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Fallout New Vegas Who Can You Sleep With

13.08.2019
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  1. Fallout New Vegas Who Can You Sleep With
  2. Fallout New Vegas How To Sleep With Veronica

Sex workers weren't the only intimate encounters in NV - there were. A few npcs you can speech check your way into bed one or more times. Does anyone have a list of people you can sleep with in Fallout new vegas? I cant find one anywhere:X. There are lots of people you can sleep with,some for free others you pay.if you have done the mission for the atomic wrangler you can sleep with fisto the robot,no i haven't,if you do the mission for red lucy at the thorn you can sleep.

(Redirected from Caesar's Legion)
Fallout: New Vegas
Developer(s)Obsidian Entertainment
Publisher(s)Bethesda Softworks
Director(s)Josh Sawyer
Producer(s)
Designer(s)Josh Sawyer
Programmer(s)Frank Kowalkowski
Artist(s)Joe Sanabria
Writer(s)John Gonzalez
Composer(s)Inon Zur
SeriesFallout
EngineGamebryo
Platform(s)
Release
  • NA: October 19, 2010
  • AU: October 21, 2010
  • EU: October 22, 2010
Genre(s)Action role-playing
Mode(s)Single-player

Fallout: New Vegas is a post-apocalypticaction role-playing video game. It is a spin-off of the Fallout series and was developed by Obsidian Entertainment and published by Bethesda Softworks. It was announced in April 2009 and released for Microsoft Windows, PlayStation 3 and Xbox 360 on October 19, 2010. The game is set in a post-apocalypticopen world environment that encompasses a region consisting of parts of Nevada, California, and Arizona. It is set in a world that deviated onto an alternate timeline thanks to atomic age technology, which eventually led to its devastation by a nuclear apocalypse in the year 2077 in an event referred to as 'The Great War'. This war was caused by a major international conflict between the United States and China over natural resources. The main story of New Vegas takes place in the year 2281, four years after the events of Fallout 3. It is not a direct sequel, but it does mark the return of a number of elements found in the Black Isle Studios-developed Fallout 2.

You can sleep in Easy Pete's house and also store your extra stuff there. I think this was intentional, as there is a bedroom with a footlocker and a table with a bb gun on it (like the one you get at the beginning of FO3).

Players take control of a character known as the Courier. While transporting a package across the Mojave Desert to the city of New Vegas, the Courier is ambushed, robbed of the package, shot in the head, and left for dead. After surviving, the Courier begins a journey to find their would-be killer and recover the package, makes friends and enemies among various factions, and ultimately becomes caught up in a conflict that determines who will control New Vegas and the Mojave Wasteland. New Vegas received positive reviews, with critics praising the game's writing, quests, and improved gameplay, while garnering criticism for glitches and bugs on launch. New Vegas was a commercial success, shipping more than 5 million copies altogether, and is estimated to have sold around 12 million copies worldwide. The game also received a Golden Joystick Award for 'RPG of the Year' in 2011.

  • 1Gameplay
  • 2Plot
  • 4Release
    • 4.1Downloadable content

Gameplay

Much like Fallout 3, players can switch from the first-person perspective, as shown here, to a much improved third-person viewpoint in New Vegas.

While gameplay from Fallout 3 was retained for Fallout: New Vegas, Obsidian Entertainment worked upon providing the game with improvements upon existing elements while introducing some old and new features to the series. Some of the improvements and new features included:

  • Combat is improved upon, with the V.A.T.S. system being updated with several new V.A.T.S.-specific attacks, and a number of kill animations being made for several of the game's melee weapons. Players can use the iron sights on firearms in the game, with the exception of certain larger guns and some energy weapons.[1][2][3]
  • The third-person perspective in the game was redesigned to be more 'over the shoulder' than it had been in Fallout 3.
  • The Character Creation section of the game was refined to take less time than Fallout 3, with players able to skip the tutorials and proceed across the Wasteland once their character is set up. The option to make any last minute changes to their character occurs when the player steps beyond the boundaries of the starting location of Goodsprings.
  • More Perks were added to the game to provide greater options for improving the player's characters upon leveling up.
  • The Perk system itself changed, allowing a Perk at every other level instead of every level like in earlier games in order to prevent the player from having an overly powerful character early in the game.
  • More weapons were added to the game, including the 9 mm Pistol, the Single Shotgun, Powder Charges, Dynamite, Trail Carbine, and Grenade Launcher.
  • A new skill, Survival, is introduced. This skill impacts how much health is restored by food and drink. Skills have a larger effect on conversation choices; whether a dialogue option will succeed or fail is shown up front, and entirely dependent on Skill level, rather than both skill and chance as was the case in Fallout 3.[3] Players can receive a temporary boost to a skill by reading a skill magazine corresponding to it, which can be found around the Mojave Wasteland or purchased from vendors, the effects of which can be further enhanced by certain Perks.
  • Players can gamble. They can do this by visiting casinos, buying chips with the three major currencies in the games, and playing either blackjack, slots, or roulette within them. Players can also play a card game called Caravan, which was specifically designed for the game and has its own rules, and can be played with certain people outside of the casinos.[4][5]

Crafting and modding

Although players could craft items in Fallout 3, these items were limited to a few unique weapons. With New Vegas, crafting was expanded to allow the creation of food, drink, drugs, and ammunition along with unique weapons. Crafting can be done at workbenches, reloading benches, and campfires, and requires specific components as well as a sufficient skill level; for instance, cooking food at campfires requires the player to have a sufficient Survival skill level to do so. Some special items cannot be made until their recipes/schematics are found. Players can harvest plants to use in recipes, similar to Bethesda's The Elder Scrolls series. In addition to crafting, players can also modify weapons with special firearm modifications. Such modifications can improve the rate of fire or the size of the magazine, or add a mounted telescopic sight to allow for greater range. Modifications for firearms often require either scavenging for them in the Mojave or purchasing them from vendors.[1]

Reputation

Because of the large number of factions created for the game, developers reintroduced the reputation system that was first used in Fallout 2 and had been absent in Fallout 3. Much like Karma, a player's standing with a faction can change depending on how they interact with them and what decisions they make. If, for example, players help a faction, their reputation with them improves in all locations controlled by that faction; opting to kill their members will cause a loss of reputation. The type of reputation the player has with each faction affects how non-player characters (NPCs) behave towards them; a good reputation might make completing some quests easier, provide discounts with the faction's vendors, and cause faction members to offer gifts; a bad reputation may lead to the faction refusing to help the player or attacking them on sight, or sending assassins after the player.[6]

Fallout

Companions

Companions in New Vegas are much easier to control than in Fallout 3, through the use of the 'Companion Wheel'. Through the Wheel, players can switch a companion's tactics in combat, including their behavior and how they attack, as well as dismiss them, treat them for injuries, and access their inventory. Players are capable of having two companions with them at any one time – one humanoid and one non-humanoid. Companions can confer a unique Perk or advantage and have the opportunity to be improved by completing a special quest related to them. They can also be sent directly to a player's home upon being dismissed rather than returning to their original location.

Hardcore mode

An optional difficulty setting included in New Vegas is the Hardcore mode, which delivers more realism and intensity to the playing environment. While the standard adjustable difficulty level settings only affect combat difficulty, Hardcore mode adds statistics and encourages the player to consider resource management and combat tactics. Game director Josh Sawyer stated that the mode was inspired by several different Fallout 3mods.[7] In this mode, the following occurs:[8][9]

  • All healing items, including food and water, do not heal the player instantly but work over a short period of time. RadAway also takes time to gradually decrease radiation poisoning, rather than instantly.
  • Stimpaks can no longer heal crippled limbs. Players must either use Doctor's Bags, sleep in an owned or rented bed, use the chem Hydra, or visit a doctor to heal limbs.
  • Ammunition and caps have weight, reducing the amount that can be carried.
  • Players must eat, drink, and sleep, to avoid starvation, dehydration, and exhaustion; failure to do so confers a steady decrease in certain skills and eventually leads to death if untreated.
  • Companions can be killed upon being reduced to zero hit points, rather than losing consciousness.
  • Completing the game on this mode (from start to finish as the mode can be turned on at any point during the game) results in either an achievement (Xbox 360[10]/Steam[11]) or trophy (PlayStation 3)[12] being awarded.

