#Fallout 4 lore
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greatwargospel · 1 year ago
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gen3 synths canonically do not need food, sleep, and are resistant to disease (yet can feel hungry and tired?). they are biologically inseparable from human beings saved for a chip that can only be recovered upon death of the synth (purely to be able to program and give commands to synths); everything else is indistinguishable from a biological human. so i look to the skies and ask once again, why the Fuck did the Institute make generation 3 synths?
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sladetgx57-blog · 2 years ago
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Sarah was brought back onboard the Prydwen and to the Medical Wing, where Cade was starting to get to work as he speaks."I can't believe that one of the Initiates nicked you, I mean you hmm well its not too bad but it's not too good erm."
Sarah then sighs in frustration as she glares at Cade, who is still looking at her leg as she speaks."Cade I'm a doctor too remember? so I more then anyone can recognize, what a deep laser burn laceration looks like. Now tell me did it damage any of the nerve endings, will I be able to walk?
Cade then looks over her leg again as he then gives a small, sigh of relief as he then speaks again. "Well you are pretty lucky doctor the tissue, damage is pretty extensive yet no nerve damage. From what I can tell but that's my worry for you, So I can fix your leg up but you will be down for awhile just to be sure."
Sarah then looks in suprise as she is still shocked from what Cade, said to her as he then speaks to her. "Sarah are you alright I said that, I can fix your leg but you'll need to slow it down."
His words bring her back to reality as she than glares at him, trying to process what he said as she speak again. "Yeah my leg and that I need rest but Cade, you just called me doctor not soldier or Sentinel but a doctor.....Cade thank you."
Sarah then smiles a bit as she gets up and is assisted by Cade, who then speaks to her again. "I know you have for years Ryder but Sarah, you need to slow down okay? get some rest. Take some R&R I implore you, because you are lucky yes but you aren't invincible.
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nukadaddy · 7 months ago
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Hancock ❤️‍🔥
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cowboybabeop · 7 months ago
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Vault-Tec Vaults; Game Origin & Location
Hi I'm going to back to my "Fallout Blog" roots. Here is a summary of all of the vaults and experiments (starting with a timeline) because I'm insane ^_^ I had to add a weird break bc I literally hit the tumblr character limit, but I used it to section off the major spoilers for the TV series :)
Timeline
The Great War: October 23rd, 2077
Fallout Bible: Compendium of added lore by the creators.
Fallout 76: 2102
Fallout 1: 2161 
Fallout Tactics: 2197
Fallout: Brotherhood of Steel: 2208
Fallout 2: 2241
Fallout 3: 2277
Fallout: New Vegas: 2281
Fallout 4: 2287
Fallout TV Series: 2296
Corporate Vault - Fallout: Brotherhood of Steel - Texas 
A control group vault meant for Vault-Tec employees to continue research, primarily on FEV (Forced Evolutionary Virus) during the war.
Vault 0 - Fallout Tactics - Colorado 
A control group vault with geniuses kept in cryogenic stasis, with their minds interlinked into an entity called The Calculator.
Vault 3 - Fallout: New Vegas - Nevada 
A control vault. Residents ended up opening the vault doors when the lower levels flooded. Eventually the vault was overrun by Fiends.
Vault 4 - Fallout TV series - California 
A test vault that was filled with residents prior to the bombs dropping. Experimentation on human subjects led to most of the original residents being killed in a revolt. In 2296 the vault is still thriving, while kidnapping surface survivors and continuing to experiment on them. The vault offered refuge for many inhabitants of Shady Sands.
Vault 8 (Vault City) - Fallout 2 - Nevada 
A control group vault that remained closed until 2241. Instead of receiving two G.E.C.K. (Garden of Eden Creation Kit) devices, Vault 8 received just one and a replacement water chip that was supposed to go to Vault 13.
Vault 11 - Fallout: New Vegas - Nevada 
Every year the residents were told to sacrifice a fellow resident, with the threat of everyone's death if they did not. In reality, the system would praise them for NOT sacrificing an individual and the vault door would be unlocked. This message finally played after only five residents remained.
Vault 12 - Fallout 1 - California 
A seemingly normal, safe vault with an ulterior motive to study the effects of radiation on the inhabitants. The door never fully sealed, and in 2083 the ghoul residents left to found Necropolis.
