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"I only have one question - are you willing to kill people for money? Yes or no?"

We came in here waving the banner and expecting to mold the Mojave into our own image. As you probably noticed, that ain't the case. This war has turned the Mojave into a wound, and it's attracting every manner of vermin out there. The old guard is dead, thanks to you and Randall. But now there's a new breed, with no sense of restraint, no sense of humanity. But they ain't afraid of anything or anyone. They only answer to force... and that... is were you come in. Somebody's got to put that fear into them - the kind that twists your spine and makes you hesitate, if only for a moment. Most of them already know your name. They'll be coming for you. But you aren't like the others, are you? Something is driving you. It doesn't matter if it's greed, hate or a sense of justice - you hold onto it. Soon... you're going to need it.
Captain Larry Scull
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The Mojave Desert being what it is, crime has risen substantially throughout the desert. Sensing a good market, several bounty hunting firms have risen up, paying brave travelers to take out their targets.

And then you come in. Seeing an easy way to up your profits, you decide to get in on the bounty hunting business. In Goodsprings, you pick up a recruitment module for a private firm named Randall and Associates pop up near the California Sunset Drive-In, and you decide to pay him a visit.

Thus begins someguy2000's New Vegas Bounties. One of the New Vegas community's most famous mods, NVB brings great action, a simple story that nonetheless brings more for the future and voice-acting at a professional level. Decisions you make in the base game affect how certain bounties happen, making a varied experience depending on your playthrough. It was good enough to become an official part of the famous New Vegas Enhanced Content mod.

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Has a sequel in New Vegas Bounties II. After the end of NVB I, NCR decides to take advantage of the collapse of bounty hunting firms by bringing the business under their reins, giving hunters the option of hunting in the traditional way (killing targets) or bringing them in. NVB II is MUCH harder than its predecessor, with you storming entire bases on your own to either kill criminals or apprehend them using the new slave collar, which nets you more caps at the cost of requiring some skill checks or decisions. Another new addition is the removed linearity: Most of the bounties are not received as part of the main quest, but from taking certain wanted posters spread throughout the desert. The story is also much deeper, with your main bounty of going after Red Bear happening over the course of many other bounties and indicating a much deeper conspiracy at the end. All in all, a more ambitious version of the original.

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After a long, troubled development, New Vegas Bounties III was finally released, concluding the series. Structure-wise, it's something of a return to the original mod's formula, with a single, linear series of bounties (with a tiny handful of side bounties), though it keeps the sequel's difficulty and depth of story.

As a side note, Russell, another mod by someguy2000, is compatible with these three mods. Russell will comment on various bounties if you bring him along for the ride. NVB II also has additional content which requires The Inheritance (notably, a quest in which you work for a NCR intelligence agency).

New Vegas Bounties has a non-canon Spin-Off mod named New Vegas Killer (still created by the same modder), which consists in a questline given to you if you choose the evil path in the end of NVB I.

New Vegas Bounties started The Someguy Series, and plays a big part in its plot.

Tropes specific to the New Vegas Bounties series:

  • Ace Custom: Nearly every single weapon you gain from looting your bounties is a powerful version of a weapon in the base game. It includes an assault carbine, knifes, rifles, several revolvers, and a unique rolling pin.
  • Bandito: Pancho Cortina from II is a typical one, wearing clothes identical to Raul's Vaquero outfit. There's also Tuco (yes, a reference to this Tuco) in II.
  • Battle Trophy:
    • Randall asks you to bring him back a finger taken from your targets to proof that you actually killed your target. Creepy Souvenir is averted, as he states that collecting target's fingers is just for practical reasons, not to make a necklace of severed fingers.
    • Several bounty targets will also have unique weapons or gear on them that the player can co-opt.
  • Bilingual Bonus:
    • Several quests in NVB II have non-English names:
      • "Blod er tykkere enn vann": Norwegian for "blood is thicker than water". The bounty is about catching a traitor named Albert Quisling.
      • "Ayin tachat ayin" (Hebrew for "eye for an eye"), has you hunting a family of outlaws who murdered an NCR Ranger.
      • "L'estasi dell'orro" (Italian for "Ecstasy of gold" and a reference to the song of the same name), revolves around the search for a stolen cache of Legion gold.
    • Some of the Ace Custom weapons that can be looted from bounty targets, such as a light machine gun named "Fearg" (Irish for "rage")
    • A notorious Mexican Bandito will lead you into an ambush, triggered by reading a note that says, "Pínche mercenario, chínga tu madre!"note 
  • Bittersweet Ending: NVB III ends with the Courier killing Marko in a duel. While Randall and the settlers are all dead and the Courier has their hands crippled, Marko has at least been stopped once and for all. A couple of variables (such as choosing to kill Glanton or getting revenge on Ford for betraying Randall) can brighten the ending somewhat.
  • Bounty Hunter: You, duh.
  • The Cameo: AlChestBreach voices a character that can only be encountered with the Wild Wasteland trait.
  • Cast of Expies: Most if not all targets in the first mod are expies of villains from other properties.
  • Cast of Snowflakes: The Burns gang is made of several dozens of mooks, which all have a special name and a customized appearance.
  • Cloak and Dagger: Completing NVB II's main quest while playing with The Inheritance installed gives you a the sidequest "Enemy of my Enemy", where you work for a NCR intelligence agency (merely named "the Agency"). You're tasked with gathering intelligence against the Legion, and ends with the Courier doing a raid in Legion territory.
  • Disproportionate Retribution: One of NVB I's bounties is a former Omerta goon, who is wanted dead by his former boss because he killed someone in his workplace in front of witnesses because of some cryptic line about shoes.
  • Does Not Like Men: One of the bounties is a female Fiend wanted for torturing, castrating, and murdering NCR male soldiers. Her unique combat knife is called "The Emasculator".
  • Elaborate Underground Base: Several of them appear in NVB II.
    • Jacob Powers' headquarters is set in a several-levels network of caves under the Nevada Nuclear Test Site. It includes barracks and training camps.
    • The Shadow Company base visited during your hunt of Red Bear is a classical example of military underground bunker.
    • Also during the hunt for Red Bear, there is the base of Aaron Flagg and his cult, which is located in a bunker and in caves dug beneath said bunker.
  • Escort Mission: In II, if the player so chooses. If you manage to put the collar on your bounty, he'll become an escortee who will start running directly to Boulder City Jail. Unfortunately, he doesn't become a temporary party member (who would follow you and could be ordered to stop) but will just sprint in a straight line to the jail. Even if this path goes through hostile creatures or raiders. Fortunately, stupid deaths can be avoided if you wait or fast travel.
  • Evil Counterpart: Judge Richter to Randall. Both run a bounty hunting firm, but the former is a merciless killer where the latter is well-intentioned. They are respectively the Big Bad and the Big Good of NVB I.
  • Forgot to Feed the Monster: In "The Last Laugh" in II, one of the riddles you must solve to escape consists in choosing the right way between three corridors. You have a clue saying the left corridor contains cazadors, the middle corridor contains feral ghouls, and the right corridor contains deathclaws which haven't been fed in six months. The correct answer is, obviously, "right". While the other corridors indeed contain live cazadors and feral ghouls, the right corridor only contains two dead deathclaws. Not eating at all during six months doesn't make an animal more ferocious, it makes it dead of starvation.
  • Foreshadowing:
    • In one of the written briefings given by Randall (that you can read in the "Misc" section of the Pip-Boy), Randall wrote that after finishing the current bounty, you'd better go back quickly to see him because he found some important information about the Judge. When you enter the shack, Randall is missing and (presumably) been murdered by the Judge's men.
    • In a quest in I, it is possible to have Randall talk to you about the ghoul gunslinger Doc Friday. Doc Friday can be met in II when you're chasing Red Bear; if you have been nice with him, he can be hired as a follower.
    • In one of III's optional bounties given by the NCR official Brookshire, you're sent after a "traitor" who turns out to be a former NCR operative turned whistleblower. When confronting him, the ensuing conversation basically has the target state he outlived his usefulness with the NCR, and that the Courier will eventually suffer the same fate. In IIIs last act, Brookshire backstabs the Courier and Randall, who got rid of various outlaws in the region and then outlived their own usefulness.
    • Related to the above, the last of III's bounties before a certain plot twist consists of hunting Glanton (the Big Bad of Russell), probably slaughtering most of his gang in the process. Glanton and his men are all wearing bounty hunter dusters, the same outfit worn by Randall's bounty hunters. In the next quest, you're betrayed by those very bounty hunters, who you have to slaughter in order to progress the quest to find Marko.
  • Game-Breaking Bug: In NVB II, the quest "A Weed that Grows on Every Soil" may suffer from a bugged flag event which makes it impossible to complete normally. You just start with a clue about looking around Wolfhorn Ranch, and going there results in a dialog with a NPC named Nestor, which results in unlocking the trapdoor located under the nearby bridge and giving a map marker, allowing to access Adam Rzeznik's lair and continue the quest. Sometimes, the initial quest objective of locating Rzenik is flagged "completed" too early without having met Nestor, which results in no next objective of dealing with Rzeznik, no spawning of Nestor, and no legit way to enter Rzeznik's hideout. The broken flag event can be fixed with console commands, though.
  • Gameplay and Story Segregation: Due to design decisions, New Vegas Bounties III can be played right away, unlike Bounties II which requires the completion of Bounties I.
  • Groin Attack:
    • The murdering-castrating Fiend, Eileen. She is armed with a unique combat knife named "the Emasculator".
    • Charlie Halfcocked (one of Red Bear's goons) gained this nickname because of a wound which cut a part of his penis. His weapon of choice is a Ace Custom Anti-Material Rifle named "The Penetrator".
  • I am a Humanitarian: One of the bounties is a cannibal who lured people in his bunker. He dies quoting Hannibal Lecter.
    'I can smell... The fava beans...'
  • Hypocritical Humor: A computer in the Shadow Company complex contains a note about a rival mercenary company, "Martin's Marines", and mocks them for sticking to "anachronistic" pre-war principles (they're basically reenacting the US Marines). Which is hypocritical because Shadow Company itself is inspired by Sparta, an even more anachronistic model.
  • Impaled Palm: Done with bullets in each hand by Marko to the Courier.
  • Infinity -1 Sword: Sweet Revenge is a robust and powerful revolver chambered in .44 Magnum, a relatively common ammo; if your character build lies on one-handed guns, there's little reason to use anything else once your acquire it. You acquire during a story event near the end of NVB I, before the difficulty of the series increases.
  • Interface Spoiler: The fact that Virgil is marked as as an essential character should clue in eagle-eyed players that his prominence is much more than he initially seems (coupled with a special dialogue option if you brought Sweet Revenge along for III). This comes long before The Reveal that Virgil is Marko, who's been leading you on the whole time.
  • Karma Houdini: NCR official Brookshire makes a hasty retreat to the NCR Embassy after the events of III, essentially sweeping the operation under the rug and classifying the Courier as likely missing in action. When you locate him, you can either choose to shoot him down in the Embassy (causing NCR infamy in the process) or let him go with the promise never to appear in the Wasteland ever again.
  • The Lancer: If you decide to bring him along, Russell will act like this, pointing out advice for the getting your bounties while justifiably wondering why you go the the most dangerous places for no reason whatsoever.
  • Made of Iron: Most of your bounties are just normal humans, but their toughness turns some of them into minibosses.
  • Monster Clown: Uncle Chuckles, a man with a creepy clown mask who kidnaps children (and also you) and forces them through a labyrinth filled with death traps.