Plot

Setting

Fallout: New Vegas takes place during the year 2281 and within the region surrounding the former city of Las Vegas (now called 'New Vegas'), around four years after the events of Fallout 3, and roughly around 204 years since the Great War of 2077. At the time the game begins, three major powers seek control over New Vegas and its surroundings – The New California Republic (NCR), Caesar's Legion, and Mr. House. Since their last appearance in Fallout 2, the NCR has become overextended and mismanaged, but their expansion eastwards has allowed them to gain control of the majority of territories in the Mojave, with the only threat to their expansion coming from the slave-driving, Roman army-styled forces of Caesar's Legion, led by their leader Caesar, who have conquered and united 86 tribes further to the east, and now plan to conquer New Vegas. Four years before the start of the game, both sides came into conflict at the Hoover Dam, a major landmark that supplies power to New Vegas,[3] and which both sides seek control over. As both sides prepare for a second, inevitable conflict over the dam, Mr. House, a mysterious businessman who presides over New Vegas as its de facto leader with an army of 'Securitron' security robots, also seeks control of the dam while ensuring neither side gains control, and is moving towards the final stages of his plans.

Much of the game takes place in the Mojave Wasteland, which encompasses parts of the former states of California, Nevada, and Arizona. Along with the three main factions, the region also has a number of minor factions which include: Boomers – a tribe of heavily armed former Vault dwellers who have taken shelter at Nellis Air Force Base; Powder Gangers – a violent group of escaped convicts; Great Khans – a tribe of drug dealers and raiders; and the Brotherhood of Steel – technology-craving remnants of the U.S. Army, who are attempting to secure any technology that could cause significant harm. Along with the Hoover Dam and Nellis Air Force Base, the region has additional landmarks, including its own vaults and the HELIOS One solar energy plant.[9]

Story

The protagonist is a courier working for the Mojave Express. The game begins as the Courier is ambushed by a mobster named Benny (voiced by Matthew Perry) en route to New Vegas to deliver a mysterious item known as the 'Platinum Chip'. Benny shoots the Courier and leaves them for dead, taking the Chip for himself, but the Courier is rescued by a Securitron named Victor and brought back to good health by Doc Mitchell (voiced by Michael Hogan) in Goodsprings.[3] The Courier embarks on a journey across the Mojave Wasteland to locate and confront Benny and get the ‘platinum chip’.

The game proceeds according to the Courier's decisions and involves many different events, factions, and characters. The main storyline follows the Courier's pursuit of Benny to both settle the score and retrieve the Platinum Chip. Along the way, the Courier encounters many groups of people with various problems that they can choose to assist with, ignore, or otherwise sabotage, resulting in positive or negative karma. Eventually, after finding Benny and the Chip, the Courier finds themselves in the middle of a conflict between three major factions: Caesar's Legion, a group of Roman-esque slavers, the New California Republic (NCR), an expansionist democratic federation, and Mr. House (voiced by René Auberjonois), the enigmatic de facto ruler of New Vegas, in command of an army of Securitron robots that patrols the city. Each of the three sides aims to control the Hoover Dam, which is still operational and supplying the Southwest with power and clean, non-irradiated water; thus, control of the dam means effective control of the region. It is revealed that Mr. House, a human from before the Great War and surviving via a contained life support chamber, ordered the Platinum Chip's delivery before the war. The Chip is a data storage device with a program that can upgrade the Securitrons to a greater level of combat effectiveness, and was stolen by Benny as part of a scheme to take over House's security and claim New Vegas for himself with the help of a reprogrammed Securitron named Yes Man.

The Courier is notified that Caesar's Legion is attacking Hoover Dam, and they must take part to decide the outcome. As the Legion strikes the Dam, led by the fearsome Legate Lanius, the NCR defends its position under General Lee Oliver. Depending on the faction sided with up to the battle, the Courier will either destroy the Dam so no faction can claim it, conquer it for Caesar's Legion, defend it for the NCR or connect the dam's systems to House's network so either he or Yes Man can take control. The game concludes with a narrated slideshow showing and explaining the results of the Courier's actions, the battle for Hoover Dam deciding the faction that comes to power over New Vegas and the Mojave, and the fates of the various other factions based on how the player negotiated with them and which of the major factions emerged dominant.

Endings

The player then faces a choice to determine the fate of the Mojave Wasteland.

  • New California Republic – siding with the NCR will lead the Courier to defend Hoover Dam from the Legion. The Courier must also lead an attack on the Legate's camp where they have the choice to either convince the Legate to end the fighting peacefully, or they can kill the Legate. The NCR wins the battle and annexes New Vegas and the entire Mojave Wasteland.
  • Caesar's Legion – siding with the Legion will lead the Courier to help attack Hoover Dam. The Courier must enter Oliver's compound where they have the choice to either convince him to retreat for the sake of his men, or they can kill him. The Legion seizes Hoover Dam, forcing the NCR to retreat, allowing them to gain control over New Vegas and the Mojave Wasteland.
  • Mr. House – siding with Mr. House will lead the Courier to enter the control room in Hoover Dam and install the override chip in order to power the Securitron Army. The Courier must either convince both General Oliver and the Legate to stand down or they can kill them. Mr. House and his Securitrons drive both the NCR and the Legion out of Hoover Dam, taking control of it, while still running New Vegas.
  • Yes Man – siding with Yes Man will lead the Courier to go solo (if the Courier helps Yes Man take over New Vegas and Mr. House's Securitrons) and take over Hoover Dam for themselves. The Courier must either convince both General Oliver and the Legate to step down, or they can kill them. The Courier and Yes Man eventually take control of Hoover Dam, while ensuring New Vegas's independence.

Development

'Welcome to New Vegas' promotion at PAX 2010

In 2004, Bethesda Softworks purchased the license to develop and publish Fallout 3, as well as an option to create two sequels, from Interplay Entertainment.[13] Three years later they bought the Falloutintellectual property.[14] Bethesda abandoned the original gameplay style of previous Fallout titles; instead of an isometric game with action point/turn-based combat, Bethesda's Fallout 3 was a fully 3D game with real-time combat as well as the action point-based V.A.T.S. system.[15][16][17]

Fallout 3 was a critical and commercial success upon its release in 2008,[15] and Bethesda commissioned a sequel. With their own developers busy working on The Elder Scrolls V: Skyrim Bethesda reached out to Obsidian Entertainment, a company founded by several former members of Interplay's original Fallout developers Black Isle Studios, to develop the game. Bethesda and Obsidian decided to create a game that would continue the 'West Coast' story rather than the plot of Fallout 3.[15][18] Bethesda rejected Obsidian's idea to set the game between the events of Fallout 2 and Fallout 3, but they did approve of setting the game in Las Vegas.[18][19]

Fallout: New Vegas was announced in April 2009.[20] Obsidian's development team included former Interplay/Black Isle employees Josh Sawyer as director and Chris Avellone as a writer and director of the game's downloadable content.[7][21] The plot of New Vegas takes heavy inspiration from the original Fallout 3 that Black Isle developed, commonly known by its codename 'Van Buren',[22] which Sawyer also directed prior to its cancellation.[23] The most notable example is the inclusion of Caesar's Legion, a faction originally created for Van Buren.[22][24] Obsidian also included other factions from previous Fallout games and avoided writing any faction as entirely good or evil, but instead as potential rivals depending on what path the player decided to pursue.[22][24]

The game had a somewhat short development cycle of 18 months.[25]New Vegas is similar to Fallout 3, in that both games use the Gamebryo engine, yet it improved on the previous installment's source code, with some graphics rendering improvements and new art assets, while also reworking the engine to accommodate the extra lights and effects of the Las Vegas Strip.[24][26] Obsidian also refined the real-time shooting mechanics and added iron-sights aiming to make playing without V.A.T.S. a more viable option than it was in Fallout 3.[23][27] One PC version of the game relies on Steamworks for online functions, such as achievements and cloud save storage, as well as DRM.[28] A version without DRM was made available by GoG.com on June 1, 2017.[29]

Producer Jason Bergman announced the involvement of several celebrities, including Ron Perlman as the game's narrator and Wayne Newton as radio DJ 'Mr. New Vegas'.[30] He also confirmed that the game would include voice acting from Matthew Perry, Zachary Levi, Kris Kristofferson, Danny Trejo, Michael Dorn and Felicia Day. The team brought on casting director and voice producer Timothy Cubbison to oversee the actor selection and voice production. The game established the new record for the most lines of dialogue in a single-player action role-playing game. The game contains around 65,000 lines of dialogue, beating its predecessor and previous record holder Fallout 3 which contained 40,000 lines of dialogue.[31]

