler|considers himself a far greater president than any human because of this}}. Also played straight in Fallout Tactics - the [[Big Bad]] is an insane AI and his army of robots, in a [[Shout-Out]] to ''[[Wasteland (video game)|Wasteland]]''.
** Actually, Tactics has several interesting subversions. {{spoiler|Originally, the [[Big Bad|Calculator]] was going to be a perfectly rational computer, still soullessly following orders after its superiors were dead.}} This was changed in the game, {{spoiler|where the Calculator is now not a computer, but several dozen insane disembodied brains. The (completely sane) computer itself, which oversees the brain's actions, offers the protagonist the chance to upload his own, sane mind into the machine. This returns the calculator to sanity, and to your control. Depending on how nice you are, this could be an [[Earn Your Happy Ending]] or a [[Bittersweet Ending]]. Simply destroying it works too, and that gives you the slightly good canon ending. Or you could shove the [[Jerkass]]'s brain into it, creating the worst ending.}}
** Also, robots without their inhibitor pack attack whoever happens to be nearby. Which just so happens to be almost any robot not tied to a specific location.
* [[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.
** This may mostly be because of the game's programming in the third game. It's the same reason the guards pull swords running to arrest you in ''Oblivion'' for simply picking up a cup that happens to be owned, even accidentally. Since ''Fallout 3'' has neither a jail system nor any form of fine to pay for your crimes, it practically only leaves one option: attack the perpetrator. This can become especially tricky if you do this kind of stuff in places like Paradise Falls, since all non-prisoner [[NPC]]s will turn hostile permanently.
*** Then again, Paradise Falls is [[Wretched Hive|that kind of town]] where '''[[Planet of Hats|everyone]]''' who's not a slave is so evil that you literally get good Karma for massacring the town's residents and, naturally, freeing the slaves.
** In certain towns in the first two games the situation is similar - in Klamath, for example, if you do so much as insult someone the entire town tries to kill you. Note that the towns in question are frontier settlements with little or no government - once you get to more 'civilized' areas there are militias, sheriffs, and even outright organized police forces, all of whom typically have jails of some sort, and dispense means of justice other than 'shoot everyone'.
** Largely averted in the first two. For example, child-killing carries ''specially'' negative consequences, also depending on the town/city different crimes will be met with different outcomes (carrying counterfeit papers or prohibited drugs may get you banished while other crimes arrested and others, shot down). All the different crimes will also have different values for the karma system.
* [[The Alleged Car|The Alleged Everything]]: 80% of the tech you find is literally falling apart, broken, or [[A.I. Is a Crapshoot|trying to kill you]]. However, [[I Love Nuclear Power|that]] [[Invisibility Cloak|doesn't]] [[Robot Buddy|mean]] [[Humongous Mecha|that]] [[Frickin' Laser Beams|technology]] [[Powered Armor|is]] [[Kill Sat|useless]].
** There's also an actual [[Alleged Car]] that doubles as a [[Cool Car]], the Fallout 2 Highwayman.
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* [[Aluminium Christmas Trees]]: The picture of Uncle Sam with a huge sack of loot from the ''Fallout 1'' opening movie is based on an actual, real-life [[WW 2]] U.S. propaganda poster, and not originally made for the game to parody U.S. imperialism. Of course, the image had a much different context back in [[WW 2]] than in the modern era.
** If you look closely you can see Uncle Sam is in fact carrying a flag and pole, but the way it's bunched up makes it look like a sack with stars and stripes.
* [[Exclusively Evil]]: The majority of the Vault 87 Super Mutants in the third game (likely Justified by the FEV there having different properties). Averted with the Super Mutants created elsewhere in the first and arguably more the second, as well as ''New Vegas''.
** The nameless Raider factions in DC definitely count, as well as the Fiends and Jackals and Vipers of New Vegas.
*** The Great Khans also qualify during the time of Fallout 1 and 2, but by New Vegas they have suffered significant [[Villain Decay]] to hardly qualify for this trope anymore, and can even be convinced to make a full on [[Heel Face Turn]].
* [[Ammunition Backpack]]: The Minigun, Grenade Machine-gun, Flamer, and Gatling laser from Fallout3 onwards.
