History WMG / FallOut

16th Aug '16 9:04:59 AM mlsmithca
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** Also, there's probablly insane, HighOctaneNightmareFuel monsters. If Death Claws and such are what come from America's wildlife, imagine what the nukes did to salt water crocs, and kangaroos!

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** Also, there's probablly insane, HighOctaneNightmareFuel NightmareFuel monsters. If Death Claws and such are what come from America's wildlife, imagine what the nukes did to salt water crocs, and kangaroos!
15th Aug '16 3:51:40 PM Theriocephalus
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** Obviously, this wasn’t perfect -- resource deprivation and political and social deterioration from the scarcities and wars and all -- but it was enough for a decent fraction of Europeans to survive underground. Problem was, they couldn’t just leave after a while like (theoretically) Vault-dwellers could -- in the world above, conditions like those of the Glowing Sea would’ve been the rule, not the exception. So they stayed put, and learned to live underground. Most of these bunker complexes likely failed, their inhabitants dying out or degenerating into creatures like the Trogs or the Tunnelers, but some survived and adapted, learning to exploit hydrothermal or geothermal energy to grow food and keep their bunkers running, or finding ways to use shafts and windows to let light but not radiation into their tunnels, becoming increasingly adapted to their new home. By the time of the games, they’re thriving to the point of expansion, tunneling from beneath the mountains to beneath the surrounding flatlands -- and they aren’t recognizably human anymore. Generations of life underground and the occasional radiation leak have made them hunched, pale-skinned, squinty-eyed Morlock expies. When, one day, radiation levels die down enough for regular humans to begin to spread through Europe once more, they may be in for a bit of a surprise...

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** Obviously, this wasn’t perfect -- resource deprivation and political and social deterioration from the scarcities and wars and all -- but it was enough for a decent fraction of Europeans to survive underground. Problem was, they couldn’t just leave after a while like (theoretically) Vault-dwellers could -- in the world above, conditions like those of the Glowing Sea would’ve been the rule, not the exception. So they stayed put, and learned to live underground. Most of these bunker complexes likely failed, their inhabitants dying out or degenerating into creatures like the Trogs or the Tunnelers, but some survived and adapted, learning to exploit hydrothermal or geothermal energy to grow food and keep their bunkers running, or finding ways to use shafts and windows to let light but not radiation into their tunnels, tunnels to form simple farms, becoming increasingly adapted to their new home. By the time of the games, they’re thriving to the point of expansion, tunneling from beneath the mountains to beneath the surrounding flatlands -- and they aren’t recognizably human anymore. Generations of life underground and the occasional radiation leak have made them hunched, pale-skinned, squinty-eyed Morlock expies.expies, like a more extreme version of the Slags from ''Fallout 2''. When, one day, radiation levels die down enough for regular humans to begin to spread through Europe once more, they may be in for a bit of a surprise...
15th Aug '16 3:29:01 PM Theriocephalus
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** The Government is highly incompetent. This is mainly because Operation ANGEL was not very well planned. They cannot replicate their best weapons, their ammo is reused and they are running out of food, water and materials. They cannot even call for help due to the waters being dangerously radioactive, all their planes requiring fuel to get across the Channel that they do not have and all their radios being broken due to age of all the replacement parts. If they do not do anything about the resource crisis they will completely destroy what little remains of England. The Government control one of the last fuel deposits, under Birmingham Palace. However, they used a lot of it when they sent a plane across the channel (It did not come back) and they are hoarding it. They only control the London Ruins (Barely). They have three types of soldier. The Pacifier wears Riot Gear, wields riot shields with shotguns and patrol with five other Pacifiers in uniform fashion. They are deployed in Uncontrolled Zones. The Patrolsman wears Urban Camo Kevlar Armor (UCKA) and wields a L85A2, and are usually in Controlled Zones. The Guard wears the British equal of Power Armor, wields a high power sniper rifle and is deployed in the Pacified Zone as [[ExactlyWhatItSaysOnTheTin guards.]]