Fallout 3 composer Inon Zur composed the score for the game.[32] The game features three major in-game radio stations, spanning several genres of music in the radio waves: сountry, popular music from the 1940s and 1950s, jazz and classical. Each station has a set track list which repeats randomly.[33] Music from the first two Fallout games, composed by Mark Morgan, is used in the game as well.[34][35]

On February 4, 2010, Obsidian Entertainment released the Fallout: New Vegas teaser trailer. A second trailer was first shown on GameTrailers from E3 on June 11, 2010.[36]

Release

Promotion at IgroMir 2010

Bethesda announced four pre-order bonus packs giving specific in-game items, they include the 'Classic', 'Tribal', 'Caravan' and 'Mercenary' packs available when pre-ordering at specific outlets,[37] all of the listed pre-order packs were later made available for purchase on September 27, 2011. The Collector's Edition was revealed on May 11, 2010.[38] It was distributed worldwide and is available for Microsoft Windows, PlayStation 3, and Xbox 360.[38] Its enclosed contents include seven real clay poker chips from the Fallout: New Vegas casinos, a deck of cards each with a character on them with information on that person, a graphic novel leading up to the events of New Vegas, a Lucky 38 large platinum chip replica, and a making-of documentary.[38]

Fallout: New Vegas was released for Microsoft Windows, PlayStation 3 and Xbox 360 on October 19, 2010, in North America, October 21, 2010, in Australia, and October 22, 2010, in Europe.[39][40] Within hours of the game's release on October 19, 2010, players of Fallout: New Vegas began reporting a variety of technical issues (saved games becoming corrupted, the game freezing, players becoming stuck within the terrain, and random NPCs appearing behind the player, initiating combat out of context).[41][42]Bethesda Game Studios stated that they, in conjunction with Obsidian, were actively working on an update for release 'as soon as possible' to address in-game issues. They also urged customers to keep their copies of New Vegas rather than return them to stores, stating that providing the best possible experience to their users was a priority.

Within a week of the original release, a patch was available for the PC, Xbox 360, and PlayStation 3 versions of the game, which contained over 200 quest and scripting-related fixes.[43] The update released on December 14, 2010, has fixed further glitches and save game problems, including companion-related bugs.[44] Subsequent updates were released in February and April that corrected numerous bugs and gameplay issues. A patch was released on July 5, 2011, that included a provision that automatically creates a save prior to the endgame sequence. After credits, the user is prompted to load this save game, allowing single save players to play DLC without creating a new game.[45]Additional to the official patches the user community started to create community patches to fix remaining issues.[46]

The game engine has had major performance issues on the PlayStation 3. These issues have led to unplayable frame-rates when the save game file gets too big or when DLC is installed. Due to the nature of the game, the longer the player plays, the larger the save file becomes. These same issues plagued The Elder Scrolls V: Skyrim, but a performance patch to improve New Vegas seems unlikely. Sawyer said that it is a core-engine issue that can not be so easily patched.[47][48]

Downloadable content

On October 18, 2010, Bethesda Softworks announced that downloadable content (DLC) would be available for New Vegas, in keeping with its predecessor Fallout 3. Six add-on packs have been released. The six add-ons are titled 'Dead Money', 'Honest Hearts', 'Old World Blues', 'Lonesome Road', 'Gun Runners Arsenal', and 'Courier's Stash'. Overall, the player's level cap is increased by 20, starting at 30 and up to 50 with all add-ons installed.

Dead Money

The first add-on pack was released for the Xbox 360 on December 21, 2010,[49][50] and for PlayStation 3 and PC (via Steam) on February 22, 2011.[51][52] In Dead Money, the Courier is captured by an insane ex-Brotherhood of Steel leader known as Father Elijah and must work alongside three[49] other captives to find the fabled treasure of the Sierra Madre Casino, concealed from the world by a deadly toxic cloud.[49] The pack adds new achievements/trophies, new weapons, perks, terrain, enemies and decisions for the player,[49][50] as well as raising the level cap by five.[49] It is the only one of the four story add-ons that cannot be revisited after the completion of its main questline.[53]

Honest Hearts

The second pack was released on May 17, 2011, on Xbox Live and Steam and June 2, 2011, on the PlayStation Network due to the April—May outage.[54] In Honest Hearts, the Courier takes part in a trading expedition to Utah's Zion National Park, when they are attacked by tribal raiders.[55] While trying to return to the Mojave, the Courier becomes involved in conflicts between the tribes and between a 'New Canaanite' (post-apocalyptic incarnation of Mormonism) missionary and an individual known as the 'Burned Man', Caesar's former Legate, who, after losing the first battle of Hoover Dam, was covered in pitch, set on fire, and thrown into the Grand Canyon.[55] The pack adds new achievements/trophies, perks, terrain, items, enemies and decisions for the player, as well as raising the level cap by five.

Fallout new vegas who can you sleep with love

Old World Blues

In Old World Blues, the Courier is abducted and unwittingly becomes a lab rat in a science experiment gone awry and discovers how some of the Mojave's mutated creatures and dangerous technology came to exist. Old World Blues takes place in the Pre-War research centers of Big Mountain, known colloquially as 'the Big Empty' or 'Big MT'. The player can also choose to either turn on their kidnappers or join with them to fight an even greater threat.[56] This pack offers new achievements/trophies, perks, a vast area to explore, and raises the level cap by five like the previous two packs. Old World Blues was released on July 19, 2011.[57]

Lonesome Road

In Lonesome Road, the Courier is contacted by Ulysses, an ex-legionary and courier who, upon seeing the Courier's name on a list of possible deliverers, refused to deliver the Platinum Chip that was ultimately responsible for the Courier's attempted murder.[56] Ulysses was a character whose involvement in the story had been hinted since New Vegas' initial release, and Lonesome Road concludes his story, as well as that of the Courier.[58] Initially, Lonesome Road was planned to be released in August 2011; however, the add-on was delayed until September 20 for unspecified reasons.[58][59]

Gun Runners' Arsenal and Courier's Stash

On September 27, 2011,[60] Bethesda released two content packs titled Gun Runners' Arsenal and Courier's Stash.[58][60]Gun Runners' Arsenal adds various new weapons and weapon mods (along with new ammo types) to the game, which can be found throughout the game world.[58][60]Courier's Stash contains all bonus content that was previously only available for pre-ordering the game (the 'Caravan Pack', 'Classic Pack', 'Mercenary Pack' and 'Tribal Pack').[58][60]

Ultimate Edition

On November 3, 2011, Bethesda announced Fallout: New Vegas – Ultimate Edition, which includes the game and all of its downloadable content. It was released worldwide throughout February 2012.[61]

Vegas

J.E. Sawyer's mod

On December 29, 2011, Fallout: New Vegas director Josh 'J.E.' Sawyer released an unofficial mod for the PC version. The mod adjusts the maximum level to 35, halves the rate of increase in player experience points, reduces base player health, reduces the base weight a player can carry, defines certain characters as good or evil rather than neutral, and makes various other adjustments. These are changes that Sawyer wanted to be included in the game, but they were not released as an official update. This mod requires all add-on packs to work.[62][63]

New California

Fallout: New California is a massive fan-made overhaul mod for Fallout: New Vegas by Radian-Helix Media, adding an all new feature-length campaign and world space, complete with voiced characters, quests, companions, factions and multiple endings, set in the California Wastelands of the San Bernardino Mountains.[64] Another modding team also has plans to recreate Fallout: New Vegas in the Fallout 4 engine.[65]

Reception

Fallout: New Vegas
Aggregate score
AggregatorScore
MetacriticPC: 84/100[81]
PS3: 82/100[82]
X360: 84/100[83]
Review scores
PublicationScore
1UP.comB[66]
Edge6/10[70]
Eurogamer9/10[69]
G4[72]
Game Informer8.5/10 (Xbox 360)[75]
GamePro[73]
GameSpot7.5/10 (360/PS3)
8.5/10 (PC)[71]
GameSpy[74]
IGN8.5/10 (US) (360/PS3)[67]
9/10 (PC; US/UK)[68]
OXM (UK)9/10[77]
OXM (US)9.5/10[76]
PC Gamer (UK)84%[78]
Awards
PublicationAward
IGNMost Bang for Your Buck of 2010[79]
Golden Joystick AwardRPG of the Year 2011[80]
Edit on wikidata

Fallout: New Vegas received 'generally favorable' reviews from critics according to review aggregator Metacritic. Critics praised the gameplay improvements and expanded content over Fallout 3, while criticizing familiarity and technical issues. As of November 8, 2010, the game had shipped 5 million copies worldwide,[84] achieving revenue of $300 million.[85] Electronic Entertainment Design and Research, a market research firm, estimates that the game had sold 11.6 million copies worldwide by 2015.[86]