Vault 13 - Fallout 1 & Fallout 2- California 
Your home vault as the Vault Dweller. A rather normal vault, however due to a shipping mishap Vault 13 received an additional G.E.C.K. device (that was supposed to go to Vault 8) instead of a replacement water chip. Thus, leaving the Vault Dweller to leave the vault in search for a replacement when their only water chip breaks.
Vault 15 - Fallout 1 & Fallout 2 - California 
A vault that experimented with incredibly diverse ideologies and backgrounds. The vault became severely overpopulated in 2097 and the dwellers decided to open the door. Shady Sands was created using Vault 15's G.E.C.K. and the local raider gangs all have origins from this vault.
Vault 17 - Fallout: New Vegas - Mention Only 
Inhabitants were kidnapped and transformed into Super Mutants. Lily originates from this vault.
Vault 19 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
Paranoia was induced by noises, lights, and segregation. The vault was divided into two sections, Red and Blue, with a separate overseer for each sector.
Vault 21 - Fallout: New Vegas - Nevada 
An almost normal vault, with the exception of a culture and society built around gambling. All major decisions were made through gambling, with the decision to open the doors and become part of New Vegas being "won" in a game of Blackjack.
Vault 22 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
A vault dedicated to studying agriculture. A fungus designed to kill pests on plants became capable of infected human hosts. Vault 22 is curiously green on the outside by the time The Courier arrives at the location.
Vault 24 - Fallout: New Vegas - Mention Only 
Remnants of a Vault 24 jumpsuit are found in the FNV game files.
Vault 27 - Fallout Bible - Mention Only 
A vault designed to be deliberately overcrowded with not enough means to sustain the inhabitants.
Vault 29 - Fallout 76 - Mention Only 
Only children younger than 15 were allowed in this vault, with their parents being sent to other vaults. Harold is believed to originate from this vault.
//TV SHOW SPOILERS//
Vault 31 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as cryogenic home for the managers and higher ups of Vault-Tec.
Vault 32 - Fallout TV Series - California 
Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 33. Somewhere around 2294, Vault 32 failed and the residents resorted to murder, cannibalism, or suicide.
Vault 33 - Fallout TV Series - California 
Lucy MacLean's home vault. Part of 3 interconnected vaults, serving as a healthy breeding pool for Vault 31 and 32.
//END OF TV SHOW SPOILERS//
Vault 36 - Fallout Bible - Mention Only 
The only food in this vault consisted of thin, watery gruel.
Vault 34 - Fallout: New Vegas - Somewhere in CA/NV/AZ/UT 
The vault was purposefully overstocked with guns with the overseer being able to give/deny access to residents. This inevitably led to it's downfall, and those who revolted and raided the armory relocated above as The Boomers in 2231.
Vault 42 - Fallout Bible - Mention Only 
No lightbulbs over 40W were provided.
Vault 43 - Fallout Bible - Mention Only 
A vault containing 20 men, 10 women, and one panther.
Vault 51 - Fallout 76 - West Virginia 
A vault with a supercomputer as the overseer. Interference from the computer led to most of the residents being murdered by other residents.
Vault 53 - Fallout Bible - Mention Only  
Most equipment was designed to break down every few months in order to stress out inhabitants.
Vault 55 - Fallout Bible - Mention Only 
No entertainment tapes were provided.
Vault 56 - Fallout Bible - Mention Only 
The only entertainment tapes provided were of one terrible comedian.
Vault 63 - Fallout 76 - West Virginia 
The inside of the vault remains sealed, with the outside door being all that is accessible to the player character. Other parts of the vault are revealed through cut content.
Vault 65 - Fallout 76 - Mention Only 
Remnants of the vault remain in Fallout 76 cut content.
Vault 68 - Fallout Bible - Mention Only 
The vault contained 999 men and 1 woman.
Vault 69 - Fallout Bible - Mention Only 
The vault contained 999 women and 1 man.
Vault 75 - Fallout 4 - Massachusetts 
A secret experimenting in refining human genetics through selective breeding, genetic modification, and hormonal treatments. The vault's concept was made by Stanislaus Braun.
Vault 76 - Fallout 76 - West Virginia 
The home vault of the player character in 76. It was a control vault, set to open after 25 years. This is when the player character leaves the vault.
Vault 77 - Fallout 3 - Mention Only 
Mentioned by slavers in Paradise Falls, this vault was rumored to only contain one man and a box of puppets.
