#P.A.M. fallout
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nukacoola · 1 year ago
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Headcanon: P.A.M. is a lesbian who has a crush on Glory and that’s part of the reason she decided to help the Railroad.
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thefalloutwiki · 1 year ago
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Fallout 4: P.A.M.
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Pictured: A diagram for the P.A.M. Research Project, showcasing a variety of unique robot designs for P.A.M.
You can read more about P.A.M. here:
https://fallout.wiki/wiki/PAM
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typecastwritesssss · 1 year ago
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them!!!!
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Welcome to the family. We’re a colorful and arguably insane bunch.
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mllemaenad · 2 months ago
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It always strikes me as weird that there’s no point at which the Brotherhood and Minutemen automatically come into conflict that I can find. One would think that the Brotherhood’s methods of gathering supplies (basically racketeering) would automatically lead to issues with the Minutemen, whose job is to defend against such raiders. I know the game mechanics reason for this, but can you think of anything in-universe to explain it?
I think there are a few things going on here – some gameplay related, some thematically related. But to be honest I don't think it's always easy to separate those two things.
Point one - who's in charge?
If you follow Fallout 4's opening quests then you are the General of the Minutemen. That means that your Sole Survivor gets to make big important decisions like "do we go to war with this new group?" You do not lead the Brotherhood, Railroad or Institute (you may, of course, inherit control of the Institute at the end of the game, but that's after all these decisions take place) and consequently decisions about who your enemies are take place over your head. You can pick a side if two factions you belong to come into conflict ... but you can't ultimately change their politics.
There is no point in the story where you are forced to go to war with the Brotherhood as the General of the Minutemen ... but you absolutely can go to war with the Brotherhood as the General of the Minutemen.
So this is both a gameplay and narrative point: what does your Sole Survivor think of the Brotherhood of Steel? Maybe they are also a dedicated member of the Brotherhood, and have no problem with them "commandeering" supplies. Maybe you work with the Railroad, and their attitudes frighten you. Maybe you're a pure Minuteman character and just resent another group of raiders causing problems for your settlements.
Every other faction makes the decision of when to invoke "War never changes" for you. This one's on you.
Point two – who shot first?
Obviously, the Brotherhood of Steel does end up in forced conflict with the Railroad as part of the main quest. There's no way to make peace between them, no matter how many quests you've done for either faction.
But. Well. I mean – there's an obvious aggressor in this one. It's not like Desdemona wakes up one morning, finishes her Sugar Bombs and coffee and says "Hey, guys, given that we've just barely clawed our way back from extinction, doesn't picking a fight with a group of heavily armed thugs sound like a great idea?"
There are no Railroad quests that require you to directly attack the Brotherhood until after the Brotherhood tries to murder them. While Brotherhood and Railroad ideals are pretty clearly in conflict, the Railroad absolutely does not want to start another war. They're up to their eyeballs dealing with the Institute. The Brotherhood impose that conflict on them.
Why? Well, they tell you. The first reason is that the Brotherhood are intent on committing genocide, and they are aware that the Railroad's mission would require them to rescue and protect synths.
Even with their relatively small numbers, the Railroad is a constant threat to our operations. They've already proven to be resilient against superior forces, with a knack for disappearing when cornered. Worse still, they possess the capability to help synths flee the Institute. If we intend to end the synth menace, we need to plug the leaks. – Lancer Captain Kells Dialogue, Fallout 4
The other reason is because the Railroad has PAM, and the Brotherhood wants to steal her.
Our sources tell us that the Railroad has some sort of experimental or prototype robot in their headquarters. They're calling the "Predictive Analytic Machine," or "P.A.M." for short. Cute, huh? They use the robot for complex strategic calculations that are much more efficient than anything we can generate here. If you could use this holotape to decrypt the security on P.A.M.'s terminal, it will force the unit to return to the Prydwen. I'm certain we could put P.A.M.'s computing power to good use. Otherwise, destroy it. We wouldn't want it to fall into the Institute's hands. – Proctor Ingram Dialogue, Fallout 4
The conflict between the Brotherhood and Railroad occurs purely at the Brotherhood's instigation. While the Railroad doesn't like the Brotherhood they don't want to fight them unless they have to.