IGN's Keza MacDonald praised the game's script, but criticized the character models and facial animation as 'wooden and unbelievable'.[67][68]Eurogamer commented that 'Obsidian has created a totally compelling world and its frustrations pale into insignificance compared to the immersive, obsessive experience on offer. Just like the scorched scenery that provides its epic backdrop, New Vegas is huge and sprawling, sometimes gaudy, even downright ugly at times – but always effortlessly, shamelessly entertaining.'[69] According to GameSpot's Kevin VanOrd, the game's 'familiar rhythm will delight fans of the series, and the huge world, expansive quests, and hidden pleasures will have [the players] itching to see what other joys you might uncover. However, as time wears on, the constant glitches invade almost every element of the game and eventually grow wearisome.'[71]

Giant Bomb's Jeff Gerstmann reviewed Fallout: New Vegas for the Xbox 360 positively, despite its many crash bugs and glitches. Gerstmann wrote: 'When I reflect on the experience, I'll probably think about the times the game locked up on me or broke in a dozen other crazy ways first, before thinking about the great world and the objectives that fill it. If you were able to look past the issues that plagued Fallout 3 and Oblivion before it, New Vegas will eventually show you a real good time.'[87]1UP.com's Mike Nelson wrote 'On one hand, it feels like I can recommend this to any fan of the Fallout series. I single these fans out because they're willing to forgive silly bugs like meeting characters who walk into walls or occasionally float in mid-air. These fans realize that the game as a whole is greater than the sum of minor graphical anomalies. On the other hand, I simply can't ignore or forgive the game for crashing on me when I walk around the Mojave Wasteland; or for quests that simply can't be completed because of a game glitch; or for making my companions disappear when I need them the most during a battle. These are some of the most frustrating bugs I have ever encountered with any game, especially when attached to a series that I deeply enjoy.'[66]

References

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  2. ^'What happens in New Vegas stays in New Vegas'. PlayStation 3 Magazine. United Kingdom: Future Publishing: 22–29. 2010.
  3. ^ abcdSharkey, Mike (February 8, 2010). 'PC Gamer, Developers Talk Fallout: New Vegas'. GameSpy. IGN Entertainment. Retrieved March 15, 2010.
  4. ^'Fallout: New Vegas Hits the Strip'. IGN. May 14, 2010. Retrieved May 12, 2014.
  5. ^'Fallout: New Vegas – Betting on a Caravan'. IGN. September 9, 2010. Retrieved May 12, 2014.
  6. ^'Fallout: New Vegas PC Games Interview – Video Interview'. IGN. IGN Entertainment. April 30, 2010. Retrieved May 11, 2010.
  7. ^ ab'Obsidian's Josh Sawyer on Fallout: New Vegas, the Van Buren legacy and learning from mods'. gamesauce.org. Gamesauce Media, Inc. September 8, 2010.
  8. ^'E3 2010 Live: Fallout: New Vegas Demo'(Video). G4. G4 Media, Inc. June 16, 2010.
  9. ^ abBrudvig, Erik (April 30, 2010). 'Fallout: New Vegas First Look'. IGN. IGN Entertainment. Retrieved May 17, 2010.
  10. ^'Fallout: New Vegas Achievements'. Xbox360Achievements.org. Retrieved October 26, 2010.
  11. ^'Fallout: New Vegas :: Achievements'. Steam Community. Retrieved October 26, 2010.
  12. ^'Fallout: New Vegas Trophies List'. PS3Trophies.org. Retrieved October 26, 2010.
  13. ^Burnes, Andrew (October 14, 2004). 'Interplay In Trouble; Assets Sold & Optioned'. IGN. Retrieved May 11, 2014.
  14. ^Boyer, Brandon (April 13, 2007). 'Fallout IP Sold To Bethesda'. Gamasutra. Retrieved May 11, 2014.
  15. ^ abcRus McLaughlin (July 21, 2010). 'IGN presents the History of Fallout'. IGN Entertainment. Retrieved November 14, 2010.
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External links

Wikimedia Commons has media related to Fallout: New Vegas.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Fallout:_New_Vegas&oldid=905163490'

http://tvtropes.org/pmwiki/pmwiki.php/Characters/FalloutNewVegasTheCourier

Go To

This is a partial character sheet for the Video GameFallout: New Vegas. Visit here for the main character index. Subjective trope and audience reactions should go on the YMMV page.

Voiced by:Yuri Lowenthal (male), Laura Bailey (female) (grunts only)
'Your face does the thinking - two to the skull, yet one gets up. Odds are against you... but they're just numbers after the two-to-one.'

Fallout New Vegas Who Can You Sleep With

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'It appears that you are both the messenger and the message.'
'Caravan code of the wastes is you don't fuck with the one who brings you your mail...'

The Courier was just a regular schmuck trying to make a living delivering packages before being ambushed by Benny and several Great Khans while delivering a particular package: a Platinum Chip. He/she takes two shots to the head but somehow manages to survive. The story is driven by the Courier's attempts to understand the meaning behind the attack and the significance of the Platinum Chip. Ultimately, the Courier gets to decide the future of the entire Mojave Wasteland.