Vault 79 - Fallout 76 - West Virginia 
A vault dedicated to hoarding the country's gold reserves.
Vault 81 - Fallout 4 - Massachusetts 
Designed to develop a cure for every possible sickness or ailment. Residents were unknowingly sprayed with diseases by nozzles hidden in their rooms. The first vault overseer had thought this to be cruel, cut off the scientists from the rest of the vault and cut the nozzles from spraying residents before the experiments could begin.
Vault 87 - Fallout 3 - Somewhere in VA/PA/MD 
The original vault experiment for 87 was scrapped, and it became a research center for FEV, leaving the vault wildly radioactive and inhabited only by super mutants by the time you access it as the Lone Wanderer.
Vault 88 - Fallout 4 - Massachusetts 
An unfinished vault inhabited by ghouls.
Vault 92 - Fallout 3 - Somewhere in VA/PA/MD 
The best musicians were sent to this vault to "preserve musical talent", but truthfully residents were subjected to subliminal messages mixed into white noise. Eventually some of the musicians went into random, murderous, psychotic rages that led to the end of the experiment.
 Vault 94 - Fallout 76 - West Virginia 
A vault with non-violent faith-centric inhabitants. The vault opened one year later to search for survivors. The vault became overrun by wastelanders and raiders that destroyed their G.E.C.K. and their nuclear reactor. The vault was swarmed with radiation and is now overrun by mirelurks.
Vault 95 - Fallout 4 - Massachusetts 
A vault designed to get people clean and sober. After a successful 5 years, a Vault-Tec agent brought out a hidden stash of drugs for other residents to find.
Vault 96 - Fallout 76 - West Virginia 
A vault with a focus on agriculture, animals, genetics, and mutations. The original residents were killed in a failed escape attempt, and the vault was then used by West-Tek scientist Edgar Blackburn to continue research on FEV.
Vault 100 - Fallout 3 - Mention Only 
Remnants of Vault 100 can be found in game files and cut content.
Vault 101 - Fallout 3 - Somewhere in VA/PA/MD 
The home vault for the Lone Wanderer. This vault was meant to never open and Vault 101 did not receive a G.E.C.K. However, the overseer of the vault pretty quickly broke this rule and occasional survey teams were sent to the surface. Several residents of Megaton are the result of these survey teams. Daddy James found the vault after the birth of the Lone Wanderer and negotiated his doctoral services in exchange for shelter.
Vault 106 - Fallout 3 - Somewhere in VA/PA/MD 
Psychoactive drugs slowly released into the air of Vault 106, causing the vault to be filled with psychotic survivors by the time the Lone Wanderer visits.
Vault 108 - Fallout 3 - Somewhere in VA/PA/MD 
A slew of experiments occurred in this vault. The elected overseer was dying of cancer, the primary power supply of the vault was scheduled to fail after 20 years, the backup power supply would not be enough to power ALL of the vault, the vault was given three times the normal amount of weapons, and the vault was not given entertainment. With a majority of scientists, one of the inner experiments involved repeatedly cloning the same man... Gary.
Vault 111 - Fallout 4 - Massachusetts 
Your home vault as the Sole Survivor. All residents were meant to unknowingly stay in cryostasis, with scientists overlooking them. However, conflicts arose among those unfrozen, leading to the vault door eventually being opened.
Vault 112 - Fallout 3 - Somewhere in VA/PA/MD 
Residents lived in a virtual reality simulation to create their "perfect life" with their overseer, Stanislaus Braun, a scientist who proceeded to use the residents as playthings. Braun continuously murdered residents, then wiped their memories and reset the simulation.
Vault 114 - Fallout 4 - Massachusetts
 An unfinished vault meant for only the wealthy. Vault-Tec exaggerated the luxury of the vault, gave residents very small rooms, communal bathing and dining areas, and a homeless drug-addicted overseer named Soup Can Harry.
Vault 118 - Fallout 4 - Maine 
An Unfinished Vault meant to house both a handful of ultra-rich and hundreds of working class individuals to observe how they would interact within the same space.
Vault 120 - Fallout 4 & Fallout 76 - Mention Only 
The vault itself was meant to mimic the underwater atmosphere of Bioshock. The game was cut from Fallout 4, but remnants can be found in Fallout 76 game files.