  • Ninja Pirate Zombie Robot: Marxist ghoul revolutionary Jacob Powers and his troops, from II. He is the ghoul leader of a communist ghoul guerilla. There's even a Karl Marx portrait in his office.
    Captain Larry Scull: Anything that can be called a commie and a zombie in the same sentence deserves to die.
  • No Canon for the Wicked: The description of New Vegas Killer implies strongly that killing the Judge and its mooks at the end of NVB I is the canon choice:
    New Vegas Killer features a zany, compact questline that is geared towards players with bad karma. Specifically, it offers a questline based on the premise that the player has joined Judge Richter at the conclusion of New Vegas Bounties. It is not an official addition to my quest mod series, but is merely the equivalent of a What If? spinoff.
  • No-Gear Level: Vincent Mago's bounty from NVB I and "The Last Laugh" bounty from II both have the Courier knocked out, locked up and stripped of their gear by the bounty target. In the former, you're just locked in a cell inside a small hideout and can quickly leave and retrieve your gear. In the later, you have to travel through a large cave and solve riddles to progress and eventually find the target and your gear.
  • Old Save Bonus: As referenced on the main page for The Someguy Series, a master file keeps track of decisions made throughout the independent mods, leading to bonus dialogue (and even an entire mission) if certain conditional checks are met:
    • The bonus mission chain for NVB II, "Enemy of My Enemy," is only unlocked if the main plot of II has been completed with the player refusing Red Bear's deal, the main plot of The Inheritance completed and a side mission from the associated mod completed with a specific choice taken (namely, letting Esther go free in exchange for the location of the slave children.
    • NVB III has several instances of bonus dialogue with Virgil and Randall (and in the final fight, Marko himself) if the player carried Sweet Revenge (Randall's personal weapon found in the ending to NVB I) to the Frosthill region. It also acknowledges whether the main plot of Russell was completed (though Russell himself does not have additional dialogue reflecting on it due to Someguy stepping away from modding) when you encounter Glanton in the same region.
  • One Steve Limit: Averted in "Enemy of My Enemy". One of the NPCs is a Legion frumentarius using the alias "Blake", which is also the name of a (Vanilla) merchant.
  • Outlaw Town/Truce Zone: Sergio's goal is to build a neutral zone south of the Mojave, which would be totally free from NCR and Legion influence, to serve as a haven for trade, without any rule. You can point him that it mostly looks as a haven for raiders and slavers.
  • Pet the Dog:
    • Arthur Ribben (cf Retired Monster below) is an elderly man living under an alias with his deaf young granddaughter, and his greatest fear is that something happens to him, because his granddaughter is still too young to survive by herself.
    • The Courier has a couple of opportunities to pet the dog during the same quest. One of the options when dealing with Ribben is basically "I let you free, just for her" (which fails the quest but grants good karma). Also, when taking him alive to Scull, you learn that the girl will be sent to a NCR orphanage, and have the choice to requesting something done about her in memory of her deceased father (a NCR ranger); if you succeed the speech check, Scull answers that he will try to use his connections to make her being adopted by another ranger.
  • Rape as Drama: Several of the bounties are guilty of sex-related crimes. The last members of the Burns clan plan to do this to the Courier before killing him/her as revenge after doing their related bounty.
  • Renegade Splinter Faction: NVB II has the Mongols, a renegade gang emerged from the Great Khans.
  • Retired Monster: Arthur Ribben, ones of the bounties of NVB 2, is a former Enclave officer wanted for "genocide and crimes against humanity" committed about forty years earlier (his files state that he is born in 2210). Among his stuff, you find some papers (which serve as proof to confound him) mentioning his action served a great role in the elaboration of FEV.
  • The Reveal: A good one in the end of III, when you discover what really is happening while confronting Marko! That charismatic fella that brought you to Utah? Virgil was his name? He is Marko! And he is in cohoots with Brookshire, the representative of NCR, who is going to make Marko official NCR administrator of Frosthill... in exchange for its silver deposits and the elimination of all bounties in the area...
  • Revolvers Are Just Better: Especially in II, which is even more of a Spaghetti Western than I, where all the major antagonists (and one companion) wield named Ace Custom revolvers.