* [[An Aesop]]:
* [[Ancient Conspiracy]]: The Vaults were never meant to ''save'' anybody. {{spoiler|The Enclave, a cabal of members of the government and some powerful [[Mega Corp|MegaCorps]], were considering colonizing an entirely new world once Earth got nuked to hell and back, but wanted to know if people could handle [[Generation Ship|generation ships]]. So the Vault Experiment was hatched: except for a handful of "control" Vaults, every supposed shelter would have a flaw that would test the population inside. One was deliberately overcrowded, one's door would never close all the way, one was inhabited by a thousand men and one woman (another had the same setup, but flipped the roles), one would pump hallucinogenic gas in the air systems, one was a test to see how an all-powerful Overseer would behave, and so forth, with cameras and uplinks sending all the data to a secret command and control Vault.}} Suffice it to say that your character, by comparison, got off light.
** The tentative aesop of the series is being able to let go of the past, both the glories and the hardships, because clinging to old values and methods when they don't work anymore harms the world of the present. Several major antagonists are [[Well-Intentioned Extremist]]s who either seek the power of the old world for nefarious ends, and/or want to rebuid society in their own way to try and recapture the "glory" of the pre-war world.
** Though one has to wonder, other than for invoking the [[Rule of Funny]], what the purpose of Vault 43 was, which contained twenty men, ten women, and one panther. Yes, it was from ''[[Penny Arcade]]'', but it's canon.
** 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 Archetype]]s 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. ''Fallout: 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.
*** To see which of the men would be willing to protect the women from the panther. Obviously.
* [[Ancient Conspiracy]]: The Vaults were never meant to ''save'' anybody. {{spoiler|The Enclave, a cabal of members of the government and some powerful [[Mega Corp|MegaCorps]], were considering colonizing an entirely new world once Earth got nuked to hell and back, but wanted to know if people could handle [[Generation Ship|generation ships]]. So the Vault Experiment was hatched: except for a handful of "control" Vaults, every supposed shelter would have a flaw that would test the population inside. One was deliberately overcrowded, one's door would never close all the way, one was inhabited by a thousand men and one woman (another had the same setup, but flipped the roles), one would pump hallucinogenic gas in the air systems, one was a test to see how an all-powerful Overseer would behave, and so forth, with cameras and uplinks sending all the data to a secret command and control Vault.}}
** Then there's Vault 77, you know, the one with the guy and all those puppets? Total complete waste of space, but at least Penny Arcade got something to make fun of.
* [[Apocalypse How]]: [[World War III|The Great War]] caused a Planetwide Class 2. Fortunately, by the time of [[Fallout: New Vegas]], the less scorched and anarchic areas of the world have small but functioning cultures.
*** Not useless at all, but rather quite pertinent to spaceship issues—it's an excellent experiment in the psychology of long-term total isolation, such as would be entirely likely in a risk prone spaceship or lone shuttle out scouting. The puppets were obviously to see if primitive simulacrums of companions would be enough to stave off total madness.
* [[Apocalyptic Log]]: Many can be found throughout the series.
** Some of these are probably intended to give the impression that despite the seemingly logical explanation, the leaders of the Enclave were in the process of being ''driven insane'' by the impending end of the world.
* [[Apocalypse How]]: [[World War III|The Great War]] caused a Planetwide Class 2. Fortunately, by the time of [[Fallout: New Vegas]], some governments such as the NCR have gained a foothold in the world and re-established civilization.
** Actually, civilization was re-estabilished all the way back in mid-22nd century, as the original ''Fallout'' showed. It just got bigger and better from there. Not so much elsewhere.
* [[Apocalyptic Log]]: Being set [[After the End]] there are many in the game series.
** Also a series of log entries on a terminal in Vault 92 that demonstrate the failing mental capabilities of the owner as she {{spoiler|succumbed to some poorly implemented mind control}}.
** In ''Fallout Tactics'', you find data on the vault network scattered all over the game. Turns out that doing the robots AI on the cheap was a bad idea...
** The Enclave soldiers in Mariposa Military Base in ''Fallout 2'' left several holotape recordings of their last moments.
** Subverted in ''Operation Anchorage''. The player can find a log recorded by a soldier whose hopes for survival gradually fade, but later it is revealed that he was rescued by friendly forces (though badly wounded and heavily shell-shocked).
** The logs of a nurse called Nancy Kroydon, found outside the Germantown Police HQ. Literally apocalyptic, a few passages are made about the war, a few scribbles of the actual event and further updates of supplies dwindling and people dying of radiation sickness.
** ''Honest Hearts'' also has a literal apocalyptic log, which progresses to a post-apocalyptic log. A former soldier and survivalist left journal entries spanning the 47 years he lived in Zion National Park after the Great War.