Which brings me back to the Minutemen. As an organisation, the Minutemen are pretty well indifferent to synths. Oh, they're one hundred percent opposed to the Institute sacking settlements with Gen 2s, or people being replaced by synths, or any other scenario where the people they've pledged to protect get hurt ... but there's no official policy on synths themselves.
Preston is broadly pro-freeing the synths because he's a good guy:
I never really thought about synths that way before, but it's hard to argue that they don't deserve freedom like everyone else. – Preston Garvey Dialogue, Fallout 4
But nothing about being involved with the Minutemen actually forces you to help a synth. So they are not on the Brotherhood's radar the way the Railroad are.
The Minutemen is also a pretty low tech organisation. Their signature weapon is the laser musket. Their big rebuilding quest, Old Guns, is about setting up some very old-school artillery. Nothing about that is going to make the Brotherhood start salivating and plotting to steal their stuff. Now, obviously that artillery can turn out to be very effective at dealing with the Prydwen if it comes to that, but that's a very Brotherhood mistake: they think shiny tech will protect them from superior numbers and rational tactics. They made the same error at HELIOS ONE.
So unlike the Railroad, the Minutemen are unlikely targets for Brotherhood aggression at this stage. They aren't forcing a conflict. But like the Railroad, the Minutemen start the game a hair's breadth from annihilation. Most of the game is spent rebuilding both their forces and their credibility. They clear raider strongholds and nests of feral ghouls. They're not much more likely to be actively pushing for an all-out-war than the Railroad.
Point Three - who the hell are these guys, anyway?
After all of that, I recognise there's still a problem, though. Because Feeding the Troops is still a pretty obnoxious quest and it does feel like a thing that would cause issues.
Fallout 4 does a lot with misinformation; appearance versus reality; what someone says and then what they do. I know I've brought it up before, but a big one is the difference between Diamond City and Goodneighbor. And one of the key points about that is that things change: Diamond City wasn't always run by the Institute; Goodneighbor wasn't always setting itself up as a haven for the lost. Things change. Bad things can improve, and good things can slip into evil.
Earlier games had a karma system associated with them: this is good, this is bad. Fallout 4 replaces this with companion opinions, which fits pretty well with its themes and ideas. It's not going to tell you which one is the good karma option. You've got to play the game and figure it out. And yes, sometimes the answer is "there's no good answer".
Two things about the Brotherhood: they arrive relatively late in the game, at the start of Act 2 ... and they were the good guys in Fallout 3. They were very explicitly the good karma option in Fallout 3. While, obviously, each game is going to pick up a bunch of new players who haven't played the older ones, it's also important to recognise that Fallout is a series, and the narrative continues from one game to the next.
By the time Fallout 4 starts all the various factions in the Commonwealth have been locked in conflict with the Institute for decades. Asking them to pivot and immediately start fighting these guys who turned up last Tuesday is a lot. While the Sole Survivor could never have heard of the Brotherhood of Steel, there's a really solid chance that you, the player, have heard of them. And you might make some assumptions, based on that.
They were the good guys, right? Okay, yes, kind of arseholes and a bit of a problem if you were from Underworld but ... they fought the Enclave! They defended Project Purity! They protected people from super mutants! It's a whole thing!
But. Well, there's clearly been a change in leadership since then. And they've specifically reintegrated the Outcasts, i.e. the anti-helping people Brotherhood faction.
Also, the Commonwealth is not the Capital Wasteland. The conflict there was Brotherhood-versus-Enclave and the Enclave was so very bad that virtually anyone could look heroic opposing them. The super mutants never coalesced into a coherent faction who wanted anything; they operated more like a plague. Simpler times. In the Commonwealth there are more factions, more differing ideals. The water needs purifying, sure, but if we could solve the political problems farming wouldn't be a major issue.