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** The Government is highly incompetent. This is mainly because Operation ANGEL was not very well planned. They cannot replicate their best weapons, their ammo is reused and they are running out of food, water and materials. They cannot even call for help due to the waters being dangerously radioactive, all their planes requiring fuel to get across the Channel that they do not have and all their radios being broken due to age of all the replacement parts. If they do not do anything about the resource crisis they will completely destroy what little remains of England. The Government control one of the last fuel deposits, under Birmingham Palace. However, they used a lot of it when they sent a plane across the channel (It did not come back) and they are hoarding it. They only control the London Ruins (Barely). They have three types of soldier. The Pacifier wears Riot Gear, wields riot shields with shotguns and patrol with five other Pacifiers in uniform fashion. They are deployed in Uncontrolled Zones. The Patrolsman wears Urban Camo Kevlar Armor (UCKA) and wields a L85A2, [=L85A2=], and are usually in Controlled Zones. The Guard wears the British equal of Power Armor, wields a high power sniper rifle and is deployed in the Pacified Zone as [[ExactlyWhatItSaysOnTheTin guards.]]




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* '''CONTINENTAL EUROPE''': As stated/implied in the games, Europe was badly ravaged by the Resource Wars (which included nuclear exchanges), even before the Great War came. The result is that most of the continent is an irradiated, unlivable hellhole. At most, some tribes and communities survive here and there in the less hostile pockets of land, and as far as anyone knows that’s what’s left of Europe’s population. That is incorrect. In real life, during the Cold War, Switzerland was already making plans for sheltering its entire population underground in case of a nuclear holocaust, and its numerous mountains (and associated highway tunnels, railway tunnels, mines...) provided excellent locations for fallout bunkers, most notably the 1,550-meter-long [[https://en.wikipedia.org/wiki/Sonnenberg_Tunnel Sonnenberg Tunnel]]. In the Fallout verse, this would never have been discontinued: in fact, as the global situation deteriorated and it became increasingly obvious that the world would burn, other European nations with claims in the Alps (or eventually other suitable mountain ranges) began to do the same, digging in deep before the bombs would fall.
** Obviously, this wasn’t perfect -- resource deprivation and political and social deterioration from the scarcities and wars and all -- but it was enough for a decent fraction of Europeans to survive underground. Problem was, they couldn’t just leave after a while like (theoretically) Vault-dwellers could -- in the world above, conditions like those of the Glowing Sea would’ve been the rule, not the exception. So they stayed put, and learned to live underground. Most of these bunker complexes likely failed, their inhabitants dying out or degenerating into creatures like the Trogs or the Tunnelers, but some survived and adapted, learning to exploit hydrothermal or geothermal energy to grow food and keep their bunkers running, or finding ways to use shafts and windows to let light but not radiation into their tunnels, becoming increasingly adapted to their new home. By the time of the games, they’re thriving to the point of expansion, tunneling from beneath the mountains to beneath the surrounding flatlands -- and they aren’t recognizably human anymore. Generations of life underground and the occasional radiation leak have made them hunched, pale-skinned, squinty-eyed Morlock expies. When, one day, radiation levels die down enough for regular humans to begin to spread through Europe once more, they may be in for a bit of a surprise...
15th Aug '16 2:07:20 PM Theriocephalus
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** Also, there's probablly insane, HighOctaineNightmareFuel monsters. If Death Claws and such are what come from America's wildlife, imagine what the nukes did to salt water crocs, and kangaroos!

to:

** Also, there's probablly insane, HighOctaineNightmareFuel HighOctaneNightmareFuel monsters. If Death Claws and such are what come from America's wildlife, imagine what the nukes did to salt water crocs, and kangaroos!
15th Aug '16 11:57:51 AM Theriocephalus
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[[WMG: AntAgonizer and Mechanist would become a serious threat if not stopped.]]
AntAgonizer thinks she's a super villain, so like most, she will numerous evil plans over time, such as mutating people into ants, creating ants of kaiju size, Fire Ants and of the like, she might not KNOW how to do it, but chances are she can find out. Mechanist would escalate himself and perhaps even create a HumongousMecha. At this stage, AntAgonizer would have surely torn apart Canteberry Commons, which would obviously piss of Mechanist. The attacks would move to the next settlement until they found something she can't destroy in one attack ( e.g. Rivet City) and the city would slowly be cleared out, if not immediately evacuated.