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stoat-party · 1 year ago
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How Much Territory Are the Fallout Player Characters Actually Micromanaging: An Analysis
I did some amateur research to figure out which of the Fallout protagonists (specifically 3, NV, and 4) have a reasonable area of land to constantly traverse. I used Apple Maps to find the straightest possible walking path from a point on either end of the game map, then multiplied the north-south and east-west figures to get an approximate square mileage. Since none of the walking paths were completely straight, these numbers will all be a little higher than actual. BUT the game maps also don’t completely correlate to the real-life locations, so consider these numbers to be estimates.
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The Commonwealth: Around 600 square miles. This is honestly pretty manageable, especially if you’re teleporting or helicoptering all over the place. It would be exhausting, but you could theoretically get across the map in a day with time to spare for questing.
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The Capital Wasteland: Around 800 square miles. Fairfax is the halfway point; very few locations on the western half of the map actually correspond to anything in real life. The exception is the cavern Little Lamplight is based on, which would make the game map 100 miles long. The map definitely doesn’t extend that far into Virginia.
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New Vegas: Kind of hard to calculate at this scale, but we’re looking at a little under 3000 square miles! Through. the Mojave. Desert. The Courier is really going to have to commit to a course of action before traveling, because they won’t be coming back for about a week.
If you’re a fanfic writer, remember that you don’t owe realism to anyone. BUT, if realism is something you care about for your writing, keep these distances in mind!
(Sequel: distance from game maps to DLCs)
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chocmoon-latte · 1 month ago
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Somehow only JUST discovered this today from the Fallout RPG core rulebook (via the wiki). MY HEAARRTTT 😭
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evilyesman · 3 months ago
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me reading up on pointless facts
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lordsammichsilas · 4 months ago
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So here's the comic in its entirety!
Danse deserved his magical girl moment and the fact that Maxson robbed him of that is unforgivable.
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Support my work 💜
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nyarlah · 4 months ago
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Question by @brainrot-extravaganza I’ll be back with the previous question shortly.
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amazinglyegg · 4 months ago
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Due to not being able to find a decent reference for Danse's room, I used this video to sketch out a floor plan!!
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Along with references for what all the furniture looks like:
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Details and rambling below the cut!
General notes:
The only time we see his room is after Blind Betrayal. I wonder if he brought anything from his room with him, despite leaving the duffle bag near the door?
He has a ton of storage space. Like, a lot. He doesn't even have a footlocker at the end of his bed it's just an entire metal box.
Despite that, he has nowhere to sit. Not even his desk has a chair.
Also he has a rug between his bed and his big drawer! Cute!
Pet food bowl near his door with fresh bloatfly meat in it. Not only does he manually open the door for Emmett to enter and leave (no cat door), but Emmett visits often enough that he goes out of his way to give him a bowl of fresh food! Does Quinlan even feed him!?
Has a lot of random cardboard boxes filled with papers and stuff on his floor. Given that the filing cabinet is for files, I wonder if these are books or journals?
Has a plain old bed with no pillows or blankets. Like most beds, this is probably done for game reasons (like animations or clipping) instead of canon reasons. At least I HOPE he sleeps with a blanket!!
On top of his safe is three dog food cans, maybe supposed to represent cat food. Also has a can of cram on his big drawer. I wonder if he stores more food in there!
The flag is actually a smaller one, but I couldn't find the exact model on the wiki. I find it interesting that he has a pole flag instead of a regular wall one. It just looks so sad :(
Has a lot of small blue and wood boxes around his room that I didn't include in the floor plan, they're empty I'm pretty sure
I didn't realize people outside of middle school used lockers, especially SIX of them. What do you even store in lockers?? Can't be clothes since they have multiple segments, hung clothes wouldn't fit and folded clothes would probably fall out.
No real personal stuff like holotapes or journal entries. I would have expected something unique! He also has no decorations other than that one sad droopy flag, but I guess it'd be hard to hang up paintings when the walls are made of metal. Can't just hammer a nail into that!
As a note, I think items within storage containers are randomized, so I didn't bother looking at them while making this.
Desk and filing cabinet:
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Whisky and vodka bottles, no shot glass in sight. He is chugging those straight from the bottle. Not as many bottles as Maxson, at least!