  • Roaring Rampage of Revenge: The player can choose to do this in III, after the residents of Frosthill are massacred and the player is Buried Alive before their rescue — this includes shooting down the mercs gathered in the Frosthill Saloon (including Ford, their former companion).
  • Rolling Pin of Doom: The unique rolling pin "Deliverance" is the weapon of choice of the matriarch and leader of the Burns Gang.
  • Sequel Difficulty Spike: II is significantly harder than the previous installment. From merely killing one target, you'll be storming entire bases filled with Elite Mooks if you play your cards wrong. Invoked by someguy, as he specifically made sure to add more difficulty.
  • Screw This, I'm Outta Here!: In III, after Marko slaughters Frosthill and cripples the Courier, finishing the main quest only requires the player to flee Utah with Thorne, regardless of whether you kill Marko or not.
    • This also holds true for Cocker and Cutty, who are stated in the epilogue to III to have left Frosthill after they got fed up with each other's ramblings — which unintentionally spared them from the Frosthill Massacre.
  • Self-Deprecation: A meta example. In III, Randall states that placing a "Wanted!" Poster for bounty hunters to find was a ridiculous idea, since they were nearly impossible to find unless you already knew where they were. He then goes on to state that whoever thought up such a design should get his ass thoroughly kicked.
  • "Shaggy Dog" Story: The NCR put a bounty on Arthur Ribben with the intent of capturing him alive to set up a big trial. If you capture him alive, he dies of a heart attack not long after reaching the NCR bounty hunter's base.
  • Showdown at High Noon:
    • In II, Doug Rude is a guy wanted for killing a lot of people in duels. If you come to arrest him, he'll challenge you to a duel (of course, you can refuse and shoot him on the spot). If you accept and manage to cripple his arm without killing him, he'll surrender and will accept the bounty collar.
    • Another bounty employs these same theatrics in NVB III.
  • Shout-Out: The mods feature a massive cross-section of references to various popular works.
  • Siblings in Crime: The Burns gang is a large family who are all involved in illegal dealings. Given the number of them and their apparent difference of age, it doesn't only include siblings, but also uncles/nephews. Their leader is the matriarch of the clan; the actual bounty is only on a specific member of the family, but Scull personally gives you extra money if you kill her. The last few members, including the patriarch, ambush you a few days later.
  • Talking the Monster to Death: Using the new slave collar option, you can either kill some bounties or collar them for double the caps. Some bounties, however, will instead need you to decrease their health to near death and have them surrender (some others can surrender by themselves through a skill / SPECIAL check in their dialogue).
  • Teleporting Keycard Squad: Several of the bounties in II direct you to the hideout of your target... in which you don't find your target, but a note which serves as some clue that your bounty isn't there. Picking the note triggers the spawning of a hostile squad (including the bounty target as a boss) somewhere on the way between your location and the area's exit.
  • Turns Red: On the flipside of Talking the Monster to Death, you can use your talking skills to insult the enemy, making it harder to kill them either through backup or through stat buffs.
  • Unintentionally Unwinnable: Steven Randall and Larry Scull aren't set as essential. That's normally not an issuenote , but that means the player can attack and kill them. Of course, killing the Mission Control NPCs makes the mod's questline impossible to complete. It seems that someguy2000 didn't imagine a player would intentionally do this, since the quest remains active instead of being marked failed.
  • "Wanted!" Poster: In II, unlocking bounties' quests requires the player to find posters throughout the Wasteland and interact with them. This is lampshaded by Randall himself in III, as he notes that expecting a bounty hunter to run all over the Wasteland looking for posters when all the relevant info could have been delivered by a single person is horribly inefficient.
  • The Western/Spaghetti Western: The series might as well be an elaborate cowboy flick: Bounty Hunters, cowboys in dusters or caravan outfits wielding shotguns, repeaters or revolvers, an old-style "Wanted!" Poster for every bounty, showdowns in ghost towns and of course the New Old West of the Mojave Desert... The series really loves its Western roots.
  • Wham Line: One of II's most notable encounters begins with a note left in the middle of an open clearing in front of the Sunset Sarsparilla complex, preceding a sniper duel with the permacloaked Charlie Halfcocked:
    I have you in my sights. RUN.

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