** "Have a happy Holocaust."
* [[Arc Words]]: "War. War never changes."
* [[Artificial Stupidity]]: StopCompanions shootingare meridiculously ininept theat backtimes. withTo yourrecount Uzi,the Ian!many (Somewhatways correctedthey inare ''Fallout[[Too 2'',Dumb whereto you can adjust the combat A.I. of your party NPCs.)Live]]:
** In the first two games they 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 them blowing up in their own faces most of the time. 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 (one can sometimes even get characters with rocket launchers to use them at point blank range!)
** Stop getting in the way of my shots, Dogmeat!
** In the first game, your NPC companions will not use any armor you give them, meaning they will go through the whole game with the leather jackets or leather armor they start with. This makes them extremely vulnerable to death late in the game when you take on enemies armed with rocket launchers, plasma rifles, and miniguns.
*** And also, ''get the fuck away from the force field that will kill you!'' There's a doorway, right over here! No! Bad dog!
** In the more recent games, companions cannot jump over any obstacle. If you jump up or down a cliffside, they will take the long way around. Better hope there aren't enemies in their way as they do it, too, because they're liable to get themselves delayed - or killed - off-screen in a pointless fight.
**** Hey, Dogmeat, when I tell you to wait over there, would you stay there, and NOT charge towards the 50-foot tall Behemoth when I'm about to nuke it to death with the MIRV?!
** In Fallout 3 and New Vegas, "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. The only way out is to have them wait for you in an out-of-the-way area and go it alone.
** Stop charging recklessly at those Plasma Turrets in Navarro, Goris!
*** Fallout 4 fixes this a bit, as companions will stay stealthed and hold fire until you've been fully spotted, making it possible to stealth kill multiple enemies without your companion going ham on them and exposing your position. It's even possible for companions to draw aggro separately from you, but they will almost always retreat to your side and draw enemy fire, even when using a stealth boy.
** Stop throwing grenades into the middle of the party, Marcus!
** 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.
** Where's Cassidy? - Ask that big green guy behind me.
** 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.
** Dammit, Sulik, why the hell are you eating my ''surgically-removed sixth toe'' in the middle of combat?
** 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.
** Everybody, just because you accidentally shot a friendly does not mean you have to finish the rest of them off!
** 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.
** For the love of God, Fawkes, it's a ''rock!'' Jump over it! Or hell, step over it! It doesn't go up to your shin!
*** Fawkes, was shooting up the entire of Megaton really necessary? I know Moriarty is kind of a dick, but really?
** Dammit Charon, it's a two-foot drop into a trench, just climb down... no, don't run away looking for another way down! And he's gone; alright, he'll come back eventually when he finds a way... wait, he died!?
** For Christ's sake, Dad! There's a wall here, and a fire there, and ''that turret is not on our side!''
*** Whoa, Dad, I guess I underestimated you, where did you get that flamer? Well, there are a couple more Raiders in our way, let's- ''NO DON'T DROP THE FLAMER AND START USING A TIRE IRON AGAIN.''
**** That's not [[Artificial Stupidity]]. He'll only do that if the flamer breaks or runs out of ammo.
**** Darn Deathclaws. Okay, Dad, if we just stay behind this—wait, what are you -- [[Oh Crap|oh crap.]]
** [[Overly Long Gag|Sydney, I do not care how awesome your SMG is, you cannot beat the Super Sledge-wielding Super Mutant Master at point-blank range.]]
*** Jericho... keep up the good work.
** Hey, Smiley. Do me a favor and '''STAY OUT OF THE GOO YOU TOLD ME TO STAY OUT OF.'''
** ED-E, please STOP ramming into those Cazadores while playing your annoying guitar sound!
*** And you know being quiet is part of sneaking, not blasting your little music clips whenever you see a Deathclaw?!
** Boone, you know I like your shooting, but that doesn't mean you should shoot ''every'' enemy we pass by, especially if we're trying to sneak and they haven't seen us yet!
*** Goddamnit Boone, don't switch to your Machete damnit.
*** BOONE! I know you probably know a bunch of these NCR guys here at Camp Golf... ''BUT COULD YOU NOT RUN OFF WITHOUT TELLING ME?!'' ESPECIALLY as I'm about to leave ''when there are Cazadores nearby?!''
** Veronica, there's a ''reason'' I'm trying to snipe the Deathclaw Mother with the Anti-Materiel rifle at a hundred feet!
