Fallout
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"War, war never changes."
-Ron Pearlman
Fallout is a post-post-apocalyptic game series that takes place in America about a century or two in the future where America had been bombed so much that it has been left as a rotting, smelly and depressing wasteland that happens to have high as fuck raiders come up to you and attempt to have anal with a chainsaw or a laser weapon.
Despite the setting, most of the games are fairly noblebright, with a darkly humorous streak and a series-long theme of rebuilding.
Plot and Setting
For those wanting an in-depth analysis of the Fallout storyline, the "Fallout Storyteller" Youtube series has a large number of episodes dealing with the subject and can be viewed here.
Basically, post-apocalyptic America was filled with what seems to be... 50's-60's art style and pop culture humor.
Transistors were invented in 2067 rather than 1947, and humanity encountered alien technology around the time of World War 2 resulting in a society with computers that barely had 1MB of data storage and television was still black and white, but robots would clean your house and police your neighborhood while you yourself could own a disintegration ray hanging above the mantlepiece in case undesirables move into your neighborhood.
Some events still happened, such as Ronald Reagan and Nixon both becoming president. Others, such as the entire world running out of oil all at once, didn't. The US still landed on the moon in '69, but set up a moonbase and fought a war against aliens. Vietnam occurred, but the United States openly participated in combat operations rather than simply attempt to defend the South. There are other divergences that occurred much earlier as well (possibly because aliens were monitoring and abducting humans throughout Fallout history) evidenced by the altered architecture in Washington DC. Hippies and McCarthyism remained right up until the end.
The United States reorganized itself into 13 commonwealths with the states functioning as counties and the old Maryland Cowpens Flag with 13 stars replaced the 50 stars of Old Glory. The US progressed through the women's liberation and civil rights movements, so by the time of the bombs falling, racism and sexism were mostly forgotten.
One of the biggest differences is the miniaturization of nuclear reactors in Fallout, to the point that everything from cars to ammo cartridges for laser weapons have them. The cars that still remain, mostly no longer functional, actually explode in a mushroom cloud if damaged sufficiently.
During the lead-up to the end of the world, oil became the major resource in the world as supplies dried up. The Middle East oil reserves were drained dry and the region ceased to matter on a global scale when they pooled their uranium into weapons stockpiles and gave the world a preview of what was to come. Europe had united into the "European Commonwealth" rather than the European Union, but when the Middle East blew itself away they turned inwards in petty wars over remaining resources until they had depleted themselves and ceased to matter on a global scale. The same thing happened to the Soviet Union, leaving only the United States and China as the remaining superpowers, which stood alone. Alaska became the only source of oil left on Earth, resulting in the last great war occurring between China and the United States for control of it. The US annexed Canada in its entirety, turning it into one giant mobilization center to retain the great white Northwest. The South American nations were left to fend for themselves. China, rather than deploy the expected numerical superiority, focused on small elite teams utilizing advanced stealth technology while the United States deployed atomic-powered robots and commandos in advanced powered armor.
To advance their chances of victory, the US took the greatest minds of the world and created a secret facility contained underneath a mountain which was dubbed "Big Mountain" somewhere in the deserts of the American southwest. There, scientists churned out amazing works straight out of science fiction, from technology that could keep a brain alive in a jar forever to teleportation to cracking the secrets of the Chinese stealth suits. They were given ample numbers of Chinese prisoners of war to experiment on, as well as American citizens (and hippies) who were disappeared during the paranoia of the extended Cold War. Despite the high casualties and useless horrors that came out of the Big MT, the six executives in charge of the site were given unlimited authority within.
Towards the end of the Resource War, American biologists were tasked with countering possible Chinese biological weapons, but their work took an unexpected turn. When the Army learned that test animals for the "Pan-Immunity Virion Project" gained mass and intelligence, it took over the project and renamed it the "Forced Evolutionary Virus," hoping to use tough, intelligent super-soldiers to smash the Chinese hordes. The Army soldiers tasked with protecting the project while it went through involuntary human trials mutinied a few days before the bombs fell. It would be almost a hundred years later that FEV would become a threat to the wasteland.