  • Action Hero: Get a duster and a hat, load up with revolvers, lever-action rifles and the appropriate perks, you become a gunslinging cowboy. Take tons of drugs, grab an assault carbine or light machine gun and be Rambo. Get a combat armor, a silenced pistol and turn into Solid Snake. The possibilities are endless.
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  • Action Survivor: After surviving two shots to the head, you proceed to become one of the most dangerous and influential individuals in the entire Mojave Wasteland. And you were tough before that, considering how dangerous the wasteland is.
  • Affably Evil: Can be one in a few different ways; a Legion-aligned Courier with good Karma for example, or a (very) Evil Courier who always picks the more polite dialogue choices.
  • Amnesiac Hero: Averted by Word of God. Due to the wealth of questions about the NCR, Caesar's Legion, and a whole host of other things, fans speculated that the two bullets the Courier took to the head scrambled their memory. JE Sawyer eventually came out and said that the Courier isn't an amnesiac and that all the questions are for the player's benefit. Indeed, from studying the wording of the questions, it is evident that the Courier are familiar with the different organisations, and is actually asking the people they meet about their opinions on them.
  • And the Adventure Continues: Regardless of the ending you get, it is made clear that the Courier's romps through the Wasteland are far from over. It's even an option in the NCR ending dialogue. Note that the adventure doesn't actually continue; game's over once you hit the ending. Sadly, this wasn't the original plan. Old World Blues implies that the Courier settled down in the Big Empty to watch it over after all his travels, though.
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    • There's a mod to continue after the ending that exists on the Fallout New Vegas Nexus. Apparently, the developer is planning to implement more story AFTER the ending.
  • Artificial Limbs: In Old World Blues, the Courier has his/her brain, heart and spine removed by the Think Tank, which are then replaced by artificial ones, which give him/her perks. The Courier can keep any or all of them at the end of the DLC; taking back the original parts grants a different set of perks, and leaving your newly-independent brain in a jar behind in The Big Empty even adds a few unique slides for it in the DLC's ending reel.
  • Anti-Hero: A likely outcome for most players who don't set out to be evil but also aren't careful to go for the Golden Ending, especially if they neglect non-combat skills like Speech that are often the key to peacefully resolving conflicts. This kind of Courier is generally a nice guy who is willing to help folks out unless there's a compelling reason not to, but they might occasionally steal everything that's not nailed down and/or default to violence instead of exploring non-violent solutions.
  • Anti-Villain: Possible for a Courier who sides with the Legion but maintains good karma. You have to pet a lot of puppies to balance out the fact that you're helping the faction that openly supports slavery and rape and nails anyone who has a problem with that to a cross.
  • Anything That Moves: Men. Women. Robots. Ghouls. Yeah, it's an option. With the appropriate Perks, you can even hit on yourown disembodied brain. It's appropriately horrified.
  • The Atoner: You can convince Ulysses that they can make up for what happened to the Divide by turning the Mojave into the potential New World 'nation' that the Divide was working towards. This is worth an extra point if you create an independent New Vegas, free of the control of the major powers.
  • Badass Boast: The Terrifying Presence perk gives you the option of opening hostilities by calmly informing enemies of exactly what you're about to do with their internal organs.
  • Badass Gay: If you go for either the Confirmed Bachelor (male) or Cherchez La Femme (female) perks. Badass Bi if you take the perk in addition to its heterosexual equivalent.
  • Badass Grandpa: The age of your character can be adjusted during creation, allowing the Courier to be one of these (however, many of the older NPCs will still refer to you as 'kid').
  • Badass in a Nice Suit: The Courier can find formal attire and pre-war business suits. Since those outfits offer no protection whatsoever, then this trope is all the more justified.
  • Badass Longcoat: Worn during the last slides of the Lonesome Road ending. It’s got a different emblem on the back depending on which path you chose.
  • Badass Normal: At first, the Courier is just an ordinary wasteland survivor... who takes two bullets to the head, and all it does is piss them off (and maybe cause some brain damage; you can't have everything).
  • Badass Pacifist: If you go for the Pacifist Run.
  • Big Bad: An evil-karma Courier who takes the Wild Card path sets themselves up as an Evil Overlord backed by a Mecha-Mook army.
  • Beware the Nice Ones: There's nothing stopping a kind-hearted and morally good Courier from taking the Terrifying Presence perk and utterly scaring the shit out of anyone who messes with them.
  • Big Good: Conversely, a good-karma Wild Card Courier sets the Mojave up as a free and powerful nation.
  • Bi the Way: A male Courier who takes both Lady Killer and Confirmed Bachelor, or a female Courier who takes both Black Widow and Cherchez La Femme.
  • Blind With Out Em: Any Courier with the Four Eyes trait, which gives +1 Perception while wearing glasses but -1 without them. Annoyingly, you have to take off your glasses to wear a power armor helmet.
  • But for Me, It Was Tuesday:
    • The Courier can invert this when dealing with Benny and Jessup, since they'll freak out when seeing you, even if you aren’t chasing them down for shooting you, and ran into them by accident.
    • You can also play it straight in Lonesome Road, by telling Ulysses that the delivery of the package that destroyed the Divide was just like any others. Played even more straight as until Ulysses reveals what happened there, the Courier genuinely had no clue what destroyed the Divide.
  • Came Back Strong: Before Goodsprings, you were just an unknown courier making their way in the world - a tough cookie by any account, but nothing remarkable. Afterwards, you become a one-man army who takes the fate of the entire region in your hands, carving, sneaking and/or talking your way through anything and everything between you and your goal, whatever it may be.
    • Doc Mitchell alludes to this possibility directly if you get an especially high Intelligence score upon waking up:
    'Look at that. Maybe them bullets done your brain some good.'
  • Card-Carrying Villain: You can be one if you wish.
    Arcade: (after you tell the Enclave remnants to support the Legion) What the hell is wrong with you? Do you want New Vegas to become the slaving capital of the world!?
    Courier: Actually, yes, I want it to become the slaving capital of the world.
  • Charles Atlas Superpower: Have a high enough unarmed skill, and your bare hands can literally punch limbs off or even reduce low-level enemies to chunks of meat.
  • Chick Magnet: A male Courier who apart from Cass having the hots for them, can also earn the affections of Sarah Weintraub and Red Lucy. With the Lady Killer perk they can also add more. All in all they can have Lady Jane, Light Switch 02, Dr. Dala, the Stealth Suit Mark II, Jonna, Dazzle, Sweetie, random girls at Gomorrah, old lady Gibson, and can mention a encounter in Montana that may have led to a kid. They also have Ship Tease with Christine in ‘’Dead Money’’ regardless of gender. They can also use this to their advantage by making Janet fall in love with Jack. There are also other sexual encounters, if you’re willing to pay for them.
  • Chronic Backstabbing Disorder: Depending on player choice, the Courier can side with numeroys characters, factions and settlements, only to betray and harm them, or completely wipe them out. The Wild Card route optionally encourages you to do this by siding with one of the three main factions {NCR, The Legion and Mr. House, though Yes Man encourages pretending to side with House}, use them to further your own goals and then betray said faction at the last minute to take over Vegas for yourself.
  • Cloud Cuckoolander: The Wild Wasteland trait makes you see things quite a bit... differently. Even if you don't have it, they can still can come up with quite a few outlandish trains of thought. (Particularly after failed speech-checks.)
    Veronica: Do you know anything about the Brotherhood of Steel?
    The Courier: I've heard they shoot lasers from their eyes!note
  • Contrasting Sequel Main Character: To the Lone Wanderer from Fallout 3.
    • The Lone Wanderer was 19 when s/he left the Vault and as such had no knowledge of the world since they lived their entire life in the Vault; the Courier's age is unknown but it's hinted you're in your 30s at least,note and you were born in the wasteland and are a seasoned explorer.
    • The Lone Wanderer had Three Dog center newscasts around them and gives them their moniker as a way to identify them; the Courier is never mentioned by name by Mr. New Vegas, who only refers to you as 'a civilian contractor' and other anonymous synonyms.
    • The Lone Wanderer travelled the wasteland searching for their father; the Courier travels the wasteland looking for their murderer.
    • The Lone Wanderer's early life is detailed in several sequences through the years; save for Ulysses and other optional dialogue, the Courier has a Mysterious Past save for a few bits here and there.
  • Courier: The main goal of the first half of the game is completing your delivery (which you can even get paid five times your original amount for with a high enough Barter skill).
  • Combat Pragmatist: Sneak attacks, Stealth Boys, mines, dynamite, mini-nukes, spamming Stimpaks, hyping yourself up on drugs, irradiating enemies to death, picking enemies off from a thousand yards with a sniper rifle, tossing sand into an enemy's eyes, using a gun meant to bring down tanks, calling on a death laser from space to do your fighting for you, and if need be, a power fist to the crotch. The Courier does not fuck around.
  • Cultured Badass: During Silus' interrogation, a Courier with high-intelligence can reveal not only a familiarity with Latin, but prove to be knowledgeable enough to be able to quote Virgil and Cicero.
  • Curiosity Is A Crap Shoot: Ulysses calls you out on this in Lonesome Road.
  • Cursed with Awesome: In Old World Blues, you get your brain, heart, and spine surgically removed by Dr. Dala. However, in response you get replacements that work even better.