[[WMG: AntAgonizer would make her minions wear Psycho-Tic helmets.]]

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[[WMG: AntAgonizer [=AntAgonizer=] and Mechanist would become a serious threat if not stopped.]]
AntAgonizer [=AntAgonizer=] thinks she's a super villain, so like most, she will numerous evil plans over time, such as mutating people into ants, creating ants of kaiju size, Fire Ants and of the like, she might not KNOW how to do it, but chances are she can find out. Mechanist would escalate himself and perhaps even create a HumongousMecha. At this stage, AntAgonizer [=AntAgonizer=] would have surely torn apart Canteberry Commons, which would obviously piss of Mechanist. The attacks would move to the next settlement until they found something she can't destroy in one attack ( e.g. Rivet City) and the city would slowly be cleared out, if not immediately evacuated.

[[WMG: AntAgonizer [=AntAgonizer=] would make her minions wear Psycho-Tic helmets.]]



[[WMG: AntAgonizer would become a viable threat by herself.]]
One day Machete gets sick of the superhero bullshit and puts a bullet through Mechanist's helmet. AntAgonizer declares this a victory and runs off. After fighting the Mechanist for so long, she has actually become quite good at it and eradicates Canteberry Commons within an hour. She uses the town to create a new hive and raids Mechanist's hideout to build special Ant themed weapons, and equips her ants with weapons. She moves onto the Wastes where she tears apart some Wastelanders until she reaches the next settlement. Perhaps word gets out and the Brotherhood of Steel decide to check it out, unprepared for the event and get blown apart. She keeps going until her ants are virtually tanks.

[[WMG: AntAgonier could have been damn useful in Greyditch]]

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[[WMG: AntAgonizer [=AntAgonizer=] would become a viable threat by herself.]]
One day Machete gets sick of the superhero bullshit and puts a bullet through Mechanist's helmet. AntAgonizer [=AntAgonizer=] declares this a victory and runs off. After fighting the Mechanist for so long, she has actually become quite good at it and eradicates Canteberry Commons within an hour. She uses the town to create a new hive and raids Mechanist's hideout to build special Ant themed weapons, and equips her ants with weapons. She moves onto the Wastes where she tears apart some Wastelanders until she reaches the next settlement. Perhaps word gets out and the Brotherhood of Steel decide to check it out, unprepared for the event and get blown apart. She keeps going until her ants are virtually tanks.

[[WMG: AntAgonier [=AntAgonizer=] could have been damn useful in Greyditch]]



[[WMG: RadAway is imported Vodka.]]

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[[WMG: RadAway [=RadAway=] is imported Vodka.]]
3rd Aug '16 11:38:53 PM Wolfebane
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* ...and the three could be referring to the holy trinity!