As nuclear paranoia grew, the United States government (or rather, the shadow government known as the Enclave) and the Vault-Tec Corporation initiated "Project Safehouse," a plan to build a number of underground bomb shelters known as Vaults across the country, each large enough to house around a thousand people until it would be safe to return to the surface and rebuild. Secretly, the Enclave designed most of the Vaults as social experiments to study how people handled long-term isolation and how suitable they would be for recolonizing Earth and potentially other planets. Those who couldn't get a place in the Vaults began coming up with alternatives, from personal fallout shelters to finding safe places for themselves and their communities to retreat to once the bombs fell.
The Enclave planned on using a false alarm nuclear attack to drive populations into the Vaults,but the actual nuclear apocalypse occurred much sooner than expected. What caused it isn't known and who fired first isn't either, but the United States and China both unleashed their nuclear arsenals at each other. The United States was devastated, with many major locations annihilated. The people in the Vaults hid away within, all suffering from the experiments needlessly with most Vaults falling to catastrophe as a result. The people who didn't get into a Vault attempted to survive as best they could. Most of those who did manage to escape annihilation had hidden in mountains, natural caves, or wilderness so far from civilization no bombs were launched at them.
The humans who didn't turn into Ghouls mostly became tribal societies with varying degrees of friendliness and/or savagery. Few tribes retained the civilized knowledge from before and were oftentimes extremely hostile to those they encounter, although many can be civilized enough to maintain friendly contact with other peoples.
Eighty four years after the bombs fell, a resident of Vault 13 in California is chosen to leave the Vault to find a replacement unit for the Vault's damaged water chip, which controls the water recycling system. So begins the story of Fallout 1. This Vault Dweller, in his search for his prize, discovers that the world is (sort of) safe to return to, as many others had. He also discovers a major threat to the nascent human rebuilding: the Master's Army. This army of Super Mutants is the tool of the Master, who intends to turn the entire human race into Super Mutants. The Vault Dweller manages to stop the Master, though it is not known if he talked him down or blew him up, and return to the Vault with his prize, only to be exiled for being "contaminated" by contact with the outside world. Many other inhabitants of Vault 13 choose to leave with him, traveling north and founding the village of Arroyo.
The Vault Dweller's grandchild comes of age, passes a series of trials, and is then selected to find an artifact from Vault 13: a Garden of Eden Creation Kit, which will rebuild the wasteland into a paradise. So begins the story of Fallout 2. This Chosen One, in his search for his prize, discovers that the United States government is (sort of) still around and had abducted the people of Vault 13. He later learns that they are called the Enclave and had also abducted his tribe in his absence. The Chosen One travels to the Enclave's base of operations, a Poseidon Energy oil rig, to free the captives, find the GECK, and destroy the Enclave.
In Fallout Tactics, the Brotherhood of Steel began inducting tribes into its ranks in small numbers while defending the Wasteland against threats such as an army of renegade robots. The main group of the Brotherhood is separated from this group, which takes over Vault 0 and continues pushing eastwards. Although the bulk of Fallout Tactics is non-canon, the basic story remained.
Two hundred years after the Great War, a civil war breaks out in Vault 101 after its head physician, James, leaves. His child then escapes the chaos in search of him. So begins the story of Fallout 3. This Lone Wanderer, in his search for his prize- I mean father, discovers that he was not born in Vault 101 as he had been led to believe, but in Rivet City, and his father had been working on "Project Purity" to purge the radiation from the Potomac River. Following his father's trail finds the Lone Wanderer trapped in the Tranquility Lane VR simulation in Vault 112 and having to endure Stanislaus Braun's sadism to escape. When they return to the Jefferson Memorial, they find that the Enclave has decided to take over the project. James floods the Purity station with radiation to keep it out of the Enclave's hands. The Lone Wanderer and Dr. Madison Li flee to the Pentagon, which the Brotherhood of Steel has converted to their base of operations in the Capital Wasteland. Elder Lyons puts the Lone Wanderer on the trail to find a GECK in Vault 87. Upon finding it (with the help of a friendly super mutant named Fawkes), the Enclave captures him and the GECK. The Wanderer kills the President Eden during his escape and brings the GECK back to the Jefferson Memorial behind the Brotherhood's assault and the awesome, anti-Communist super robot Liberty Prime. After dealing with Colonel Autumn, the Lone Wanderer is supposed to sacrifice himself in the radiation-filled control room to activate Project Purity. But that's bullshit, so the Broken Steel DLC allowed the Wanderer to survive or order a radiation-resistant companion to activate it instead and continued the plot to eliminate the Enclave's presence in the Capital Wasteland.