    • You can even remove the 'Cursed' part by getting your original Brain, Heart and Spine back, but with some advanced tech remaining with them, and while some of the bonuses are reduced, some bonuses are actually increased. For example, the artificial spine gives the courier +1 strength and immunity to torso crippling, but with the real spine restored, that torso crippling immunity is toned back, but you actually get double the strength of the artificial spine.
  • Cyborg: Becomes one in Old World Blues. To a lesser extent, can be upgraded with implants at the New Vegas Medical Clinic. In addition, some perks seem to be cybernetic implants... that the Courier somehow installs on themself during level up, apparently.
  • Darkhorse Victory: In the Wild Card path, the Courier gives the finger to House, the NCR and the Legion.
  • Deadpan Snarker: When told that they should be dead by someone who witnessed them get shot in the head, the Courier can reply, 'I'm a ghost. Ooooooooh!'
  • Determinator: Gets shot in the head at point-blank range and buried alive in a shallow grave. Two days later, one very annoyed Courier wakes up and decides to track the shooter across the entire Mojave, before the brain damage has had a chance to settle in. When you meet him, Caesar says this trope is why he took notice of you: when you want to do something, you get it done.
  • Disappeared Dad: A male Courier with the Lady Killer perk. Or at least he thinks that he might be. When meeting the Lonesome Drifter and learning that he's both from Montana and never knew his father, you have the option to ask, rather nervously, if he's 17 years old. Much to the Courier's relief, he's not, but that doesn't mean there's not still a Courier Jr. kicking around in Montana somewhere.
  • The Ditz: If played with a low intelligence stat, anyway.
  • The Drifter: The Courier is quite a veteran of the trail, having traveled all over California and parts of Nevada, even having, if some optional dialogue is to be believed, made some detours to Utah, Illinois, and Montana.
  • Doom Magnet: Ulysses sees the Courier as a kind of harbinger of mayhem, destruction, and change wherever he or she goes. He's not exactly wrong.
  • The Dragon: You can be this to Mr. House or Caesar, if you so wish.
  • Dragon-in-Chief: If you are in the service of Mr. House, you'll be going around doing all the work for him. And you can design your character to be as intelligent and lucky as he is. If you help him gain control of New Vegas with an evil character, during the ending the narrator will reveal that the only reason why he's keeping you around is because he's terrified of your retaliation, should he cross you.
  • The Dreaded: The Courier is this to their enemies.
    • The Powder Gangers even refer to the Courier as 'The Grim Fucking Reaper'.
    • Even your allies can be terrified of the Courier, should you take certain 'old-fashioned' ways of completing quests. Like freeing slaves by murdering every single other person in the compound. Or, apropos of little, announcing that you killed a person with an undertone of daring your audience to do something about it (they won't).
    • An evil Courier working for Mr. House manages to terrify his/her own boss, to the point that the only reason he lets you keep working for him is because he knows he doesn't stand a chance against you and really doesn't want to piss you off.
    • After the boss fight at the end of the Lonesome Road DLC. The narration says The Tunnellers and The Marked Men let you travel back to The Mojave without a fight partially because of this trope.
  • Empowered Badass Normal: In Old World Blues most of the Courier's vital organs are extracted in replaced with advanced cybernetics, granting you resistance to damage, chems and super human strength. Even before then, you can become more than human with the use of implants and power armor.
    • Not to mention the fact that if you take the perks literally, by the end of the game the Courier can absorb strength from sunlight a la Superman ('Solar Powered'), lace their bones with metal ('Adamantium Skeleton'), regenerate damage while irradiated ('Rad Child'), and inexplicably repair equipment with non-matching parts ('Jury Rigging').
  • Everyone Calls Him 'Barkeep': See also 'Hello Insert Name Here.' While you can name him or her whatever you wish, the name prompt defaults to 'Courier' if you don't change it.
  • Evil vs. Evil: When an Evil Courier decides to go up against The Legion, especially if your doing the Wild Card route.
  • Face–Heel Revolving Door: You're free to swing your Karma Meter whichever way you like. One of the top-level perks in Lonesome Road (a set of three) is awarded based on your karma. If you're very good or very evil, you can take it for a significant combat bonus while resetting your karma. The bonus varies depending on the extreme.
  • Fingerless Gloves:
    • You can wear them with many of the outfits, in both one or two-gloved varieties.
    • The Pipboy glove on your left hand that you can't remove (without PCplatform powers at least) is fingerless.
  • Foe Yay: In-Universe. A female courier has a lot of very good reasons to hate Benny and want to watch him die. That does not prevent her from potentially sleeping with him. Even he is initially freaked out by this.
  • The Fool: It is fully possible to play the game doing things that don't make any sense at all and still somehow manage to do far better than you would have otherwise, especially with a high enough luck stat. Raul clearly believes this of you.
  • Four Eyes, Zero Soul: Played straight, subverted or averted depending on the playthrough. Evil characters with the Four Eyes trait, certainly apply. Neutral or Good karma? Generally averted. Good players with a Legion alignment are a brilliant subversion.
  • Friend to All Living Things: You can come quite close. Between having a high charisma, high speech and the Animal Friend perk, you can get through much of the game quite peacefully if you're careful.
  • From Nobody to Nightmare:
    • You start off as just a package courier and by game's end you could be king/queen of New Vegas, or have decimated the Legion, the NCR, a half-dozen small communities, or all of the above. Alternatively, just ask Benny.
    • Or ask Ulysses, who watches as the Courier unknowingly damns the community of the Divide from a potential godsend for the wasteland to a literal Hell on Earth.
    • The game starts with you being killed, just because of something you were carrying. The very idea that you could actually still be alive is ludicrous, and yet later on you can be the one making Benny kneel, pointing his own gun (the one that 'killed' you) at him. There may never be a more karmic reward for shooting the messenger.
  • Genius Bruiser: With high Strength/Endurance and Intelligence.
  • Genius Ditz:
    • If you somehow manage to put in points in Science/Medicine while being an Idiot Hero.
    • With the Luck statistic being deconstructed in NV, a Courier with high luck and low intelligence is a Genius Ditz as well. They're essentially a master at calculating odds and variables, and pushing events to their favor, while being dim when it comes to everything else.
    • At one point, you can act perform brain surgery. This takes either a lot of skill in Medicine, or a high Luck stat. With the latter, you can admit that you had no idea what you were doing, but succeeded anyway.
    • If you're one of those people who feels the need to exhaust every dialog option (indicated by the option 'graying out', though still selectable), you'll end up asking a lot of questions to the same people repeatedly. A small number of NPCs will even take note of this.
      Raul: That's what I love about you, boss, your firm belief that one day you'll actually remember things people tell you.
  • Gentleman Thief: High charisma and sticky fingers.
  • Going Postal: The whole plot gets started with the Courier having a really bad day at work.
  • Good Is Not Nice: Should you so choose. It's possible to have the highest good karma rating and still be one of the rudest people in the Mojave Wasteland.
  • Good Is Not Soft: You can have the karma of a saint, and still never fail to cap anyone who threatens the freedom and safety of the Mojave.
  • Grandma/Grandpa What Massive Hotness You Have: With Lady Killer/Black Widow perks and an aged Courier, you can basically invoke this in the people you meet.
  • Handicapped Badass: In Hardcore mode if you get crippled limbs and choose to limp and fight your way back to town instead of fast travelling to have you healed.
  • Had To Be Sharp: While this technically applies to everyone in the Fallout universe, the Courier's chosen profession literally involves walking through the hostile wastelands, often completely by themselves.
    Cass: Caravan code of the wastes is you don't fuck with the one who brings you your mail, and you don't fuck with your supply line.
  • Hello, [Insert Name Here]: Played with; regardless of the name you pick you're almost invariably referred to as 'The Courier' or 'Courier Six'. Your chosen name will sometimes appear in written dialogue, but never in the verbal dialogue. Alas the limitations of pre-recorded voice acting.
  • Heroic Seductress: Both genders can be this trope. With high enough Speech, Charisma, and/or proper perks (Lady Killer, Black Widow, Confirmed Bachelor and/or Cherchez La Femme), you can resolve a lot of conflicts with flirtation or flat out sex.
  • Hyper-Competent Sidekick: To the NCR, who are completely hopeless without your assistance. Also to Mr. House, though only to the extent that he physically cannot enact his plans without outside help, and it's not like House himself is a pushover. Averted for the other two factions: Caesar doesn't really need the Courier and mostly just has them around as a bonus, while Yes Man is this trope to you.
  • I Am Who?: The DLCs hint towards the Courier being more special than they appear to be, given that they appear to have a relationship with Ulysses. Finally revealed, as the Courier was the specific one that Ulysses watched over as they helped the settlement at the Divide. Until the destruction of the Divide that killed everyone except Ulysses.
  • I'm a Humanitarian: The Cannibal perk allows you to feed on human corpses. Eat enough of them and you'll unlock the option to cut off some 'Human Remains' to take with you as a food item for later. This can be taken to Extreme Omnivore levels with the Ghastly Scavenger perk (which requires Cannibal), which allows you to feed on Super Mutant and feral ghoul corpses. Feeding a corpse or eating Human Remains causes you to take a karma hit (yes, even the feral ghoul that just gave you positive karma for killing it), and NPCs who witness the act will be horrified by your 'crime against nature' and turn hostile.
    • For those without the perk(s), there's always Strange Meat, which is all but stated to be human flesh that less morally-sound individuals sell to other people without telling them what it is. Also, there is a clearly marked 'Human Flesh' food item sometimes dropped by feral ghouls, which is different from the aforementioned Human Remains and can be eaten without losing Karma or turning witnesses hostile.