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[[WMG: Radiation in the Fallout Universe isn't the energy emissions studied in our universe...]]
...It's the taint of the eldritch abominations lurking behind the scenes. It's clearly established that radiation there does not work like radiation here. That's because it's not the same thing. Follow my thinking. Every time we've been somewhere where the eldritch is strong (the Dunwich Building, the Dunwich Borers, etc) there's always ghouls about (or in the case of Krivbeknih, mutated swampfolk). Now you might say that's because these places are abandoned, allowing ghouls to move in, but the logs in the Dunwich suggest the people become ghouls after they get there. But these places are also always radioactive in some way, in particular, the obelisk under the Dunwich building itself emits radiation despite no evident reason it should do so. The pit at the bottom of the Borer's quarry? Despite being extremely deep groundwater, it's as radioactive as any water on the surface. All this heavily implies a relation between the elder ones and radiation. Now, while radiation causing mutations is documented extensively in the real world... but nowhere has it ever turned sea life into giant abominations with psychic-blast attacks, iguanas into slavering death beasts, or humans into ageless zombies. Across the board, the mutated creatures of the wasteland are super aggressive and far more deadly than their real life counterparts. To me, this sounds more like an eldritch taint that simple mutation. This also explains the little things like while despite (most) ghouls not actively emitting radiation, they still irradiate you on touch, again something more inline with a quasi-magical taint than a quasi-scientific one. Also at the bottom of the quarry are a pair of mininukes next to the sacrificial knife. Why are they there? Clearly no one's been down there since before the war, and back then they would be much more difficult for civilians to obtain, so it must've been important to them. They might be offerings, or symbolic representations as devices that spread their eldritch taint into the world. Or, alternatively, the eldritch ones may have put them their themselves for YOU to find and use.
10th Jun '16 8:33:12 AM Woggs123
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* .....[[OhCrap Oh dear Atom,]] why else would they not freeze or execute Sally for her frequent escapes?
27th May '16 8:43:28 PM Zodiacx3
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Somehow the Lone Wanderer, a 19-year-old marriage counceller/garbage man/whatever with no combat experience is able to single-handedly defeat dozens of Raiders, super mutants, zombies, ect. cetera single-handedly. I postulate that residual radiation in the Wasteland has decayed '''everybodys''' genes--making them weaker, stupider, and slower than non-irradiated people. The Lone Wanderer avoided this decay by being brought up in a Vault. We only ''think'' the Lone Wanderer is powerful. In fact, he is just as strong as you or me; it's everyone else in the Wasteland who have devolved into something mildly subhuman.

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Somehow the Lone Wanderer, a 19-year-old marriage counceller/garbage counceler/garbage man/whatever with no combat experience is able to single-handedly defeat dozens of Raiders, super mutants, zombies, ect. cetera single-handedly. I postulate that residual radiation in the Wasteland has decayed '''everybodys''' '''everybody's''' genes--making them weaker, stupider, and slower than non-irradiated people. The Lone Wanderer avoided this decay by being brought up in a Vault. We only ''think'' the Lone Wanderer is powerful. In fact, he is just as strong as you or me; it's everyone else in the Wasteland who have devolved into something mildly subhuman.



[[WMG: The U.K. survived, and they're just being dickeads by refusing to send any foreign aid to nuclear-devastated regions.]]

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[[WMG: The U.K. survived, and they're just being dickeads dickheads by refusing to send any foreign aid to nuclear-devastated regions.]]



*** Hell the Enlance may still be up in Canada (which would be in a lot better state than the U.S.) this explains how they can still get all those solders, and weapons after losing their oil derrick. ''they still have a few more and whole cities still intact'' they only choose DC as there main base because it's the former capital

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*** Hell the Enlance Enclave may still be up in Canada (which would be in a lot better state than the U.S.) this explains how they can still get all those solders, and weapons after losing their oil derrick. ''they still have a few more and whole cities still intact'' they only choose DC as there main base because it's the former capital



* Alternativly there's a more sinister option. Maybe Lamplight has an army of crazy kids that have been abused to the breaking point and become like raiders, attacking and killing anyone who so much as looks at a kid funny. Hurt a kid and they'll kill you and rescue the child. They are like Talon Company but in scout uniforms. Trinnie, the alcoholic junkie from Rivet City is a former member.

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* Alternativly Alternatively there's a more sinister option. Maybe Lamplight has an army of crazy kids that have been abused to the breaking point and become like raiders, attacking and killing anyone who so much as looks at a kid funny. Hurt a kid and they'll kill you and rescue the child. They are like Talon Company but in scout uniforms. Trinnie, the alcoholic junkie from Rivet City is a former member.