** Woah... the Raiders have a Super Mutant Behemoth locked up in Evergreen Mills? That's pretty badass... Wait... Where's Star Paladin Cro- NO DON'T OPEN THAT GATE YET... Goddamnit Cross, could you at least use the Assault Rifle and shoot it through the fence instead of trying to Super Sledge it?
** Ted (Gunderson), can you at least try to sneak?! I'm trying to save your life from a crazy cannibal, for Dog's sake.
** Butch, for some strange reason, the Super Mutant Overlord is not scared of your switch blade, no matter how many times you threaten to 'rumble'.
** For Fallout 1: "Alright guys, you've locked me in a corner, and I really don't want to reload, so would you mind moving... that's it. Good... wait, no, TYCHO! Stop getting in front of me! There are only so many hexagonal spaces to click on! Damn it!"
** Let's just say that most of the NPCs are [[Too Dumb to Live]].
*** And not just the friendly ones. Even most enemies, regardless of what kind of they are or what kind of weapons they have, are limited to a single combat tactic: [[Leeroy Jenkins|"CHAAAAAAARRRGE!!!"]]
*** This troper has noticed, with a feeling of irony, that Bloatflies are amongst the smartest NPCs - if only by the fact that they avoid melee combat.
* [[Art Major Biology]]: Somewhat justified since the ''Fallout'' laws of physics are literal interpretations of 1950s pulp comic "''SCIENCE!''"
** Super Mutants are mentioned to have a quadruple DNA helix; they are formed by [[Lego Genetics|exposing adult humans to a virus]]. Radiation (and exposure to trace amounts of Forced Evolutionary Virus in the air) turns those heavily exposed into zombie-like Ghouls, or gives them odd mutations, such as regeneration or harmless DNA screwups. These absurdities [[It Makes Sense in Context|are entirely intentional]], though. Quadruple DNA helices are real and known to happen in nature, even in humans. However, unlike in Fallout, this doesn't cause fantastic mutation; rather, these quadruplexes are generally found at the ends of chromosomes to protect them from damage.
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* [[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 [[Bonus Boss]] 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 [[Talking the Monster to Death|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 Mooks|Elite Mook]]. Legate Lanius, however, is a frickin 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).
* [[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 affect here.
* [[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 [[Hollywood Cyborg|cybernetic combat implants]], one must first have substantial skill as a medical doctor.
** In ''[[Fallout 2]]'', in order to even get access to [[Hollywood Cyborg|cybernetic combat implants]], one must first have substantial skill as a medical doctor.
* [[Badass Normal]]: The Vault Dwellers and the Chosen One all perform some pretty amazing feats.
** The Lone Wanderer and their Dad, especially Dad, are quite amazing for {{spoiler|wastelanders}}.
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** The Courier. Getting {{spoiler|shot in the head ''almost at point-blank range,'' twice, and buried while still alive?}} Meh, some sleep, a tiny scar and he/she's good.
** Arguably, ''Dogmeat'' from ''[[Fallout 3]]''; he has absurd amounts of regenerating health and a very powerful melee attack. For a [[Non-Human Sidekick]], he's a veritable [[Disc One Nuke]], since he can be obtained very early on and will ''f*ck up'' every single enemy low- and mid-level enemy without any help. Band of Raiders? No problem. Horde of Mirelurks? Enjoy the show. Brigade of Super Mutants? They'll be ''running scared''. He's either a seriously mutated canine or the [[Chuck Norris]] of dogs. Honestly, ''you're his'' sidekick.
* [[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.
** In fact, if you're trying to stay Neutral, killing random traders you encounter is a very effective karma management strategy!
* [[Before the Dark Times]]: Pre-War United States. While it was better than the Wasteland, in reality, it was really a [[Crap Saccharine World]], and an [[Eagle Land]] type 2.
* [[Berserk Button]]: Set from the first game has a ''very'' short fuse, and tends to act violently when it's out.
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** [[Knight Templar|Rhombus]] is ''slightly'' better than Set, as he at-least forgives you, albeit still as harshly.
* [[BFG]]: The "Big Guns" skill determines how well you can use them. Without question, any given game in the ''Fallout'' series has many more [[BFG]]s than any other video [[RPG]].
* [[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 eye-on camera allows the Overseer to watch your every move. You'll never be alone again!" [[Sarcasm Mode|Yay?]]
** Big Guns was removed in ''New Vegas'', with the weapons being assigned to either the Guns, Explosives or Energy Weapons skills as appropriate. However, strength requirements are reinstated, and the formerly Big Guns weapons all have 8+ STR requirement to use effectively.