  • Implacable Wo/man: You trudge across half the Mojave Wasteland to find the man who shot you. Even Caesar applauds your tenacity.
  • Jerkass: Most of the lower dialogue choices just drop off sarcasm and downright rude or insulting to who you talk to. The Terrifying Presence perk combines this with The Dreaded.
  • Jerk with a Heart of Gold: If you're still good karma and selective on who will you treat like jerk and who will you treat nicely.
  • Karma Houdini:
    • You can steal and murder and get away with it if you're careful not to be seen. You can also commit heinous acts against factions and still associate with them as long as you have a means to raise your reputation back up. You can kill every Legion member you come across on your way to New Vegas, then you get the Mark of Caesar, pardoning you of all crimes and inviting you to a private audience with Caesar himself.
    • Likewise, you can cause serious harm to the NCR and potentially kill several of their troops or even civilians, but as long as you do all of this before confronting Benny or entering the Lucky 38 and don't kill Ambassador Crocker or Colonel Moore, you'll receive a pardon from the NCR, who will have no problem accepting your help despite the trouble you caused them.
    • Inversely, there's certain points in the game that making certain decisions will cause factions to turn on you, even if there's no feasible way they could have gained knowledge of these choices that fast. The game handwaves it as you being under surveillance... inside the most secure facility in the entire Mojave, which no one but you has entered for decades.
  • Keeper of Forbidden Knowledge:
    • The good karma ending of Old World Blues states that the Courier went on to serve as protector of The Big Empty for many years, releasing beneficial technology to aid in the development of the Mojave, on an as-needed basis.
    • Also should the Courier decide to not inform the NCR about the Archimedes II and instead chose to rewire the Helios One power-plant to provide free electricity for the entire Mojave Desert. An agent from the Followers of the Apocalypse is also there and seeks you help in hiding the destructive potential of the plant from the NCR and the Legion.
    • The Brotherhood of Steel remains in this role, but Veronica's story revolves their decay from preserving the knowledge of the old world to hiding that knowledge and keeping technology from everyone else.
  • Kick the Son of a Bitch: A Evil Courier who still ends up screwing over or outright destroying some of the nastier factions {Such as the Legion, Powder Gangers, Fiends and Omertas} is basically doing this.
  • Liberty Over Prosperity: The Wild Card ending has the Courier create an independent New Vegas for this reason, believing that people of the Mojave deserve to control their own destiny rather than be ruled by another. No Gods, No Masters.
  • Made of Iron:
    • You survived being shot in the head twice and then being buried.
    • Also, with an implant, two level perks, and two DLC perks, you can have a naked DT of 13.2, which is higher than most light armor.
  • Magnificent Bastard: An invoked play style. High Intelligence and Speech-based Couriers, as well as those who take the Independent path, can manipulate just about everyone they come across without even trying.
  • Memetic Badass: In-Universe. After a while, you have to simply mention you're 'The Courier' for the enemy to get nervous.
    • The first time players will probably notice this is the reaction of Boxcar, who's one of two survivors of the Legion's razing of Nipton. Boxcar has survived the Legion having decapitated a quarter of the town, crucifying the rest, and as he came second in their lottery, they left him alive but crippled. But even all that doesn't scare him as much as seeing the Courier walk in.
      Boxcar: Are you fucking kidding me? First I get my legs smashed, and then in walks the Powder Gangers' Grim Fucking Reaper.
    • The end of Lonesome Road counts, too. When you walked in, the locals— mutated soldiers and horrifying freaks of nature— harassed you to no end. When you walk back out, they keep their distance out of either respect or fear.
    • This is the whole reason the Courier is courted by Caesar and the NCR shortly after arriving on the strip: after hunting your would-be killer across the desert and waltzing into the Lucky 38 like you owned the place, they want you on their side. Caesar in particular is especially impressed if you kill Benny and House before meeting him.
  • Mike Nelson, Destroyer of Worlds: In Lonesome Road, it turns out that by delivering a certain package from Navarro to the Divide, the Courier inadvertently activated the ICBMs hidden underground, destroying the thriving settlement there, and instilling Ulysses with some twisted ideas about how a single person could determine the fate of a nation.Honest Hearts revealed that this had another big effect: the nuking killed large numbers of both NCR and Legion soldiers, but turned out massively beneficial for the Legion, both because the NCR troops were worth proportionally more and because the incident crippled the NCR expeditionary force's supply lines right as they were about to capitalize on a major victory.
    Joshua Graham: I can say that we were both lucky that NCR's supply lines and land routes north of Mojave Outpost were destroyed before the Battle of Hoover Dam. Something bad happened near Death Valley, at a place called the Divide. NCR couldn't cut across anymore and it slowed down their reinforcements. Terrible storms ripped entire companies apart before they even got to Nevada soil. The aftermath of Hoover Dam could have been far worse for Caesar.
  • Mildly Military: If you side with the NCR. You do numerous missions for them, some of which include slaughtering entire armies, but you're still officially considered a civilian (Mr. New Vegas' broadcasts refer to you as a 'civilian contractor'). They also put you in charge of NCR forces at several points in the game and give you some high level NCR armor (and a beret that designates the owner as an officer) and weapons. Additionally, a high NCR rep lets you boss around several NCR officers. Examples:
    • If you get 'Accepted' reputation with the NCR, you can acquire an emergency radio that lets you call in a Ranger or a Trooper to help you fight whenever you want. Said Ranger/Trooper will be under your command and follow you around and heal after fights, just like a companion.
    • The final section of 'Restoring Hope' involves you commanding an NCR squad (usually about four troopers, not including an extra one you may have called with the radio) and leading them in the attack on Nelson. They'll follow you on path you choose: frontal assault or ambush through the mountains.
    • A squad of six Veteran Rangers are explicitly placed under your command in the final battle. You can get them to snipe, follow you, or just kill all the enemies in the area for you.
    • In 'Three Card Bounty', you can have First Recon follow you and kill one of the bounties, one Driver Nephi.note
    • With a high enough NCR rep, you can simply demand additional troopers as part of the 'No, Not Much' quest instead of doing favors for the commanders of the bases you visit.
  • Morality Pet: The Courier could qualify as this for House, particularly if they end the game with high karma.
    'Mr. House afforded [the Courier] every luxury at his disposal in the Lucky 38 out of gratitude and a quiet sense of pride for his choice in lieutenants.'
  • Mouth of Sauron: Should you decide to side with Mr. House, you'll step into this role for him, acting as his emissary in any matters that require a face-to-face presence.
  • Mr. Vice Guy / Ms. Vice Girl: The Courier can be played like this; frequently using addictive chems, always being drunk, having lots of flings (including soliciting prostitutes), constantly gambling and talking people into giving them a bigger reward, while having high Karma and/or picking polite dialogue options.
  • Multi-Melee Master: Between the Melee and Unarmed skills, if it stabs, slices, or smashes, you can use it.
  • Multi-Ranged Master: Practically required for Couriers who focus on Guns or Energy Weapons, since they'll be using scrounged weapons and ammo for at least a little while and have to switch between whatever happens to be in the best condition at the moment. Later, when resources become less scarce, it's still a good idea to carry (at least) a scoped rifle for long-ranged combat in the wastes, a SMG or shotgun for short- to medium-ranged combat, and a (preferably silenced) pistol that can be smuggled into any of several areas that check you for weapons upon entry.
  • Multiple-Choice Past: The player can choose a number of details regarding their past, such as their age, their relationship with their mother, and their familiarity with the Brotherhood.
  • Mysterious Past: Much of the Courier's history is left up in the air in the main game. You're mostly a blank slate, in sharp contrast to the three main series Fallout games where your past is known and relatively benign. However, some dialogues and stat checks imply a few things, namely :
    • A male Courier can infer he slept with at least one woman in Montana in 2263.
    • The Courier has been to New Reno and Utah before, where s/he learned the language of the Zion tribals, as well as bits of Spanish. Ulysses also implies that he/she went to several other NCR cities like Vault City.
    • Dialogue with Boone indicates a knowledge about military topics such as sniper teams.
    • A high Intelligence Courier knows Latin and shows advanced knowledge of computers, implying an educated background.
    • Some optional dialogue with Veronica can even imply the Courier doesn't know where they were born.
    • The DLCs then subvert this, especially Lonesome Road. Exhaust all the dialogue options you can with people, because it turns out you've been shaping the fate of the Mojave for a long time even before the game began and you were hired by House. You just never realized how big an impact you were making.
  • Nice Job Breaking It, Hero!: Nice job single-handedly destroying the Mojave's greatest, most promising civilization and turning it into an irradiated, stormy hellhole, Courier. In all fairness, the storms are the result of something else, and the Courier could not have known what was about to take place. Also, one has to wonder how much of this is Ulysses simply glorifying that which he lost.
  • Nominal Hero: An Evil or Neutral Karma Courier who goes for the House or NCR endings will end up as this.
  • Not So Different: To Benny of all people, if you pursue the Independent Path. You're even using his plan.
  • Oblivious to Love: Can seem this way with Cass.