* Then a bishop has to give permission to do reasarch, the body must be checked for heretical activity, the Pope must make a proclamation of the guy's virtue, etc. All of which are nearly impossible in the current state of the Fallout world. Also I doubt the Church of Atom would make the Lone Wanderer a saint for disarming their bomb, and I don't see any evidence of the presence any other organized religion in the Capital Wasteland.

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* Then a bishop has to give permission to do reasarch, research, the body must be checked for heretical activity, the Pope must make a proclamation of the guy's virtue, etc. All of which are nearly impossible in the current state of the Fallout world. Also I doubt the Church of Atom would make the Lone Wanderer a saint for disarming their bomb, and I don't see any evidence of the presence any other organized religion in the Capital Wasteland.



** The "any form of economy at all" part was disproved for the west back in Fallout 1 - the bottle caps were explained as backed by water (as a way to simplify things for the water merchants), and the why of having bottle caps as a curreny were that they were hard to counterfeit and easily transportable and stored.

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** The "any form of economy at all" part was disproved for the west back in Fallout 1 - the bottle caps were explained as backed by water (as a way to simplify things for the water merchants), and the why of having bottle caps as a curreny currency were that they were hard to counterfeit and easily transportable and stored.



Both the Tribals and Swampfolk have a unique trait that allows them to do additional unresistable damage to you with each attack they land. For the Swampfolk, this could be justified by the fact that, given the existence of the TomeOfEldritchLore in their possession, testimony by Obediah Blackhall, and the weird goings on in the Dunwich Building in the game, that they are backed up by supernatural, and quite possibly Lovecraftian forces. The Tribals don't apparently share their beliefs but they ''do'' worship the punga plant and the Mother Punga in particular. From this it can be inferred that the Mother Punga is an entity similar to the one(s) worshipped by the Swampfolk, if not the same one altogether. The addled state of mind the Tribals are perpetually in is not merely the result of [[spoiler: Tobar lobotomizing them]] but the Mother Punga having [[MindRape broken their minds]] from prolonged exposure to her powers, but in return they gain superhuman power to protect the punga fruit they cultivate (and are secretly [[EldritchAbomination eldritch abominations]] in larval form themselves). The hallucinations the Lone Wanderer experiences were not due to being exposed to spores with hallucinogenic properties but from temporarily [[GoMadFromTheRevelation going mad from the revelation.]]

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Both the Tribals and Swampfolk have a unique trait that allows them to do additional unresistable damage to you with each attack they land. For the Swampfolk, this could be justified by the fact that, given the existence of the TomeOfEldritchLore in their possession, testimony by Obediah Blackhall, and the weird goings on in the Dunwich Building in the game, that they are backed up by supernatural, and quite possibly Lovecraftian forces. The Tribals don't apparently share their beliefs but they ''do'' worship the punga plant and the Mother Punga in particular. From this it can be inferred that the Mother Punga is an entity similar to the one(s) worshipped worshiped by the Swampfolk, if not the same one altogether. The addled state of mind the Tribals are perpetually in is not merely the result of [[spoiler: Tobar lobotomizing them]] but the Mother Punga having [[MindRape broken their minds]] from prolonged exposure to her powers, but in return they gain superhuman power to protect the punga fruit they cultivate (and are secretly [[EldritchAbomination eldritch abominations]] in larval form themselves). The hallucinations the Lone Wanderer experiences were not due to being exposed to spores with hallucinogenic properties but from temporarily [[GoMadFromTheRevelation going mad from the revelation.]]



* Jossed heavily in Fallout 3. The old woman in Vault 101 remembers the old days from her youth when there were more people, the 1000 people in the Vault have dwindled to a few dozen, your PipBoy records the time as 200 yaers after the war and has ne reason to be wrong.

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* Jossed heavily in Fallout 3. The old woman in Vault 101 remembers the old days from her youth when there were more people, the 1000 people in the Vault have dwindled to a few dozen, your PipBoy records the time as 200 yaers years after the war and has ne no reason to be wrong.