* [[Bittersweet Ending]]: ''Fallout'' ends with the {{spoiler|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'', {{spoiler|Lyons' [[Heroic Sacrifice]]}} ending probably falls here, {{spoiler|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 [[Downer Ending|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 hurts just as much). Pretty much every ending for New Vegas has some negative consequence to it.
* [[Big Brother Is Watching]]: Actual quote from the museum of technology Vault tour: "Concerned about security? Our eye-on camera allows the Overseer to watch your every move. You'll never be alone again!" [[Sarcasm Mode|Yay?]]
* [[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 ''[[Ludicrous Gibs|bloody chunks]]'' from being hit by a ''[[Improvised Weapon|teddy bear]]''. ''Fallout 3'' made it both amusing and helpful by tacking on a + 5% damage bonus. Even without Bloody Mess, you still get this effect from rare, good crits.
* [[Bittersweet Ending]]: ''Fallout'' ends with the {{spoiler|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'', {{spoiler|Lyons' [[Heroic Sacrifice]]}} ending probably falls here, {{spoiler|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 [[Downer Ending|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 hurts just as much).
* [[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 without power armor, you'll end up [[Blown Across the Room]] in [[Ludicrous Gibs]].
** Although you can run into an old cohort from Vault 101 if you {{spoiler|make Amata the Overseer, and chat about old times and let them know you're doing okay and still watching out for them}}, which takes the edge off a bit.
** Pretty much every ending for New Vegas has some negative consequence to it.
* [[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 ''[[Ludicrous Gibs|bloody chunks]]'' from being hit by a ''[[Improvised Weapon|teddy bear]]''. ''Fallout 3'' made it both amusing and helpful by tacking on a + 5% damage bonus. Even without Bloody Mess, you still get this effect if you score a kill in the right spot using VATS.
** To elaborate: it is always possible in the first and second games to get a gruesome splattery death, especially with [[More Dakka|overkilling]] something. The bloody mess perk means that it happens ''every time''. Its only real drawback was that you had to individually pick up the loot off the ground instead of getting a neat loot window. ''Fallout 3'' fixes this problem, too. The loot window pops up for any chunk you care to click to. Sorting through piles of gibs can be a pain at times, but it's wonderful when [[Jerkass]] enemies stand on rafters where you can't rob them.
* [[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.
*** With the right stats and perks, the Super Sledge in the second game can easily send someone flying'' [[Funny Moments (Sugar Wiki)|across the map]]''. This can actually be a problem when the corpses fly offscreen, and become unlootable. Looking at you, Sulik.
* [[Body Horror]]: Several, but none come close to {{spoiler|[[The Master (trope)|The Master]]}}.
* [[Boring but Practical]]: In all games, Small Guns is the combat skill that will get you through with the least fuss. A hunting rifle acquired fairly early on will serve you well for a very long time.
* [[Boss in Mook Clothing]]: Deathclaws are the Devil. In all five games.
** The ''Broken Steel'' expansion DLC adds Super Mutant Overlords, Feral Ghoul Reavers, and Albino Radscorpions. A single one is ''way'' tougher than almost any of the original game's boss-like characters, and there are several locations (such as Vault 87 or the President Metro) where you're expected to fight ''[[Nintendo Hard|several at once]]'' if you're at high enough levels.
*** The Ghoul Reavers are the worst of the bunch as they're often bugged to where they only take splash damage. At least Overlords and Albino Radscorpions are coded correctly.
* [[Bragging Rights Reward]]
* [[Brain In a Jar]]: Appears repeatedly throughout the series, most notably the "robobrain" enemy.
* [[Brain In a Jar]]: Professor Calvert, the [[Big Bad]] of the main questline of Point Lookout, is one of these. Additionally, the robobrains (a fairly weak robot enemy) use human brains as processors. Unlike Calvert (who's egotistical and meglomaniacal), the robobrains seem... overly cheerful. While announcing their programming is to keep trying to kill you.
** It's implied that the brains used as processors were taken from unwilling victims who are [[And I Must Scream|still conscious and aware, but unable to go against their programming]].
** Also, the recruitable NPC Skynet in ''Fallout 2'', who can use anything from a chimpanzee brain to an advanced cybernetic model.
** Several brains in jars serve as advisers to the Calculator of ''Fallout Tactics.''
** Oh, and in ''Point Lookout'' {{spoiler|part of your brain is removed and placed in a jar which you can get back when the quest is over}}.