You see all this difficulty and ambivalence in the game's characters, too:
The Brotherhood. In Capital Wasteland, they really weren't bad. But now. – Deacon Dialogue, Fallout 4 Those Super Mutants are a threat to everyone in the whole Commonwealth. I'm glad to have the Brotherhood's help to take them out. – Preston Garvey Dialogue, Fallout 4 Long as the Brotherhood of Steel keeps the heavy artillery out of the city limits, they're welcome here. – Diamond City Security Dialogue, Fallout 4 Flying that ship into the heart of the Commonwealth. Mark my words, the Brotherhood's here to start a war. – Nick Valentine Dialogue, Fallout 4
Characters are aware that the Brotherhood did good in the past. They're concerned about the giant airship in their space. They're grateful when the Brotherhood does something that happens to be helpful, even if their reasons were selfish. The decision about what do about them is floating in the air, from the day they turn up.
So now I'm back to my first point. You're the General of the Minutemen. Odds are, defending the Commonwealth as a Minuteman was one of the very first pledges you made at the start of the game. And sure, you're visiting all the factions and doing their quests, because that's how these games work.
Cool. So – I mean, they've asked you to bully and steal from the farmers you swore to protect. If you take your non-human companions to the Prydwen they will say the most horrible things about them. They've sent you to murder your friend Danse, even though he hasn't done anything and it's not like he can choose to not be a synth. They're powering up this really scary robot they can use to terrorise people. They're sending you to slaughter the Railroad, unprovoked, because they want their robot. At what point have you had enough? At what point do you go "Ohhhhh. This is the bad karma faction"?
There's a warning, right at the beginning of their quest line, from Haylen:
Field Scribe Haylen, personal log entry 324A. I'm starting to wonder if joining the Brotherhood of Steel was a good choice. I originally signed up seeking protection and comradeship but I'm worried that I've traded away a bit of my humanity in the process. The Brotherhood's message of hope for the future is idealistic and noble but their methods leave a lot to be desired. The leadership seems especially misguided. Instead of diplomacy, they wield violent confrontation to exert control. Despite all that, I've been successfully avoiding the fighting by following the career path of a field scribe. I suppose only time will tell how long I can stand the sight of spilled blood over my own moral fiber. – Scribe Haylen's Personal Log, Fallout 4
If you can recognise some foreshadowing, you can see where this is going.
I think the game doesn't force you to fight the Brotherhood with the Minutemen because you are the General of the Minutemen. It doesn't have karma options, it asks you to review the situation and make a decision what to do. You can fight the Brotherhood, if you choose to. In fact, you kind of swore that you would.
Yeah, they're running a protection racket. What are you going to do about it?
And I think that's very in line with the sort of story Fallout 4 wants to tell.
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fallout4-reacts · 1 year ago
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I don't know if you've played any other fallout game but may I ask companions react to finding out that Sole is actually an Enclave remnant (like the guy from Far Harbor)? If you can't, it's fine. Just swap Enclave for Gunners. Thx!
Yes, I played 1-2-3-NV-4, I scratched and didn’t really like tactics, I scratched and didn’t have time to play 76
I’m a little fallout maniac
Cait : "What the bloody hell is that supposed to do to me?"
Cait and Sole landed on the edge of a good campfire because the area is clear, and the path is still long before Harbor Grand Hotel. Sole wanted to take advantage of the chance to discuss about their past, which had come back to haunt them when they encountered the Great Zealot Brian Richter. The enclave. 
"I... I had to talk about it."
Cait appears to soften as she places a hand on them.
"Hey, we've all made choices in the past that weren't exactly crystal clear, whether it was for the sake of survival or because we believed there were no better options. I'm the living embodiment of that, darling. But we've made progress, and honestly, I reckon we can confidently say we're heading in the right direction."
Sole gives her a gentle smile. Cait can get right to the point. They will always require her to return them to the present.