- The DLC campaigns for Fallout 3 were Operation: Anchorage, a simulation of the Battle of Anchorage from the Sino-American War; The Pitt, a trip to the ruins of Pittsburgh to resolve a crisis between slaves and raiders, Broken Steel, where you mop up the Enclave and open up post-game adventure; Point Lookout, a trip to the swamps of Maryland for open-ended adventure; and Mothership Zeta, where the Lone Wanderer is abducted by aliens, teams up with captives from across time, and takes over the ship.
In 2281, the New California Republic and Caesar's Legion are staring at each other across the Colorado River, having fought over Hoover Dam once before. Against this backdrop, a courier is shot for his charge, a poker chip made of platinum, and buried in a shallow grave. He's dug out by a Securitron robot and taken to Dr. Mitchell of Goodsprings, who saves his life. So begins the plot of Fallout: New Vegas. This Courier, in his search for his prize, travels around the Mojave Wasteland in pursuit of his attempted murderer, Benny, the head of the Chairmen, who runs the Tops casino in New Vegas. Eventually, all three major players in the Mojave (the NCR, the Legion, and Mr. House) want the Courier to do their dirty work to gain control over the Mojave, but there is a fourth option: Benny's plan was to use a subverted Securitron named Yes Man to take over House's network and use the platinum chip (actually a data disc containing a firmware upgrade for the Securitrons) to secure control over New Vegas. Whatever the Courier chose, the Second Battle of Hoover Dam is inevitable and only one faction can win.
- The DLC campaigns for Fallout: New Vegas were Dead Money, where the Courier is kidnapped by a mad Brotherhood of Steel elder to pillage the Sierra Madre Casino's vault and is forced to work with a ghoul lounge singer, a Nightkin super mutant with a split personality, and a mutilated, mute Brotherhood of Steel scribe to achieve the goal; Honest Hearts, where a trip to New Canaan goes wrong and the Courier has to help Joshua Graham, Caesar's former legate, save the tribals of Zion Canyon; Old World Blues, where the Courier is abducted to the Big Empty and forced to help the Think Tank, a team of deranged brains in jars, fight a former member of their team; and Lonesome Road, where the Courier goes to the ruins of the Divide to confront his past.
In Boston at the zero hour of the war, new parents are admitted to Vault 111 and placed in cryogenic suspension. One of them is murdered, their infant child Shaun stolen, and the other refrozen. When the cryo systems fail, the only survivor of Vault 111 heads to the surface in pursuit of the man who ruined a family. So begins the plot of Fallout 4. This Sole Survivor, in pursuit of his (or her) prize- I mean child, discovers that two hundred years have passed. As he travels, he encounters the last of the Minutemen and goes to Diamond City (built on the ruins of Fenway Park) following a lead. He finds the people paranoid about an organization called "The Institute" replacing anybody they know with near-perfect replicas called synths, and further investigation points to the Institute having abducted Shaun. He can work with the Minutemen, the Brotherhood of Steel, or the synth emancipation group known as the Railroad to fight the Institute, or choose to join it instead.
Factions
- New California Republic: The self-styled successor to the United States of America, the New California Republic started as an alliance of small settlements in northern California that now flies the flag of the two-headed bear. Through diplomacy and vigorous expansion, NCR controls most of old California and is currently (as of 2281) expanding into Nevada, intent on acquiring Hoover Dam to provide electricity to its citizens. NCR believes in liberty and justice for all, but staggers under its own bureaucracy, the corruption that comes with it, and high taxes. It is, by all means, the nicest of the larger nations, providing support to their citizens in return for relatively heavy taxes and following strict laws. The NCR grew out of an alliance of settlements, including Shady Sands (which later became the capital city), Vault City, the Hub, Redding, and Klamath. Because of them, the West is largely a safe place to live, but many individual towns aren't too happy about their desire to take everything for themselves. Their military is based on the Pre-War US military, but with a more tribal feel; normal troops are volunteers and conscripts from around the west, while the Rangers are the Special Ops unit, taking on any tasks too delicate, tough, or convoluted to be resolved with raw power (they also wear the bad ass Ranger Combat Armour from the front of the Fallout: NV box). The Nevada branch also took to using Heavy Troopers with big guns and salvaged power armour from their war with the Brotherhood, which, while cool, isn't as protective as the real deal and loads heavier, too.