** Rex from ''New Vegas'' is a cybernetic dog whose brain is in a jar. It can even be swapped out for a new brain.
*** The Think Tanks of ''Old World Blues'', which come with monitors to simulate eyes and mouths. Even more preposterous, there's {{spoiler|''your''}} brain, who's quite the dick to you.
* [[Canon Discontinuity]]: Despite having almost no inconsistencies with previous games, ''Brotherhood of Steel'' isn't considered canon by Bethesda, likely due to the negative fan opinion of the game. ''Fallout Tactics'' is considered [[Broad Strokes]] canon due to design inconsistencies with the rest of the series.
* [[Canine Companion]]: A dog is a staple companion character in all the ''Fallout'' games. Dogmeat serves as one for the player in the first two ''Fallout'' games. His desendent with the same name serves as the canine companion in ''Fallout 3''. ''New Vegas'' has cyber-dog Rex. Dogs are a recruitable race in ''Tactics''. A dog can be obtained in ''Brotherhood of Steel'' with a perk. Non-player characters such as merchants and raiders occasionally have a canine by their side as well. The NCR and Caesar's Legion also join in with the puppy love.
* [[Canon Discontinuity]]: Despite having almost no inconsistencies with previous games, ''Brotherhood of Steel'' isn't considered canon by Bethesda, likely due to the negative fan opinion of the game. ''Fallout Tactics'' is considered [[Broad Strokes]] canon due to design inconsistencies with the rest of the series.
* [[Captain Ersatz]]: Say "hi" to Riddick in ''Tactics''.
* [[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 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.
** Two smaller ones 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.
* [[Chainsaw Good]]: The 'Ripper' weapon is, quite literally, a chainsaw stuck on a one-handed sword hilt.
* [[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.
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* [[Cluster F-Bomb]]: Used quite a bit. In ''Fallout Tactics'' there is an option so that the offensive words are bleeped out and/or replaced with less offending words.
{{quote|ALARM! Intruders in the camp! Wake up you piss ant sons of bitches! I'll swear I'll cut the balls of anyone I don't see fighting! Get up you curs! If they escape, God help me, I'll burn you motherfucking still to the ground!}}
* [[Cool Shades]]: equippingAppear aoften; pairdepending ofon thesethe givesgame athey +may 1provide tostat Charismabonuses or just look good.
** There's also a unique pair of Lucky Shades, which give the wearer a + 1 to [[Exactly What It Says on the Tin|Luck]].
* [[Corrupt Politician]]: There aren't many elected officials, but for those there are, this trope is usually in full effect.
* [[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, proto-zombies of every flavor and variety, mass starvation, dehydration, radiation sickness, rampant slavery, murder on a scale that can potentially reach genocide, and generally life itself only continues to remind the human race of how royally they screwed up the planet. Sure, there are examples of civilization trying to rebuild itself, but that results in places like the 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...
** Note that the prewar world wasn't much better - both the [[Eagle Land|United States]] and its main enemy [[Dirty Communists|China]] were repressive borderline-[[Dystopia]]s with few civil or political rights and highly jingoistic, paranoid civilian populaces with witchhunt tendencies. And by the time the bombs fell, ''these two were the only fully-functioning governments left on the planet''.
** The developers seem intent on keeping it in the crapsack state by stomping out anything that starts to look too hopeful. The Brotherhood of Steel in the first game was a mostly sensible haven of pre-war technology which could help others rebuilt society. Come the sequel, it's been forced to scatter and go underground by the threat of the Enclave, a group with better technology, organization and much more destructive goals. Meanwhile the New California Republic was heading up to be the best bet at rebuilding the area. In ''[[Fallout: New Vegas]]'' they are engaged in a war for expansion, and display much more internal corruption and dissension.
* [[Creator Backlash]]: Chris Avellone has apparently come to despise the more comedic aspects of the series, to the point that he [[Dropped a Bridge on Him|unceremoniously destroyed]] many of them in the Fallout Bible, and has threatened to do the exact same thing to the New Vegas canon.
** Something to note about New Vegas is that many of the more humorous elements are only accessable through the Wild Wasteland trait. Meaning the player can decide at the beginning if they want the comedy in their nuclear dystopia or not.
* [[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 to a specific location (usually eyes or a limb) can cripple that part and reduce stats or fighting ability.
* [[Critical Failure]]: 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 [[Good Old Fisticuffs|Unarmed]], which does not have very harsh punishments for failures, as your primary combat skill, you suddenly have a very effective character build.