Codsworth : Codsworth listened as they went through each detail. There is no doubt that Sole has changed since the war. These awful decisions. He does, however, comprehend somewhere.
"You truly believed it to be a commendable decision?"
"I think. And I did. I opened my eyes though, and I left the ranks as I dealt with everything else.”
“Ah, I see you have made the correct decision, indeed. About your brahmin steak, mom/sir, do you still prefer it to be cooked thoroughly?”
“Yes Codsworth, please, with sauce. A lot of sauce.”
Curie : "In this Enclave, did they engage in acts of malevolence?"
Sole sighs.
"Unfortunately, that's what I discovered in the end, yes."
"But what did they do wrong?"
Sole's eyes widen in stupor.
"Brotherhood-like technology, Gunners-like mentality—can you imagine?"
"Have they perpetually exhibited such behaviour?"
They are shaking their heads.
"Not always. For a time, they pretended to be a legitimate military organisation deserving of the title. They then began to think bigger, desiring more authority. That's when I realised the foundations were in bad shape."
"I see."
Curie adds nothing. She'll undoubtedly have additional questions. She's always asking additional questions. But, for the time being, she has discovered a mushroom sample that she is very interested in studying, and her interest in this other subject has waned.
Danse (Post BB)  : The man spends a long time just examining Sole, softly detailing them as if dissecting them completely with his eyes. Sole believed that this story would be forgotten, but on one of their missions, Danse discovered incriminating documents about Sole. Since then, he hasn't said anything. He only gave Sole an intense glance, with his lips pressed in a thin, severe line.
Sole awaits his verdict, and possibly their execution.
"We've all had serious lapses in our judgement, from what I see here," he concludes.
Sole had no idea how nervous they were. It's as if an iron rod has suddenly cracked in their body, and they're on the verge of collapsing. Danse appears to notice and approaches them, resting a hand on their shoulder.
"The past, my friend, is but a distant memory. In the grand tapestry of our shared history, your unwavering camaraderie has been the cornerstone, steadfastly bolstering me through triumphs and missteps alike. I am your companion, Sole; you are mine, and that is the only thing of significance."
Deacon : He's nevertheless having difficulties believing it. He was certain he acknowledged everything about Sole's life. However, P.A.M. is formal here; there is no room for error. He swallows the sensation of betrayal he had after honestly believing he and Sole shared a fairly sacred tie, feeling duped. That evening, over the fire, he is unusually quiet, as if he is painstakingly digesting the information.
"Hey? Are there no jokes tonight? There are no comments on anything? What's the matter, buddy?"
"No 'buddy' with me."
Sole, who was initially a little worried, is now extremely concerned. Being like this is completely out of character for Deacon. Unfortunately, he knows that if he presses the spy, Deacon will simply vanish into the wilderness. Therefore, he endorses this shift in attitude in the hopes to finally discover and resolve the problem.
Dogmeat : The good dog is unconcerned...really… He's here right now with a nice master, and he'll follow them all the way to the end of the earth. Factions are human stories, not canine concerns. But he appreciates Sole's conversation. He like hearing Sole speak.
Elder Maxson : Sole felt compelled to confess everything. However, staring at Maxson's white countenance of hatred while he remains rigid and subdued in rage in front of them, they question whether this was the proper move. They bowed their heads in shame.
"I realise I should have told you sooner... But that was a long time ago, and... I no longer agree with their values."
The Elder remains silent, but it is far from reassuring to Sole. They have no idea how to get out of this horrible situation or how to repair what has been broken. They believe the storm will break. They assumed that their friendship, trust, and respect for the Elder would suffice, but it now appears that they misjudged Maxson's resentment for the fallen faction. When he finally speaks, his voice is filled with disappointment, rage, and hatred.
"Leave immediately, wastelander. Begone from this place and steer clear of my vessel. Do not ever return. You are henceforth deemed an enemy of the Brotherhoods and shall be met with lethal force upon visual contact. I should've had you executed, for the example... *he sighs*. I pray that my frailty shall never haunt me in the days to come. But I shall never desire to lay eyes upon thee again, and I shall never yearn to have thy name grace my ears once more. Set out from the vicinity where the Brotherhoods reside."