- The Brotherhood of Steel: Originally a group of US Army personnel who announced their desertion days before the bombs fell, the Brotherhood of Steel has evolved (or devolved) into a neo-chivalric order devoted to acquiring and maintaining the technology of the old world. The Brotherhood is divided into three major orders: the Scribes analyze and manufacture technology, and the Paladins and Knights form the core of the Brotherhood's military strength (the equivalent of officers and enlistees). Although they have the second-highest technology level of any faction in North America, the Brotherhood is slowly dying thanks to a combination of attrition, an unwillingness to recruit from the outside world, and generally being assholes to outsiders.
- The only order that actually is capable of surviving is the Midwest Brotherhood of Steel and the East Coast (D.C.) Capital Wasteland detachment. Not only did the Midwest guys opened up towards taking in new recruits from humans, but also include ghouls, deathclaws, super mutants, and the only robot that is not trying to murder people all the time, thus making them less asshole than the rest of the Brotherhood. These guys offer protections to people in return for fresh recruits and supplies. They rule like feudal lords over the Midwest, but they keep the place safe and humans and mutants actually like them. In the East coast, the Capital Wasteland detachment has fortified the ruined Pentagon, making it their base of operations, and are actively protecting the surrounding settlements in the area by engaging super mutants and helping to distribute clean water to the people.
- Due to a difference of opinion with Elder Lyons of the Capital Wasteland detachment, a sizable band called Brotherhood Outcasts existed in the Capital Wasteland area. Elder Lyon's job in the Capital Wasteland was to obtain technology, but he willingly diverted resources to help the local population, which caused a strain with the soldiers under his command. Things came to a boil and Protector Henry Casdin left Elder Lyons with as many like-minded members he could, taking massive amounts of resources with them in the process in 2276, which crippled operations for Elder Lyon's outfit and immediately caused a civil war between the two groups. This war would die down as the Brotherhood Outcasts began to reintegrate into the main Brotherhood body over the years of 2281 to 2287 under Arthur Maxson, who would go on to lead the Brotherhood operations in Boston against the Institute. They liked to paint their armour black with red iconography on it, the little rebellious edgelords.
- Most chapters (all but the Midwest, really) also really hate mutants. This was fine when all super mutants were under command of the Master, but they also like killing ghouls (who are some of the nicest people in the series) and post-Master (read: civil and peaceful, although a bit mad if a Nightkin) super mutants. They are kind of like space marine, hating mutants and other abomination, wearing power armor and playing knight(space marine are space knights afterall). A notable exception was Jacob, a Paladin who befriended a super mutant named Marcus after getting into a fight with him. Marcus renamed the Mount Charleston ski lodge Jacobstown in his honor.
- BoS's primary objective is to find technologies like laser weaponry and storing them in their own locker (because they believe the excessive use of high technology in the pre-war time is what caused fallout)
- Caesar's Legion: Caesar, the self-styled son of Mars, the God of War, has united eighty-six tribes under his banner (the bull) in Arizona, with undisputed territorial claims stretching as far west as the Colorado River. The Legion does not engage in diplomacy beyond "Join us or die." The Legion completely assimilates the people it conquers, destroying their old ways of life. To become citizens of the Legion means to throw away your heritage and traditions for security, prosperity, and continued existence. The Legion's army is a slave army composed solely of able-bodied men, owned entirely by Caesar. Women are confined to domestic roles and sexual slavery. The discovery of Hoover Dam brought the Legion into direct conflict with the NCR, which drives the story of New Vegas.
- Followers of the Apocalypse: Despite the ominous name, the Followers are the most chill faction in the wasteland. They are devoted to understanding the mistakes of the past, helping people survive the harsh present, and building toward a noblebright future. While the Followers were instrumental in the formation of the New California Republic, they split over disagreements about the state's future and NCR poached many of the Followers' top people to staff their new Office of Science and Industry. Without NCR's backing, the Followers are chronically under-funded and over-worked, but hold on to their ideals in the face of harsh realities. Usually. There's one notable exception, a guy named Edward Sallow. His entry is right above this one.
