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Psycho

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For the character from the Fallout Tactics demo, see Psycho (character).
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This is an overview article which contains background information and cross-game comparisons. For game-specific information and stats, see the articles linked on the right.
Gameplay articles
FalloutPsycho
Fallout 2Psycho
Fallout 3Psycho
FO: New VegasPsycho
Slasher
Fallout 4Psycho
Psychobuff
Psycho Jet
Psychotats
FO TacticsPsycho
Fallout: BoSPsycho
 ... 
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Psycho, colloquially termed "angry juice" and "the big red one",[1] is a military-grade performance enhancing drug in all Fallout games.

Background[edit | edit source]

A military-grade psychosis-inducing amphetamine, Psycho is provided in a unique delivery system that mixes strange chemicals of military origin immediately prior to injection.[2][3][4] The drug saw its inception in the laboratories of a research division operating under the authority of General Constantine Chase, and entered combat use during the final stages of the Anchorage Reclamation, to reduce the impact of attrition on U.S. forces deployed to the Alaskan front. Its deployment was authorized by General and his chief medical officer, Dr. Adrienn Adami, despite the clinical trials being incomplete at the time.[5]

Its primary effect is an increase in damage resistance and dampening of higher brain functions, intended to create tough shock troops for human-wave assaults. The caveat is that the dampening effect also makes the soldiers hard to control.[6] Some variants of Psycho, based around similar chemicals, also increase combat performance by speeding up reflexes and bodily functions to allow the soldiers to deal more damage, though said variant precluded the damage resistance boost.[7] Both cause them to be particularly jumpy and aggressive.[8]

Due to the rushed nature of the drug development and deployment, numerous side effects manifest as a result of Psycho usage. Chief among these is that the stimulant can cause users with weak hearts to suffer a fatal heart attack.[9][10] Long term effects include dementia, psychosis,[5] elevated levels of aggression, and general agitation. Addiction aggravates the adverse symptoms.[11]

Variants[edit | edit source]

Psycho[edit | edit source]

Chem psycho.png

The basic variants of Psycho are highly addictive and exist in two classes: one that increases damage resistance and one that increases damage dealt in combat. They are potent combat drugs should be used in moderation and fetch a high price on the market.

Slasher[edit | edit source]

FO3 psycho.png
Gameplay article:

A next generation variant of Psycho that combines the effects of both variants of the drug. It is just as addictive as the original variants, but offers far superior performance.

See also[edit | edit source]

References

  1. The Courier: "Sgt. McCredie asked me to talk to you about getting your squad in shape."
    Razz: "Yo, I'll tell you what this squad needs. A healthy dose of angry juice."
    The Courier: "Angry... juice?"
    Razz: "Psycho! The big red one! I used to run with the Fiends, I still got the hookups. Smuggle some in and you'll see an improvement."
    (Razz's dialogue)
  2. Fallout and Fallout 2 item description: "{11000}{}{Psycho}
    {11001}{}{An unique delivery system filled with strange and unknown chemicals of probably military origin. It is supposed to increase the combat potential of a soldier.}"
    (PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2))
  3. Fallout Tactics: Brotherhood of Steel item description: "name_psychoChem = {Psycho}
    desc_psychoChem = {An unique delivery system filled with strange and unknown chemicals of probably military origin. It is supposed to increase the combat potential of a soldier.}"
    (Items.txt)
  4. Fallout 4 loading screen hints: "Originally developed by the United States military to increase soldiers' combat effectiveness, Psycho grants the user increased Damage output and Damage Resistance for a limited period of time."
  5. 5.0 5.1 Holotape - Psycho: "Physician's Log, Doctor Adrienn Adami, United States Army, Anchorage, Alaska forward base.
    Considering what's at stake, General Chase and I both feel the chem codenamed "Psycho" can be of significant use during this operation.
    I've read the early clinical trials, and there are certainly some possible side effects -- dementia, psychotic aggression. And of course addiction.
    But the adverse effects do seem limited. Okay, I do realize the chem was developed by Chase's R&D division, but if the thing works it works.
    Can we really afford to be picky at this point? Some of these groundpounders have family in Anchorage. I'll give them any boost I damn well can.
    I just hope my Hippocratic Oath is still speaking to me when this whole mess is over with..."
  6. Fallout 2 Official Strategies & Secrets p.75: "The drug was developed specifically for military use. It increases a soldier's damage resistance, and its dampening effect on higher brain functions makes for tough, but uncontrollable, troops. This drug was very popular for human-wave assaults. Take it just before a difficult combat, and then go someplace safe to sit out the aftereffects."
  7. Fallout 3 and Fallout: New Vegas drug effects.
  8. Ricky: "Oh man, yeah! Trigger finger is feeling itch-ay! Come on, assholes! Show yourselves and Deadeye Ricky'll blow your fucking heads off!"
    (Ricky's dialogue)
  9. The Courier: "Add a little Psycho to his Jet, and he'd have a heart attack."
    Dennis Crocker: "[SUCCEEDED] Remind me never to get on your bad side. If that's true, then yes, that would be a suitable way to get rid of him. However, it would involve gaining access to his personal drug stash and tampering with it unseen, which might pose a challenge."
    (Dennis Crocker's dialogue)
  10. Big Jesus Mordino and John Cassidy, both of whom have bad hearts, will die if they use Psycho.
  11. The Courier: "Unwarranted hostility and general agitation. How long have you been a Psycho addict?"
    Ricky: "[SUCCEEDED] Hey hey hey! Fuck you! I didn't say nothing about using Psycho!"
    (Ricky's dialogue)