Let's assume events happened in the following order. Main Quest, most side-quests with the possible exception of side-quests that can become inevitable or are triggerd by events i n the Main Quest (Trouble on the Homefront, Rescue From Paridise and MAYBE part of Wasteland Survival Guide and Power of Atom) Then fter waking up in the Citadel he decided to not get involved in what the Brotherhood was doing for a while. so he was wandering around the Southwest area of the Capital Wasteland and picked up a distress call. he thus decided to answer it for whatever reason. and then the eventsof the Operation Anchorage DLC. some time after that he was wandering around the Northern most parts of the Wasteland and picked up Werhners distress call and got sucked into The Pitt. after dealing with that he returned to the Citadel and finished dealing with the Enclave. then headed South to investigate Point Lookout. after Returning to the Wasteland he picked up a strange broadcast near Minefield and decided to investigate that. which ofcorse leads to his abduction. and finally after defeating the Aliens he, Sally, Toshiro, and Tercorian decided to stay unboard the ship for good and not bother with the Wasteland anymore
* That could work...But to continue the game you HAVE to leave. Otherwise that's not really Wil Mass Guessing.
** yes you dobut that is only from a gameplay and mechanics standpoint to support the Wide Open Sandbox having no real end. but from a story standpoint and even from a player standpoint you arn't required to leave you can just abandon that profile and start over. again this is assuming a Linear progression of events as I have outlined. and ofcorse there IS the fact that if This Galaxy Aint Big Enough is the last quest that isw done chronologically the Lone Wanderer has nothing left to do baring any mods

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Let's assume events happened in the following order. Main Quest, most side-quests with the possible exception of side-quests that can become inevitable or are triggerd triggered by events i n the Main Quest (Trouble on the Homefront, Rescue From Paridise Paradise and MAYBE part of Wasteland Survival Guide and Power of Atom) Then fter after waking up in the Citadel he decided to not get involved in what the Brotherhood was doing for a while. so he was wandering around the Southwest area of the Capital Wasteland and picked up a distress call. he thus decided to answer it for whatever reason. and then the eventsof events of the Operation Anchorage DLC. some time after that he was wandering around the Northern most parts of the Wasteland and picked up Werhners distress call and got sucked into The Pitt. after dealing with that he returned to the Citadel and finished dealing with the Enclave. then headed South to investigate Point Lookout. after Returning to the Wasteland he picked up a strange broadcast near Minefield and decided to investigate that. which ofcorse leads to his abduction. and finally after defeating the Aliens he, Sally, Toshiro, and Tercorian decided to stay unboard on board the ship for good and not bother with the Wasteland anymore
* That could work...But to continue the game you HAVE to leave. Otherwise that's not really Wil Wild Mass Guessing.
** yes you dobut doubt that is only from a gameplay and mechanics standpoint to support the Wide Open Sandbox having no real end. but from a story standpoint and even from a player standpoint you arn't required to leave you can just abandon that profile and start over. again this is assuming a Linear progression of events as I have outlined. and ofcorse there IS the fact that if This Galaxy Aint Big Enough is the last quest that isw done chronologically the Lone Wanderer has nothing left to do baring any mods



The expedition was sent in 2254, which would have been about the time the Brotherhood went to war with the NCR. It's likely that Lyons already sympathized with outsiders and opposed the war for any of a number of reasons. Though not an Elder at the time, Paladin Lyons must have had some kind of influence within the Brotherhood. Lyons then became something of a ReassignmentBackfire following the discovery of Liberty Prime, which meant he still had some sway. The acquisition to the Purifier has only increased this and Lyons is probably regarded with a strange mix of disgust and envy by the isoltationist-minded Elders on the West Coast.

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The expedition was sent in 2254, which would have been about the time the Brotherhood went to war with the NCR. It's likely that Lyons already sympathized with outsiders and opposed the war for any of a number of reasons. Though not an Elder at the time, Paladin Lyons must have had some kind of influence within the Brotherhood. Lyons then became something of a ReassignmentBackfire following the discovery of Liberty Prime, which meant he still had some sway. The acquisition to the Purifier has only increased this and Lyons is probably regarded with a strange mix of disgust and envy by the isoltationist-minded isolationist-minded Elders on the West Coast.



