Psycho (Fallout)

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For an overview of Psycho throughout the Fallout series, see Psycho.
Psycho
Chem psycho.png
BPACK2.gif
Effects
Effects
Immediate:
+3 Agility
-3 Intelligence
+50 Damage Resistance
After 4 Hours:
-3 Agility
+1 Intelligence
-25 Damage Resistance
After 8 Hours:
No effect on Agility
+2 Intelligence
-25 Damage Resistance
Addiction20% Chance of Addiction
Effects for 1 Week, starting after 7 days
-2 Intelligence
Other
Weight0Value$ 400
Related perks
Message FilePRO ITEM.MSG
 
Gametitle-FO1.png
Gametitle-FO1.png

Psycho is a consumable item in Fallout.

Background[edit | edit source]

The following section is transcluded from Psycho. To modify, please edit the source page.

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.[1][2][3] 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.[4]

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.[5] 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.[6] Both cause them to be particularly jumpy and aggressive.[7]

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.[8][9] Long term effects include dementia, psychosis,[4] elevated levels of aggression, and general agitation. Addiction aggravates the adverse symptoms.[10]

Characteristics[edit | edit source]

Psycho is a powerful combat drug that greatly increases survival chances, particularly for non-player characters who cannot wera armor (eg. Dogmeat). The Intelligence reducing effect will also cause skills to be lowered, though not nearly enough to significantly cripple their use.

Psycho can be (ab)used to lower the player character's Intelligence in order to access "stupid" dialogue (if the Intelligence falls below 4), which can give unique benefits, eg. a cheaper Intelligence upgrade from Lori, which can stack with another one if the Intelligence rises to 3, rather than 4.

Notably, Psycho can also be abused to inflate skills. The player can take Psycho to lower the Intelligence-related skills below the 91% threshold, so that skill books work again.

Location[edit | edit source]

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References

  1. 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))
  2. 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)
  3. 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."
  4. 4.0 4.1 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..."
  5. 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."
  6. Fallout 3 and Fallout: New Vegas drug effects.
  7. 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)
  8. 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)
  9. Big Jesus Mordino and John Cassidy, both of whom have bad hearts, will die if they use Psycho.
  10. 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)