- The Enclave: The Enclave's leadership is comprised of the descendants of US government officials from the Great War. They are the most technologically-advanced faction in the wasteland and take pride in being the only uncontaminated, mutation-free strain of humanity left outside the Vault experiments. Like the Brotherhood of Steel, the Enclave arms its soldiers with energy weapons and advanced armor systems and are generally jerks to the world at large. Unlike the Brotherhood, the Enclave are willing to innovate and work with outsiders. Unfortunately for those outsiders, "work with" generally means "enslave and work to death." They got properly curbstomped in Fallout 2 and 3, and are as of 2188 almost eradicated from the wasteland, save a few stubborn survivors (who can be recruited for the Second Battle of Hoover Dam, depending on your decision).
- New Vegas: Thanks to billionaire industrialist Robert House, Las Vegas had a missile defense grid so it and the surrounding area survived the Great War mostly unscathed. Drawing power from the Hoover Dam and fresh water from Lake Mead, New Vegas is a small but successful community built primarily on providing entertainment to NCR citizens. As of 2281, House is still in control of Vegas. He maintains his iron grip on the three "rehabilitated" tribes that run the three major casinos with his Securitron robots. The people of New Vegas are secure from outside threats, but House demands absolute obedience and does not seem to care about the state of Freeside, the crime-ridden neighborhood built up outside the Strip.
- The Chairmen: Real cool gigs, baby, real cool. Rules the Tops Casino, they are the most cool and suave motherfuckers in Vegas. They mostly just play the rules and foster leaders who want to take over Vegas, all cool. They ain't no finks, dig?
- The Omertas: The leaders of the Gommorah Casino and Brothel, they ain't no damn low time criminals, see? They respect only their family and them Securitron of House's, 'cause you don't wanna mess with the coppers. Sleazy bastards who are civilized only in appearance.
- The White Glove Society: The gentlemen and ladies of the Ultra-Luxe, they give only the most luxurious performance in whatever they do, be it their dresses (creepy porcelain-masks and pompous suits) or their cuisine, which definitely isn't human meat and never has been.
- Freeside: House controls the Vegas Strip. This is all the other stuff, like how no one cares about the actual city of Las Vegas.
- The Kings: An exception to the 50s theme. Two guys found a place called 'The King's School of Impersonation', filled to the brim with Elvis impersonation stuff. They wore out the only tape of Elvis's voice they found so only Pacer and the newly-named The King talk like him. So on the outskirts of post-WW3 Las Vegas you have a gang based on Elvis impersonators. Actually decent; they were shoved out of Vegas proper but keep a little bit of order in Freeside.
- Shi: The Shi are focused around San Francisco. The Shi are led by the Emperor, though his chief adviser is the de facto head of the organization. The Emperor is actually the computer mainframe of the Chinese submarine Shi huang ti, which washed up on shore after the Great War. Although the Shi prefer to remain apart from wasteland politics, they come into conflict with the Hubologists of San Francisco. They probably got conquered by the NCR.
- Hubologists: Scientologists with armor, guns, a spaceship, and porn stars instead of Tom Cruise. WHAT THE HELL HAVE YOU BEEN THINKING INTERPLAY!?!?
- Tribals: Small independent tribes still persist in the wasteland. Some are peaceful, while others take to raiding and pillaging to survive or simply for lulz.
- Assorted Towns: Take some less-than-usually-ruined buildings, a bunch of people looking for a peaceful place to carve out a living, and a few guns, and you've got a city. Most towns have everything from ten to hundreds of citizens, and each one is often ruled by an unofficial leader of sorts (people rarely live long enough that it makes sense to elect some idiot). Notable cities are Megaton in Washington DC (a town build around an atom bomb that hasn't detonated yet), Shady Sands, Rivet City, Primm, Novac, and many others.
- New Caananites: Centered around the city of New Caanan in Utah, these bible-reading badasses kept Christianity alive with Tommy guns, .45s, and pure stubbornness until the White Legs razed the city to the ground and salted the earth. Now destroyed, their only surviving members are two guys of very different beliefs arguing over whether to save or to save a bunch of underdeveloped tribes in Zion. That is not a typo.