* Picture this. You're trying to get into a highly irradiated area. Despite having a huge amount of rad-away and your intelligence at 10 and a medicince skill of 100, you still end up collapsing due to radiation sickness. But maybe you're character doesn't die. The game just reloads a new save file. Because if it didn't, maybe you're character would wake up in that irradiated area, still gaining rads, but radiation sickness effects are starting to lessen. As you wander, you take a look at your chacter from third-person view. There seem to be open patches where skin used to be, and other parts of your skin seem to be discolored. Congratulations, you've started the process of ghoulification.

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* Picture this. You're trying to get into a highly irradiated area. Despite having a huge amount of rad-away and your intelligence at 10 and a medicince medicine skill of 100, you still end up collapsing due to radiation sickness. But maybe you're character doesn't die. The game just reloads a new save file. Because if it didn't, maybe you're character would wake up in that irradiated area, still gaining rads, but radiation sickness effects are starting to lessen. As you wander, you take a look at your chacter from third-person view. There seem to be open patches where skin used to be, and other parts of your skin seem to be discolored. Congratulations, you've started the process of ghoulification.



[[WMG: The plan to leave Earth has alredy worked and resulted in [[{{Series/Firefly}} The Aliance]].]]
* The Americans and The Chinese made a deal to avoid hitting the ships with the nukes so they could leave, they leave behind the experimental Vaults (control Vaults are experimental), The Mutants (Ghouls, Super Mutants, Wastelanders, etc) and the "Rejects" (the Enclave, they didn't heve room or didn't liked them for any reson... WHOULD you travel god knows how many light years with a {{jerkass}}. They also got leaved behind with out their knowledge.

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[[WMG: The plan to leave Earth has alredy already worked and resulted in [[{{Series/Firefly}} The Aliance]].]]
* The Americans and The Chinese made a deal to avoid hitting the ships with the nukes so they could leave, they leave behind the experimental Vaults (control Vaults are experimental), The Mutants (Ghouls, Super Mutants, Wastelanders, etc) and the "Rejects" (the Enclave, they didn't heve room or didn't liked them for any reson... WHOULD reason... WOULD you travel god knows how many light years with a {{jerkass}}. They also got leaved behind with out their knowledge.



[[WMG: There is a good in-strory reason why so many doors are boarded up in Three and New Vegas.]]

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[[WMG: There is a good in-strory in-story reason why so many doors are boarded up in Three and New Vegas.]]



To some extent, they both have telepathy and telekenisis. You know everybody's names before they talk to them. Whenever you pick something up (as in to move it around), it floats in front of you, even in third person view. Both of their true backgrounds are muddled; the Wanderer was born to scientists of all things outside of Vault 101, who could have done anything to the baby. The Courier was shot in the head, therefore he/she lost any memory of their psychic life before then. Psychics aren't new to the Fallout series, there were several super mutants in the original Fallout, and in Fallout New Vegas, there's the young character known only as 'The Forecaster' who can sense happenings in the wasteland without actually experiencing them.

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To some extent, they both have telepathy and telekenisis.telekinesis. You know everybody's names before they talk to them. Whenever you pick something up (as in to move it around), it floats in front of you, even in third person view. Both of their true backgrounds are muddled; the Wanderer was born to scientists of all things outside of Vault 101, who could have done anything to the baby. The Courier was shot in the head, therefore he/she lost any memory of their psychic life before then. Psychics aren't new to the Fallout series, there were several super mutants in the original Fallout, and in Fallout New Vegas, there's the young character known only as 'The Forecaster' who can sense happenings in the wasteland without actually experiencing them.