Sole is not told twice. They considered it. They were afraid of being executed. They now have certainty.
Hancock : He chuckles. These aren't even close to his main interest. It's not his concern, it's other times and other locations. He offers a good dose of Jet to help Sole relax.
"Um... no thanks."
"Your bad."
The mayor is now focusing on what is truly critical. Fahrenheit will have his head if he does not intervene because the previous caravan did not pay its charge.
Gage : "Is this the outfit where you pick up that sour disposition of yours?"
"Huh?"
"Well, boss, I gotta say, you're really holdin' your own with this Enclave business...Is it akin to the Brotherhoods?"
Sole weighs.
"Yeah, somewhere, a little."
"Are they the ones responsible for making you such a badass?"
“Maybe…”
"Well, ain't that a sight for sore eyes. So, it seems like we've got ourselves a winner here. So, are you planning on conquering these settlements, or do you have another tale to spin that I couldn't care less about?"
MacCready : He frowns. He doesn't want to pass judgement... After all, Sole pays him handsomely. And judging would make him feel hypocritical. He is a former Gunner, not exactly a hero. But he frowns. He is well aware of what the Enclave is and, if we may say so, that they are worse than these cretins of Brotherhoods. Looking back at the parallel between their past and his own, he gives Sole a keen look.
"Have you sorted everything out with them? Are they gonna come at us in the dead of night for a desertion execution?"
"They are no longer in operation. The Brotherhoods have entirely dissolved what remained of their organisation."
"Is that where ya left the ranks?"
"No, before that. I disliked who I had become."
Mac can relate once more. He hands Sole a bottle of beer.
" If those sorry bastards can't even put up a fight against you and you keep coughing up my caps, then there ain't no damn reason to waste breath on it."
Nick Valentine : "Enclave, huh? Yeah, I caught wind of that. The wicked little sibling of the Brotherhoods, as far as I can tell."
Sole attempts to swallow. They are well aware that everyone, without exception, judges the Enclave. They eventually deserted the ranks because it was a big crap.
"Did ya know, partner, that I was once a member of the Institute?"
Sole raises their head to meet Nick's gaze. The old synth is clearly mocking. Sole understands the message.
"I'm making a big deal out of it?"
"A tad, I reckon. Now, if we were to discuss this fresh lead you're bringing back, do we?"
Piper : "A genuine ex-Enclave soldier, huh? Wow! Do ya realise that I churn out one edition a week just with your crap?"
Sole's eyes widen in astonishment. And possibly of terror.
"Are you going to write an article about this?"
" No, I ain't pullin' your leg. Still, it would sell, but I reckon it'd reflect poorly on the reputation of the... General of the Minutemen, you know? I'd rather go after the real villains. I would prefer ask you a hand in proving McDonough is a synth."
"How do you intend to accomplish this?"
Preston : The Colonel remains silent. He doesn't appear to have heard anything. He keeps turning the molerat meat on the stick he's holding above the campfire. Sole can no longer hold for long.
"Don't you mind?"
Preston raises his head to gaze at his General.
"The individual who came to my aid at Concorde was no longer affiliated with the Enclave, friend. This fella, who's always ready to lend a hand to the settlers and those in need, ain't no Enclave member, I tell ya. You speak of the soldier from the Enclave, do you? I'm afraid I can't say for certain, friend. We appear to have designated General of the Minutemen the hero who cleans the Commonwealth. That organisation should be the only one on their service record."
Sole laughs. What else could they have expected?
Strong : "What Enclave?"
Sole sighs. He was looking forward to this discussion. The past usually comes back to haunt us at some point. But he didn't realise he had to discuss it with a companion who doesn't seem to care about much, usually.
"It was a military group. Really something. We were fighting... well, that's all in the past now. A little sloppiness, a few too many smacks to the face by the BoS, and all the former Enclave troops are in disarray and have rebuilt their lives elsewhere."