* [[Critical Hit]]: Each game has its own [[Critical Hit]] mechanics:. In general, critical hit rate is determined by the Luck stat, equipment, and perks.
** In ''Fallout 1'', ''Fallout 2'' and ''Fallout Tactics'', called shots to specific body parts (especially the eyes) had a higher chance of being critical hits. Critical hits were resolved by rolling on a table that included results like triple damage, bypassing armour, and instant death. Infamously, it was possible to roll an instant death result that did not ignore armour, generating the "[Target] was critically hit for 0 damage and died from the pain" message.
** The Sniper perk for ranged weapons in ''Fallout'' and ''Fallout 2''. It made a separate roll for a critical (equivalent to your Luck * 10) after rolling for a successful hit depending on the character's [[Luck Stat]]. If Luck was maxed to 10, every single successful hit would automatically roll critical. Even more damage could be applied through the use of targeted shots.
** The Slayer perk, only inIn ''Fallout 3'' and ''Fallout: 2New Vegas'', wasa thecritical Sniperhit perksimply equivalentmultiplied fordamage hand-toby a weapon-handspecific characterscoefficient. InsteadIn ofaddition, rollinga forsneak aattack critical, everydid hitdouble wasthe automaticallydamage upgraded toof a regular critical hit.
** ''Fallout 4'' downplays its [[Critical Hit]]s to merely double-damage attacks that can't be triggered during regular combat, but instead are manually triggered during V.A.T.S. attacks where they guarantee that an attack will hit its target. Certain weapon mods can increase Critical damage and a number of perks allow the player to store more criticals or even gain criticals outright on a V.A.T.S. kill.
** 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 an [[Back Stab|from behind]], and only while unarmed.
* [[Cursed with Awesome]]: Arguably the ghouls are. Sure, they make third degree burn victims look pretty, but they are immune to radiation and can't apparently die from old age. In fact, if they were able to breed they might be considered an improvement over humanity.
** Super Mutants were specifically designed to be superior to humans in coping with the harsh Wasteland, but it came at the cost of them being sterile and not very bright (with a few exceptions).
*** These exceptions are much more common on the West Coast, especially with the Nightkin, who are generally intelligent, stronger than the average Super Mutant, and are invisible thanks to Stealth Boys. However, due to overuse of Stealth Boys, most Nightkin have gone insane
* [[Deadpan Snarker]]: The''Every'' Vault Dweller, in his memoirsprotagonist.
* [[Deconstruction]]:
** ''Every'' protagonist.
* [[Deconstruction]]:* The first two games (and, to an extent, ''New Vegas'') deconstruct the [[Idiot Hero]]. Generating a hero with an Intelligence score of 3 or less makes you have [[Crowning Moment of Funny|hilarious conversations]] with the world, true, however you get fewer skill points from leveling-up, you are locked out about from about 90% of the quests, most of the people [[Dude, Where's My Reward?|don't give you anything for your efforts]] and [[Dude, Where's My Respect?|treat you like a joke.]] Furthermore can't really make a lasting impact on the Wasteland in general. Sure, you save your hometown, but everyone else is pretty much screwed.
** The entire series is a deconstruction of the supposed "moral purity" of [[The Fifties]], showing [[After the End|exactly what would happen]] if the [[Moral Guardians]] who say this had their way and the ''actual'' 1950's continued forever.
* [[Defector From Decadence]]: the talking Deathclaws in ''Fallout 2''.
** The talking Deathclaws in ''Fallout 2'': somehow they built a moral and social structure, though their creators certainly wouldn't have encouraged it.
** The Capital Wasteland branch of the Brotherhood of Steel deviated from their original mission (gathering up old technology) to helping the inhabitants of the wasteland. This change lead to a significant number of BoS members claiming Lyons was a defector. So the Defectors from the Defector from Decadence became the Outcasts, who are a lot less altruistic, especially if they see you handling any piece of technology more sophisticated than a gun.
** This is actually the origin story for the original Brotherhood too, they started out as U.S. soldiers that discovered the horrific FEV experiments happening in the Mariposa Military base which they were set to guard. They executed the scientists and defected from the military, however as this was happening the bombs were dropped and news of their defection was never received by the Government.
* [[Desert Skull]]: The series loves this trope.
* [[Dirty Communists]]: Going by Pre-War propaganda, the entire nation of China. You get to fight a simulation of them in the ''Operation: Anchorage'' DLC. Likewise, [[Humongous Mecha|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 [[Rule of Funny|makes it better]].
* [[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 ''Fallout: 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.