After successfully curing of the Nightkin Marcus will go to investigate the Mutant situation in Washington, possibly with Neil and Lily in toll. After meeting Fawkes and Uncle Leo he'll decide that the Mutants there could be cured of their madness and will try to help them. However, given that they gun down even sentient Ghouls on principle, the Brotherhood won't have any of this and will oppose him at all turns. Large doses of GrayAndGrayMorality ensue, forcing the player to pick sides. Things will only be made worse when a former Lietaunt of the Master surfaces and recruits the Vault 87 Mutants to his cause, fighting against both the Brotherhood and Marcus, having discovered a cache of advanced technology and a cure for Mutant sterility, making the threat of them replacing humanity as a whole valid again.

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After successfully curing of the Nightkin Marcus will go to investigate the Mutant situation in Washington, possibly with Neil and Lily in toll. After meeting Fawkes and Uncle Leo he'll decide that the Mutants there could be cured of their madness and will try to help them. However, given that they gun down even sentient Ghouls on principle, the Brotherhood won't have any of this and will oppose him at all turns. Large doses of GrayAndGrayMorality ensue, forcing the player to pick sides. Things will only be made worse when a former Lietaunt Lieutenant of the Master surfaces and recruits the Vault 87 Mutants to his cause, fighting against both the Brotherhood and Marcus, having discovered a cache of advanced technology and a cure for Mutant sterility, making the threat of them replacing humanity as a whole valid again.



* The European Commonwealth had reacted to the rapid raising of oil prices to unacceptably high levels by the Middle East's oil-rich states in 2052 by unleashing military action in that region of the world. This intervention ultimately resulted in the destruction of the Israeli city of Tel Aviv in December 2053 by a terrorist nuclear device and a limited nuclear exchange between the conflict's participants in 2054, the world's first since 1945. This is official in universe canon. Israel did not fair well.



** However, if the Fallout Israel was working on a missile defense system like ours is, it's not inconceivable that Israel actually ''survived'' the war. Even so, the war would have crippled the Israeli economy by cutting off all their imports. By now, Israel has probably become the power center of the Middle East, having slowly built up the industry to make everything themselves.
*** Alternatively, they were able to avoid most of the physical destruction from the nukes, but the entire land was saturated in radiation, leading to everyone turning into Ghouls, and Palestine and Israel are STILL at war.
*** Another idea, Israel never existed. Fallout branches off before Israel got created, so maybe Israel doesn't exist.

to:

** However, if the Fallout Israel was working on a missile defense system like ours is, it's not inconceivable that Israel actually ''survived'' the war. Even so, the war would have crippled the Israeli economy by cutting off all their imports. By now, Israel has probably become the power center of the Middle East, having slowly built up the industry to make everything themselves.
*** Alternatively, they were able to avoid most of the physical destruction from the nukes, but the entire land was saturated in radiation, leading to everyone turning into Ghouls, and Palestine and Israel are STILL at war.
*** Another idea, Israel never existed. Fallout branches off before Israel got created, so maybe Israel doesn't exist.
1st Apr '16 11:30:38 AM JazzAgeMadness
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[[WMG: The Vaults were set on a regional time locks.]]
The west coast has had over a century to recreate society this is because it was were the enclave assumed it wouldn't be as heavenly hit as the east coast, and would be less rebellious then the troublesome Canadians, the rise of the NCR was totally unforeseen, thus they worked under the assumption that the could make a power base in the west and move east, thus places the length of time of each vault experiment slightly longer the further east you go, this expains why it only took 20-50 years for the west coast vaults to open compared to the hundreds of years for the east cost vaults (excusing a few changes here and there as either control groups or very specific experiments (ie where better to test gambling atics then veges))but the enclave assumed that they would win and any "Unopenable" vaults could be contacted once the elclave had total contorl over america
15th Feb '16 7:55:21 AM Woggs123
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*** If we assume that the changes made to PoweredArmor in Fallout 4 represent [[TechnologyMarchesOn what it was always supposed to be capable of and just couldn't do with older games,]] I'd say it'd be quite easy to march up and fix the door.
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