Also an entire carton of cigarettes and an ashtray. He canonically smokes and doesn't even bother going outside to do it, his room must reek of cigarettes.
A food tray and mug, which is... interesting? Does he often eat alone in his room?
Filing cabinet for files, probably does paperwork at this desk as well.
Drawers:
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Has like, three wrenches, as well as a tool box. This must be his workshop!
A lunch pail and a nuka cola. This table is right next to his desk so it makes sense he has food and drinks here. Surprised there's no water!
Speaking of the table... it's an institute table. Probably just done for aesthetic purposes, but I found that interesting
Let me know if you have any opinions, headcanons, or things I missed!
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sirmanmister · 5 days ago
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💥💥💥 more MacCurie cuz I’m love them your honour (also cuz I remembered I drew this a while ago but never posted it lol)
I like MacCurie in ordinary circumstances but I’ve also been thinking of them in a scenario where PREVENT doesn’t work. Like imagine MacCready ending up in vault 81: he meets Curie and gets the literal cure-all cure so he steals it and sends it back to Duncan. Only turns out it doesn’t help and actually makes him worse. So MacCready goes into debt to get a crew together to infiltrate Med-Tek. He has to stay in the commonwealth to pay them back so he just sends it off. Then he learns PREVENT doesn’t work either and he just fucking. Gives up. Regresses to a swearing morally bankrupt dickwad and just kinda works at easing his debt by taking questionable jobs. When Curie finds him again in the third rail, he thinks she’s working with the institute (he can’t think of any other way she’d get a synth body) and he doesn’t care.
She hires him to protect her lab/her as she travels around getting disease samples and biting off more than she can chew as she tries to help the commonwealth. He gets defensive seeing the good she’s doing but eventually thaws and tells her about Duncan and they go to DC together to try to save him :3
AKA very indulgent ship and ship circumstances cuz I love making creed suffer and the brooding bf and sunshine gf trope is TOP TIER.
If I was less of a perfectionist and less busy I’d write a fic abt them 🫶
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sladetgx57-blog · 2 years ago
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The day had come she was dreading training the new Initiates, the lesson for today was going to be at the range. She all lines them up, single file as she then speaks to them.
"Alright listen up many of you are accustomed to pipe weapons, some of which you have made yourselves. These are not such, these are standard issue laser weapons each of you take one."
They all preceed to take a laser pistol as Sarah then walks up, and takes her own rifle as she speaks."These have much more bite to protect, the Commonwealth you need proper weapons that will protect you. These and any others weapons you get, if taken care of will take care of you but you must learn how to use them. So you all will shot the targets get a feel of your weapon, precision is key effectiveness is key you will learn these weapons."
Throughout the training the Iniates hit some of the targets, and hit some which she oversees. However one Initiate seems to be letting, the rush get to his head as she notices and shouts to him from the catwalk. "Initiate Jacobs what are you doing, focus hit the targets I placed for you!" However the Initiate is too distracted and continues firing, to which one stray laser blast starts to ricochet around as she yells. "Stray bolt everyone get down!".
Everyone hits the deck as soon she feels a very sharp pain, in her leg as she yells in pain and hits the ground. She looks to her leg which is burning, to which she glares daggers at Jacobs as she speaks. "Ahhh!! goddammit Jacobs, you...you my leg grrr I told you to focus!!!" A knight observing what happened rushes over, and helps her up to which she winces in pain. As she then looks him up and down, before she speaks through gritted teeth.
"Jacobs.....until further notice you are on latrine duty, and be thankful thats all I'm giving you. Knight get me back to the Prydwen get me to Cade, Jacobs you better pray I can still walk for your sake!"
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prismolovessideblogs · 1 year ago
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nukadaddy · 7 months ago
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crying my eyes out thx
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nukacoola · 11 months ago
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Omfg I know I’m shouting into the void but every Fallout fan needs to read the journals of the Railroad leaders from P.A.M.’s mainframe terminal. There’s that huge theory that Deacon is the lone wanderer but he was actively, documentedly, doing stuff in the Commonwealth before, during, and after Fo3’s events jfc. I feel like I’ve uncovered sacred texts with untold secrets but they are fully available both in game and online.
The timeline does match up for Pinkerton in Rivet City to be Pinky from the Commonwealth Railroad tho which I fully believe.
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0donto1nsanity · 3 months ago
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Hey chat how we feeling
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