* [[Disaster Democracy]]
* [[The Ditz]]: Harry, who is easily the dumbest Super Mutant in the ''entire series''.
* [[Doomed Hometown]]: The first two games start out with the player having to stop their hometown's impending destruction.
* [[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.
* [[Downer Ending]]: If you agree to [http://www.youtube.com/watch?v=PfyqlMBeQFU help the master in Fallout.]
** 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. Whats 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 goverment bunkers, and can be found and revived by the player.
** On the upside, it could also be considering a [[Crowning Moment of Awesome]] for {{spoiler|the Overseer}} since he not only went out fighting, he also managed to take down at least one super mutant before getting killed.
* [[The Dragon]]: Lieutenant to the {{spoiler|Master}} in ''1'', Horrigan to Richardson in ''2'', and Colonel Autumn to Eden in ''3''. In ''Vegas'', Caesar's right hand is Legate Lanius, while President Kimball's number two is General Lee Oliver. {{spoiler|Benny}} was this to Mr. House (and you can take his place), and {{spoiler|Yes Man is this to you, if you choose the Independent path}}.
* [[Dragon Their Feet]]: In ''Fallout 2'' and ''3'', you don't confront Enclave superweapon {{spoiler|Frank Horrigan}} or Enclave military commander {{spoiler|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). AvertedLikewise, within {{spoiler|Autumn}}''Vegas'', because {{spoiler|...itLegate Lanius and General Oliver lead the Caesar's easyLegion and NCR forces during the game's final battle, despite Caesar himself and President Kimball both likely having todied makeearlier himin gothe awaygame.}}
** Justified for {{spoiler|Autumn. By the time you kill [[President Evil]], Autumn's already turned on him.}}
** Likewise, in ''Vegas'', {{spoiler|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.}}
* [[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.
* [[Drop the Hammer]]: Sledgehammers and Super Sledgehammers.
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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.
** It's mentioned at some point that the vehicles' tendency to explode is the result of volatile, radioactive fuel elements having leaked out over centuries of neglect, so it would probably have taken more than a fender-bender to set one off when they were in active use. Then again, maybe not ''much'' more, given the cavalier attitude to Health & Safety issues hinted at in some of the old corporate records you come across...
* [[Exclusively Evil]]: The majority of the Vault 87 Super Mutants in the third game (likely Justified by the FEV there having different properties). Averted with the Super Mutants created elsewhere in the first and arguably more the second, as well as ''New Vegas''.
** The nameless Raider factions in DC definitely count, as well as the Fiends and Jackals and Vipers of New Vegas.
*** The Great Khans also qualify during the time of Fallout 1 and 2, but by New Vegas they have suffered significant [[Villain Decay]] to hardly qualify for this trope anymore, and can even be convinced to make a full on [[Heel Face Turn]].
* [[Expansion Pack]]: Bethesda Software added a lot to the main questline of ''Fallout 3'' with the downloadable addons, 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 [[Retcon|after the controversial ending]].
* [[Extremity Extremist]]: It is possible to play this way in all games.
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** ''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]]: 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.
* [[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.
** Also, Roy Phillips and his crew and how they subvert the "good" ending of the Tenpenny Towers quest. Just because you're an oppressed minority DOESN'T mean you're not also ungrateful, murderous assholes. In fact, if you complete the quest for him, {{spoiler|he suggests to any ghoul who got his letter to kill any human who knows about Tenpenny}}. And for some reason, blowing him away gets you bad karma.
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* [[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.
** Myron's explanation for how Jet was discovered, although somewhat fantastical, is quite complex.
* [[Sickly Green Glow]]: Nuclear waste in general, but also the Glowing Ones: Feral Ghouls who have adapted to ''extremely'' radiated areas.
* [[Sickly Green Glow]]
* [[Skippable Boss]]: {{spoiler|The Lieutenant and the Master in the first game, General Jing-Wei and Colonel Autumn in the third. All of them could be skipped by either a stealthy or a diplomatic approach - and only diplomatic for the last two. New Vegas brings in Legate Lanius, capable of surviving multiple antitank rounds to the forehead, who can be convinced to step down with a maxed-out Speech skill.}}
** Potentially everyone in the second game, with the partial exception of the [[Final Boss]]. You can't avoid entering combat mode, but you can get others to do some or all of the fighting for you. {{spoiler|Specifically, you can turn an Enclave team against him by pointing out he's blocking ''their'' escape too, and you can potentially use the counterinsurgency auto-turrets too.}}