- Zion Tribes: The Dead Horses and the Sorrows are a bunch of real tribals who had reverted to something resembling Native American tribes. They are the tribes the aforementioned Caananites are arguing over.
- White Legs: A tribe based near Salt Lake City, the White Legs are trying to join Caesar's Legion. The price for joining the Legion is the destruction of New Canaan and all of its inhabitants. They succeeded at the first task, but two escaped their genocide and they followed them to Zion Canyon to finish the job. What they don't know is that Caesar will simply annihilate their culture and he's just using them to kill Joshua Graham. Dealing with them is the main plot of the New Vegas DLC campaign Honest Hearts.
- The Great Khans: Formed by a cool guy named Papa Khan after the Chosen One murdered the New Khans (who were dicks), the Great Khans are one of the oldest raider groups in Fallout still active, about the same age as NCR as they both came from the same Vault. Unlike most raiders in the game, they're fairly friendly and figure it's better to just sell drugs and run protection rackets to villages than raiding. When they followed the old ways, the New Khans were led by the paranoid 90-year-old son of the leader of the Khans, who were the original group who came out of the Vault. They were also dicks who got stomped by the Vault Dweller. Their new leader Papa Khan was cool enough to stop all that dickery and replace it with drugs (although the Fiends, who get high on Khan drugs, make up for the lack of violence tenfold). The NCR still hates them, though, and the feeling is mutual due to a massacre at a Great Khan settlement that nobody wants to talk about.
- The Institute: MIT turned evil. This is what happens when you don't play Big Mountain for laughs. For the past few decades, they have been flooding the Commonwealth with advanced robots known as Synths, which can be so indistinguishable from humans it's possible for these synths to think they are entirely human.
- The Minutemen A volunteer defense group made up of people from all across Boston. They were a roving group of protectors, able to respond to crises at a minute's notice, but after a series of disasters (including losing their command structure and their base of operations), have been reduced to about three members.
- Raiders A bunch of drugged out sadistic mad-max backup dancers with no ambitions besides getting high, attacking settlements and people wandering the wastelands. Good for target practice and ammo for small guns.
Species
- Ghouls: A few people who get hit with a crapload of radiation don't die (despite appearances), but mutate into ghouls. Corpse looking dudes and dudettes, ghouls don't age and thrive in radioactive environments but are sterile. A lot of wastelanders hate ghouls because many of them "go feral," losing their minds either as part of the transformation or afterwards and becoming little better than your standard brain-eating zombies. Even intelligent ghouls aren't necessarily nice guys/gals, and Fallout 4 emphasizes this with ghoul raiders, basically like non radblasted people. Lore tucked away in Fallout 1 implies that ghouldom actually is a combination of radiation damage and exposure to FEV.
- Supermutants: When a genetically undamaged human is exposed to Forced Evolutionary Virus under the right conditions, they turn into these things. Quite larger than humans and immensely strong, tough, and durable, they display ghoul-like traits of radiation immunity, biological immortality, and sterility. The process of making someone into a super-mutant is often fatal and agonizing. The Master in Fallout 1 wanted to turn all humans into Super Mutants, but can be convinced to commit suicide if you point out that they are A: sterile, and B: almost exclusively retarded violent idiots. Some get over it and become decent people. More of them were made out of Vault 87 which had FEV chambers as least. They also went from having fucking goofy overhanging front lips that they had to strap out of the way to be able to speak to saner designs in the 3D games.
- Centaurs: These are what happens when you expose humans who aren't genetically pure to FEV. Hideous living blobs of living fuckno meat, centaurs are mindless abominations that drag themselves through the wasteland, hoping to be killed.
- Deathclaws are not casually named. They will fuck up your shit. They were an FEV experiment from before the bombs dropped, an experiment to turn Jackson's Chameleons into Super Soldiers. Guess what? They went fucking horribly right. Fallout 3 had the enclave get their hands on some with mind control. New Vegas introduced the idea of Deathclaw variants in the form of the female Matriarchs, Infants and Alpha males. Fallout 4 built upon this with a bunch of new variants, including Albino Deathclaws, radiation-emitting Glowing Deathclaws, and the paranoia-inducing Chameleon Deathclaws, who can turn fucking invisible at will. Fallout 2 let you have an intelligent talking Deathclaw as a companion.