  • Odd Friendship: Most of the Courier's companions are weird. They range from a suicidal military sniper to a schizophrenic Ax-Crazy nightkin to a Mormon missionary and former Legion legate.
  • Omnicidal Neutral:
    • It is an option in the Wild Card ending; you can collect the weak and destitute factions under your banner or crush them and rule yourself.
    • Especially if you stack it with the latter above, in Lonesome Road, you can choose to launch nuclear missiles against NCR and Legion's only pathways to the Mojave and thus leaving them to slowly choke to death from the lack of a trade routes (in NCR's case). Yikes.
  • One-Man Army: If you level up enough, you don't need anyone besides you and your weapon of choice. People lampshade how the Courier seems to be a force of nature, being able to do the impossible, most noticeably if the player chooses to kill Caesar or President Kimball. And by the end of the game, you've single-handedly tipped the balance of power in the Mojave for your faction of choice and ensured their conquest.
  • Only Known by Their Nickname: Downplayed; you can mention your name in your own dialogue, and certain characters will know who you are, but of course, the current technical limitations of voice acting means that they will never call you anything but 'Courier' out loud. The Courier sometimes does have the option to simply introduce him or herself solely by the nickname/job title.
  • Only Sane Man: In Old World Blues. Says something that you're this even if your Intelligence is less than three.
  • Outside-Context Problem: To either the NCR or the Legion, if you don't pick their side. The Courier's quest has nothing directly to do with the war over the Hoover Dam, and they were a complete unknown before the events of the game. You can start meddling with their business from the moment you reach either Nipton or the NCR Correction Facility, and by the time you reach The Strip, whichever side you didn't pick (if not both) realizes that you're a big enough threat to warrant hit squads constantly sent after you.
  • Pretty Little Headshots: Was on the receiving end of one, and not only survived it, but also has no scar to show from the double gunshot to the face they suffered.
    • Doc Mitchell's dialogue at the start of the game implies that your face was actually a mess, and he did some pretty damn impressive reconstructive surgery. Mainly this serves as a Hand Wave for the player customizing the character's appearance.
  • Really Gets Around: With the perks Lady Killer, Black Widow, La Femme, and Confirmed Bachelor the Courrier has more romance than any other fallout protagonist.
  • Rebel Leader: In the 'Independent' path, where you can lead the various minor factions in the game against all three major powers.
  • Rebellious Spirit: The Independent path in a nutshell, particularly since you'll likely be betraying more than one of the factions you've reached high approval with.
  • Sixth Ranger: You can be this to the NCR or the Legion if you join them: you operate outside the basic command structure but are recognized as the reason they gained control of the Mojave.
  • Shrouded in Myth: Played with. While some NPCs recognize and are aware of the things the Courier has done, there are those who either don't believe the Courier was responsible or dismiss the various stories as little more than rumour.
    • Possibly averted by Mr New Vegas, who only ever refers to the Courier by name once when reporting this miraculous recovery in Goodsprings. It's left vague whether he's aware or simply doesn't acknowledge that the lone civilian responsible for most of the other current news in the Mojave happens to be the same person.
    • Ulysses' dialogue suggests that his obsession with the Courier has essentially mythologized them in his eyes.
  • Smarter Than You Look: If you pass intelligence checks with some people, they'll remark how you're 'not as dumb as you look'. Even with high Intelligence, Raul still treats the Courier as if they were a moron.
  • Smug Snake: There are certainly dialogue options available.
    Oliver: Do you seriously think you have what it takes to build a nation? Carve out a frontier, train troops, build roads, and create towns?
    Courier: My sycophants tell me 'Yes'.
  • The Starscream: To Mr. House, if the Courier takes the Wild Card path, which involves offing him and taking his place as Emperor Scientist of the Mojave.
  • Suspiciously Specific Denial: A Male Courier with the Ladykiller Perk can invoke this when nervously asking if the Lonesome Drifter, who has travelled from Montana to the Mojave looking for his father, wouldn't happen to be exactly 17 years old? When he replies he isn't, he asks why the Courier is so interested in knowing his age.
  • 'Tis Only a Bullet in the Brain: Shot in the head at close range, twice, and buried in a shallow grave at the very beginning of the game. Naturally, being the Player Character, they get better, though some quick work on the part of an escort robot and the local doctor, along with being the Fallout universe, could affect the outcome. note
  • Token Evil Teammate: A Courier with Evil Karma will end up being this if you ultimately side with the NCR.
  • Token Good Teammate: The only character in Dead Money who can be unambiguously good, since even Christine is willing to let your collar go off to take out Elijah. Alternatively, you can gleefully bully and manipulate your fellow prisoners. A Courier with Good Karma can also be this to The Legion.
  • Took a Level in Badass:
    • You're just a regular delivery boy/girl... then you take two shots to the head. The rest of the game sees you slowly solving every challenge you come up against.
    • If you managed to pass all of Lanius' speech checks (requires 100 speech skill to pass all of them), he will comment that the two bullet holes in your head are making you strong.
  • Transhuman: Thanks to a selection of cybernetic implants, especially a few that boost mental aspects. Taken to an even greater level by a popular PC Game Mod, Project Nevada.
  • Unexplained Recovery: Sure, you know that Doc Mitchell saved you, but to everyone involved in your death, you're a ghost coming to haunt them. Played for all it's worth in dialogue choices:
    • From one of the Great Khans present;
      Jessup: What the hell, you're supposed to be dead!
      Courier: I got better. / I'm a ghost, here to haunt you. Oooooohh!
    • And Benny, the man who put you in the ground.
      Benny: Hu— wha— you're... how are you alive?
      Courier: I got better.
    • When first meeting Veronica:
      Veronica: You look like a mess. Where do you come from?
      Courier: The grave.
      Veronica: Huh. I take that back. You look pretty good, all things considered.
  • Ungrateful Bastard: In a Dummied Out event that would have taken place if you chose to betray House by blowing up the hidden Securitron army while working for him, Victor would more or less call you this while confronting you. The Outside Bets mod restores this event. Even without this mod, doing any route except for the House route requires you to betray and kill the boss of the robot who saved your life, and Victor will either die in the crossfire or deactivate upon House's demise.
    Victor: You low-down snake! I wish I'd left you in the ground to rot!
    • You can also have the Courier be this to Doc Mitchell and Goodsprings if you choose to side with the Powder Gangers: He saves your life and helps you completely free of charge, so how do you repay him? Manipulate him into giving you medical supplies to help a gang of convicts take over the town, and then murder him alongside the majority of the town's residents when they try to fight back.
  • Unstoppable Courier: During the first half of the game as you track Benny to the Strip, you have the option of telling characters, up to and including Benny himself, that you have no interest in vengeance or payback, you just want your package back so you can complete the delivery. Other characters express various shades of disbelieving humor that finishing your job is more important to you than revenge on the man who shot you in the head.
    Mr. House: You've been a very busy courier, haven't you? You take your obligation to deliver a package very seriously; an ethic for which I am grateful.
  • Unwitting Instigator of Doom: One package you delivered before the story began was an active detonator that turns The Divide into a hell hole.
  • Vague Age: While the first two Fallout games let you set your age, and the third game set you as a teenager / young adult, this game is very vague. There's a hint you're in your 30s-40snote , but it's only a hint. The ability to customize your character's facial appearance only adds to the ambiguity; an Age slider during character creation lets you change how old your character looks, but there's no option to decide how old they actually are.
  • Villain Protagonist: If you don't find the idea of playing as The Hero appealing, you don't have to be one; you can act like the biggest asshole ever to walk the wastes instead. Even more so than the evil versions of the Vault Dweller, Chosen One, Lone Wanderer, and Sole Survivor, as the main story at least pitted them against monsters who were planning to destroy most of the remaining human race. However, the Courier can hook up with the Legion to bring a nation of crucifying, rapist slavers to power, throw New Vegas into absolute anarchy and chaos with help from (but much to the regret of) Yes Man, join forces with Father Elijah and turn the Mojave in a completely uninhabitable, poisonous wasteland (although doing so results in a Non-Standard Game Over), and utterly obliterate several factions in horrible ways For the Evulz.
  • Villain with Good Publicity: The player can actively encourage this. For example having Evil Karma but good Reputation with most of the factions.
  • Warrior Therapist: Among the eleven possible companions, only ED-E, an eyebot, and Rex, a cybernetic dog, do not seek guidance from the Courier. Dean Domino can also count, depending on how nice they are with him. It is especially true with Veronica, with whom The Courier can be something of a Big Brother Mentor/Cool Big Sis. Her reliance on them for emotional support and advice is quite apparent throughout her personal sidequest.
  • Wearing a Flag on Your Head: The same way as Ulysses after completing Lonesome Road. Doubly so, you not only get a duplicate of Ulysses' duster, but you also get your own based on your end faction choice as a gift from Ulysses. The Mr. House version looks identical to Ulysses' Duster.
  • Wild Card: You tip the balance of power in the Mojave Wasteland, whether to the NCR, Legion, House or yourself. This is even the name of story arc set around doing this.
  • You Are Number 6: Is the sixth Courier who have been hired by Mr. House and is therefore called 'Courier Six' by some characters.

Fallout New Vegas How To Sleep With Veronica

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