"Soldier brave. Enclave not soldier."
"What exactly do you mean?"
"Soldier fights to death. Puny human not dead. Not soldier."
“Hm. Okay, but what about this milk?"
X6-88 : "Indeed, it appears that prior to your decision to forsake Commonwealth organisations, you had already forsaken another former organisation."
"Wait a minute, what? I never turned my back on anyone!"
X6-88 indicates the screen in front of him. "You are present within the Enclave records. Do you deny it?"
Sole lets out a long sigh.
"I don't deny it. I was a member of that organisation. But it all crashing down. Like everyone else, I gathered what I could and moved on to rebuild my life."
"You have displayed a distinct lack of loyalty by abandoning them, much like the other factions that facilitated your arrival here. Is the Institute to be included in this package list, sir/madam?"
Sole is now staring at X6 as though he can't believe what he's hearing.
"It almost looks like you're trying to insult me."
There isn't even a wrinkle on the corner of the Courser's mouth.
" Sir/Madam, you have consistently forsaken your allegiances, repeatedly abandoning your organisations in favour of more advantageous prospects. I shall duly retain this information. If you have intentions to depart from the Institute, it is my solemn obligation to relay this information to my superiors."
"Well, as you so eloquently stated, I abandon my 'organisations' when I find a 'better' organisation. Let's play it that way if that's how you want to see it. Do you know of a better organisation than the Institute, X6?"
"Negative, Sir/Madam."
"Then you have your answer."
And the Courser seemed to be satisfied...
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s3a0tterart · 10 months ago
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Fallout ocs pt. 18
🍑 Lydia
Age: (f4) ‘24’ (c) ‘29’
D.O.B: September 5th (Virgo)
Sexuality: Polysexual
Gender: She/He/They (Genderfluid)
Height: 6ft
Weight: 190lbs
Species/Race: Prototype 4th Gen Synth, Courser
Eyes: grey & white, black sclera
Hair: off white
Faction (main): The Railroad
Alliances: The Minutemen, Bunkerhill
Karma/Alignment: Neutral Good, Neutral Karma
S.P.E.C.I.A.L-
Strength: 8
Perception: 9
Endurance: 7
Charisma: 4
Intelligence: 10
Agility: 8
Luck: 3
RELATIONSHIPS:
Friends: Deacon, Dogmeat, Piper, Curie, Glory, Desdemona, Tinker Tom, P.A.M, Old Man Stockton, Songbird
Family: Layla
Enemies: the institute
Lovers: Deacon & Rehema
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skneez · 2 years ago
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fallout questions >:) 2, 11, 16, 19, 23, 29
NEM! 2. Which enemy creeps you out the most? I answered this but I need to make an addition. I forgot to put this in the last one, but in the Children of Ug-Qualtoth mod, there are these ghoul-like creatures that you can't kill in vats and it scared me so bad I had to reload an old save.
11. What's a quest that everyone likes, but you hate? This is hard because I am simply a follower, I agree with most people about these things but I find the Big Dig to be annoying, it glitches out a lot, and trying to get that hidden power armor out of those tunnels is my worst nightmare because when you get in it, your flashlight turns off and you're trying to navigate in the dark while taking huge amounts of radiation and its HORRIBLE.
16. If you could have any three companions traveling with you, who would it be? THIS IS SO HARD!!! I'm trying to configure a group of people who would all get along but are also not boring. Obviously, Piper has got to be there, which makes things difficult because she already does not get along with many of the other companions. If I were to list my top three companions, it would just be Piper, Deacon, and Nick. Would it be awkward? Probably.
19. Which NPCs would you like to make companions? I am slamming my fists on the table right now. FAHRENHEIT!!! I love her sm. Also, the Mechanist, I think it would be so cool to have a quest of her trying to rectify all the shit she caused with her bots. I could list so many more, but lastly, I'd say having P.A.M. for a temporary quest would be very cool and also probably hilarious.