- Robots: Back before the bombs fell, America had a variety of atom-punk themed robots running around, and many are still kicking around in the wasteland. These range from weak utility droids like Eyebots, Protectrons, and Mr. Handys to more deadly combat droids, like Securitrons, Mr. Gutsys, Sentry Bots, and Assaultrons.
- Synths: Developed by the Institute over the centuries since the bombs dropped, Synths are androids designed to mimic the human form, in comparison to the clearly inhuman robots. Although their more primitive mechanical synths have been mostly abandoned and left to roam the Boston wasteland, by the time of Fallout 4, they have perfected human-mimicing synths, who they use to covertly interact with and manipulate the Commonwealth to their advantage.
- Aliens: Grey/Little Green Men types with space blasters.
Timeline
- 1945: Someone forgot to make the transistor and ultimately screwed it up for everyone
- 2077: Humanity screwed up this year.
- 2161: The plot of Fallout 1, back when there were only about 3 deathclaws and lasers actually CUT. Vault 13's water chip breaks, someone has to fix the problem.
- 2241: The Plot of Fallout 2, mega badassery and improvement off Fallout 1. Arroyo needs a GECK and sends out the Chosen One to find it. Enclave shows up, gets its HQ blown the fuck up.
- 2277: The Plot of Fallout 3, the beginning of full 3D FPS, slow as fuck plasma weaponry and mega debuff power armor, also tried to turn up the Grimdark but failed. Enclave shows up on the other side of the continent for no apparent reason. Everyone's thirsty. Terrible story.
- 2281: The plot of Fallout New Vegas, what Fallout 3 should have been. Made by Obsidian. Get shot in the head, wake up, set out for vengeance, take over Hoover Dam for the faction (or lack thereof) of your choice.
- 2287: The plot of Fallout 4, a more Call of Duty-style combat system with a voiced main protagonist, base building, as well as a dialogue wheel, gutting the dialogue choices to 1-3 words indications of what the character will actually say. It's a Fallout game by Bethesda, which means it's mechanically superior to the previous games but with overall worse writing and a forced role like in Fallout 3.
Technology
Now, the weapons tech used in this can be explained in many, many ways, but the easiest way is to think of all the WH40K tech, but more convenient with the added bonus of not blowing up in your face once in a while but with the downside of guns jamming every 3 seconds and guns that rot before your eyes. Still, the weapons tech can be badass in an alternate universe (if you accept the 37,933 year difference between the universes) so the Fallout tech is still considered cool. The Fallout universe also incorporates REAL LIFE GUNS into the series (and a whole bunch of them) such as the Skorpion, MP5, MG60, M9, etc. This then changes in the later games (and in the 1st, but that was the 1st) to 'Hunting Rifles', '10mm Sub-Machine Guns' and 'Miniguns'. Oh well. It's easier to just say the tech in Fallout swings between Mad Max weapons, to real weapons, to 50's ray guns, to crazy shit like an infinite ammo shotgun fist and a weapon that fires eight mini nukes (a shotgun of nukes if you will). Also one of the deadliest weapons in the 2D games was a BB gun. No, really. Aim for the eyes.
As for armor, well...
The majority of the wasteland has rags as 'armor' and a baseball glove as a 'pauldron', although some people have done better (and some creatures too). Let's go over the basics:
- NCR has your mass produced, easily recognizable uniform that has a desert color (no, not dessert, but I wish it did. That is, if the dessert wasn't so IRRADIATED!). The most technologically advanced armor they have is the other 'mass-produced-but-not-produced-as-much' NCR veteran combat amour, which is basically riot armour with a trench coat over the top and a riot helmet with glowy eyes, though they also have T-45d power amour with the tech ripped out of it so untrained users can wear it without killing themselves, leaving an empty and sad metal shell behind. Though they do put an AC in it. Feels like you're wearing a truck, though, since "tech" includes "internal motors".
- BoS has power amour (don't get your hopes up, this is Fallout power armour we're talking about).
- Legion has football gear since its the closest thing to roman armor they can find. Higher ups do have better armor, mostly just scrap-metal plates but a few like the Legate have sweet forged armor.
- Raiders have stuff stolen from: women they've raped, people they've slaughtered, houses they've raided, prospectors they've held up then slaughtered etc.
