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For the psycho that appears in the Fallout series, see Psycho.
 
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A unique delivery system filled with strange and unknown chemicals of probably military origin. It is supposed to increase the combat potential of a soldier.Fallout in-game description

BackgroundEdit

This section is transcluded from Psycho. To change it, please edit the transcluded 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, who used methamphetamine as the base, making the resulting drug almost like, but legally distinct from it.[4] It 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's 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. It may also cause internal damage.[11] Addiction aggravates the adverse symptoms.[12]

Long term Psycho addiction may progress to the point that standard treatment options available in the wasteland, such as Addictol, are no longer effective in treating the habit.[13]

CharacteristicsEdit

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 and Fallout 2, Psycho can be used to exploitatively 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.

LocationsEdit

FalloutEdit

Fallout 2Edit

Fallout TacticsEdit

  • Found on a dead body surrounded by dogs in Macomb.
  • Sold by some merchants.
  • Can be stolen from Cypher in the Freeport mission, who carries a single Psycho.

ReferencesEdit

  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 screens: "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. Razz: "Tripping out on a drug almost like but legally distinct from meth}Ha ha, fuck me, Jack's shit is still the best!"
  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. Ever since I left home, I been usin' Psycho. I dunno why I'm still takin' that crap, but I can't stop... and believe me, I've tried. I can't even go a day without it anymore and I'm fuckin' sick and tired of it. I've even been doin' it behind your back.... sneakin' doeses when I think you aren't lookin'. Worst of all, it's been makin' me sick. I've been spittin' blood and I don't feel right inside."
    (Cait's dialogue)
  12. 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)
  13. Cait: "Normally, a wasteland doc could handle it, but I've been usin' the stuff so damn long they can't help me anymore. There's only one other way I know, but it's not gonna be easy."
    (Cait's dialogue)
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