23. What SPECIAL stat do you tend to make the highest? Charisma. (It's giving... wish fulfillment in video games. Autistic and has trouble communicating IRL? At least I'm the suavest bitch in the commonwealth)
29. A companion you wish wasn't a companion? I answered this, but once again, Strong sucks. Boo tomato tomato
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ziracona · 2 years ago
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Isaiah: “Hi P.A.M. -- Nice to meet you! I’m the new heavy, you can call me ‘The Professor.’”
P.A.M.: 
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nightingaelic · 4 years ago
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lucilleandherrobots · 3 years ago
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Gardio: What do you mean I was supposed to die?!
Pam: Correction. There was a high probability you would die before this point. There was a 89.5 percent chance the agent known as Cathedral became feral in multiple trajectories of time. There is a 70.3 percent chance the rogue variable and agent Friday met and terminated him before the process completed.
Gardio: So there might be whole timelines where I get shot by my boyfriend and my daughter...
Pam: There is a 95.4 percent chance Agent Friday is the variable responsible for your termination.
Gardio: That doesn't make me feel any better. *crosses his arms*
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cosmicknives · 4 years ago
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From Courser to Raider
Boy! I’m pretty sure I got possessed by something over the last few days but this is extremely fun to work on! Gamma is one of my absolute favorite Fallout OCs despite how little art I’ve done of him. So, I rectified that this weekend.
I really wanted to do a little juxtaposition between his old Institute days with new his life as a raider with Gage, with some middle moments in-between. Like making out with Institute scientists, chopping all his blood-stained hair post-Institute, seeing Nuka-World for the first time and asking Gage to remove his Courser chip after a particularly nasty fight and a lot of med-x.
My favorite is still the last panel. It’s just nice getting to draw my favorite bastard raiders together. Even after Nuka-World falls apart around them, they definitely still stick together, causing all kinds of pain and misery in the Commonwealth~
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nukacoola · 10 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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gold-and-rubies · 4 years ago
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thoughts on the railroad members?
Thanks for the ask!
Carrington: I actually like him. I think they tried to do his kind of character several times in the game and he’s the only success. Yeah, he’s still rude to you, but it’s because he’s stressed and worn thin, not just because he’s an ass. And he actually knows how to show a little bit of respect.
Deacon: I’m not a fan of his backstory for several reasons, but he’s great besides that. Literally the only person who is truly neutral on stealing, which is nice.
Desdemona: I actually quite like her, especially since she’s one of the very, very few who ask about Shaun when you return from the Institute. I think she has a lot of room to grow as a leader, but I think she’s capable of doing so.
Drummer Boy: You don’t get to interact with him enough for me to have an actual opinion, though I do like him from the little bit we get. I know some people think he’s a little annoying, but I don’t since he just directs you to the quest givers, and doesn’t give you them himself. He’s also weirdly attractive?
Glory: I love her. I lover her personality and attitude. She’s like the perfect badass. Her death did feel unnecessary to me though, and I don’t like how everyone acts like she’s dead if you ultimately side with the Minutemen.
P.A.M.: Long story short, perfection. I would die for P.A.M.
Tinker Tom: He’s so damn funny. That part with the vertibird genuinely made me laugh, and so did the part with the battery acid shot. I would love to have him as a companion. He is very underrated. We would not get along irl sadly.
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iwrestledayaoguaionce · 3 years ago
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I just-
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P.A.M. 💓
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Deacon: You just have to play with the cards that you're dealt
Deacon: Glory? That girl is an ace
Deacon: Sole is my king up my sleeve
Deacon: Dez is my old maid
Deacon: Tinker Tom is my queen
Deacon: That's what Tom said
Deacon: Drummer Boy is the instruction card you throw away
Deacon: P.A.M. is a solid seven
Deacon: Carrington is, probably, like a two
Deacon: And I'm obviously the joker
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dr-toebeans · 6 years ago
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When all else fails, draw the Railroad
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