- Khans you get biker gear you bought with the drug money you make.
- The Enclave have power armor far superior to that of the brotherhood (still Fallout power armor).
- Various mercenaries have 'combat armour'. Supposedly the stuff average troops wore in actual military things. Usually mid-level gear for you in the games, and pretty decent when it comes to letting you not get killed.
- Minutemen, going with a colonial American Revolution appearance/theme, have made
laslockslaser muskets to help recreate the ensemble. You crank the firing mechanism up to build up a charge to make its single shot more powerful, but each crank will consume more ammo than the last when fired, and requires prior upgrade to allow more cranks.
Notable People
- Protagonists
- The Vault Dweller: From Fallout 1. Sent out of Vault 13 to fix the 'water chip', ends up saving humanity (or at least the bits of it in that part of California).
- The Chosen One: From Fallout 2, grandkid of the Vault Dweller. Foretold to do cool stuff, and does. Breaks the water chip in Fallout 1 during a random encounter with a time portal.
- The Warrior: The Fallout Tactics main character. The player can create their own character like in the other games, but can also go with the presets called "Mick", "Snake", "Peter", "Wilma", or "Betty". All were Tribals recruited by the Brotherhood of Steel army that moved east, and by the end of their career was appointed General of the pacified Chicago.
- The Lone Wanderer: From Fallout 3. East coast, lived in Vault 101. No-one ever enters, no-one ever leaves. (Yeah, right. Plot kicks off when your dad bails on the place, and you follow him.) Until the Broken Steel DLC, it was possible to actually not survive the 'good' ending at the end.
- The Courier: From Fallout: New Vegas. Not from a Vault at all, just some Courier who gets shot in the head by some hip creep in a checkered suit during the opening cutscene. You get better, then get to decide who controls Hoover Dam.
- The Sole Survivor: From Fallout 4. Boston area, Vault 111. A pre-War American citizen, either a retired soldier or a lawyer-turned-soldier (depending on your choice between male or female), and got thrown in cryo with most of the Vault members when they got in, oldest living person in the Fallout universe who isn't a mutant or a robot (Or alien abductee). Woken up by a couple of douchebags who shot their spouse and kidnapped their son,
starting the plotwho then knocked him out for a bit again, until he woke up and left, starting the plot CORRECTLY this time.
- Allies:
- Mysterious Stranger: In Fallout 1 & 2, a male or female character (depending on player gender) with a randomized inventory. After that, some guy in a trenchcoat and fedora (not a trilby mind you). He appears when protagonists who are extremely lucky (and have the prerequisite perk) need him to take a few shots at their foes then disappear again. In Fallout: New Vegas, a guitar-playing man is hinted to be the Mysterious Stranger's son and carries his special pistol that he can give to the player. In Fallout 4, the Mysterious Stranger sticks around a bit longer and can actually be interacted with for a short time. Currently under investigation by a robotic detective.
- Miss Fortune: Only appears in New Vegas. Shows up the same way as the Mysterious Stranger, except as a woman wearing an elaborate showgirl costume. Despite using the same model of gun as the Mysterious Stranger, hers doesn't directly cause much damage; instead, she has a bunch of (very fun) randomized effects based on percentage chance, ranging from knocking the gun out of their hands to detonating all the explosives in their inventory. Also, she'll probably empty all six shots (assuming they survive) with each one going through the random effect roll.
- Antagonists/Villains:
- The Master: formerly known as Richard Moreau/Richard Grey. He is some kind of bizarre mutant that somehow got itself hooked up to computers after infected by the FEV (Forced Evolutionary Virus). Believe in the idea of unify the wasteland, he created the super mutants using the contained FEV that he had found and humans he had abducts. He is fun to talk to since he speaks in multiple recorded voices (even a feminine tone). Sadly, he was dealt by 'The Vault Dweller' where he could be killed in a straight fight or convinced to suicide (after finding out the critical flaw of the super mutants, that they are unable to reproduce).
Gallery
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A Vault Girl pinup, wearing common Vault Tec clothing
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A powerfist-toting wastelander with an eyebot in the background.
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A common Mr Handy domestic robot
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T-45 version of Power Armour
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X-01 version of Power Armour
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Power Armour modified by raiders
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See Also
Brother Vinni for not-Fallout miniatures.