About: Psycho (Fallout)   Sponge Permalink

An Entity of Type : dbkwik:resource/-Dq9CjvoK4MJdIslR-WsNQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Psycho is unique among Fallout chems in that its main effect - damage resistance - persists in a progressively weaker form as the drug wears off, whereas other drugs have severe "coming down" penalties. Characters with an odd Agility will get an effective +2 Action Points off using Psycho, comparable to Jet but without the severe addiction risk/penalty. Psycho cannot raise damage resistance above 90%. Nonetheless, the difference between even 80% and 90% can be the difference between a lethal or harmless critical hit.

AttributesValues
rdf:type
rdfs:label
  • Psycho (Fallout)
rdfs:comment
  • Psycho is unique among Fallout chems in that its main effect - damage resistance - persists in a progressively weaker form as the drug wears off, whereas other drugs have severe "coming down" penalties. Characters with an odd Agility will get an effective +2 Action Points off using Psycho, comparable to Jet but without the severe addiction risk/penalty. Psycho cannot raise damage resistance above 90%. Nonetheless, the difference between even 80% and 90% can be the difference between a lethal or harmless critical hit.
dcterms:subject
dbkwik:fallout/pro...iPageUsesTemplate
Footer
Games
  • FO1, FO2, FOT, VB
Value
  • 400(xsd:integer)
Weight
  • 0(xsd:integer)
Icon
  • Icon Fo1 stimpak.png
Image desc
  • Psycho in Fallout and Fallout 2
Effects
  • -25(xsd:integer)
  • -3(xsd:integer)
  • +3 Agility
  • +1 Intelligence
  • After 4 hours:
  • Immediate:
  • +2 Intelligence
  • +50 Damage Resistance
  • After 8 hours:
  • No effect on Agility
addiction
  • -2(xsd:integer)
  • 20(xsd:integer)
  • Effects for 1 week, starting after 7 days:
value vb
  • n/a
abstract
  • Psycho is unique among Fallout chems in that its main effect - damage resistance - persists in a progressively weaker form as the drug wears off, whereas other drugs have severe "coming down" penalties. Characters with an odd Agility will get an effective +2 Action Points off using Psycho, comparable to Jet but without the severe addiction risk/penalty. Psycho cannot raise damage resistance above 90%. Nonetheless, the difference between even 80% and 90% can be the difference between a lethal or harmless critical hit. Like other chems that reduce a SPECIAL stat in Fallout/2, Psycho can be used to exploitively increase high-level skills for reduced skill points, with simply two doses to lower Intelligence-based skills below a threshold where skill points are more effective, investing in the skills, such that when Psycho wears off, the skill reverts to a higher score than it should have been if having invested the skill points normally. In Fallout 2, Psycho is rare through most the game, only turning up with increased prevalence in San Francisco. Even then, it is by far the most expensive chem in the game. All this is probably as a consequence of Psycho having an enormously powerful combat effect.
is otheritem of
is articles of
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software