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Fallout: Misc


DC Comics

Up to date as of February 01, 2010
(Redirected to Neil Borman (New Earth) article)

From DC Database

Character Template Character Template

[[Image:|200px|center|Neil Borman (New Earth)]]
Real Name
Current Alias



Base Of Operations
Keystone City


First appearance

Flash: Iron Heights #1
(August, 2001)



History of character is unknown.

Powers and Abilities


Radiation Production: Emits toxic levels of radioactivity from his body.

See Also

Links and References

  • None.


"You get right back here and finish this article, young man!"

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Up to date as of February 01, 2010

From The Vault

This is an article about the game itself. For an overview of our Fallout-related articles, see Portal:Fallout.
A Post Nuclear Role Playing Game
developer: Interplay Entertainment
publisher: Interplay Entertainment
release date: 1997
genre: Role playing game (RPG)
modes: Single player
ratings: ESRB: Mature, ELSPA: 15+
platforms: DOS, Windows, Macintosh
media: 1 CD
Intel Pentium 90 CPU; Microsoft Windows 95 or higher, or DOS 5.0 or higher; 16MB RAM; 2x CD-ROM drive; DirectX 3.0a (if playing on Windows); 1 MB VESA-compliant SVGA graphics card; Sound Blaster compatible sound card

Fallout: A Post Nuclear Role Playing Game, developed and published by Interplay in 1997, is the first game in the Fallout series. The game was initially intended to use Steve Jackson Games' GURPS system, but when that deal fell through, Interplay created its own system, S.P.E.C.I.A.L. Fallout is seen as the "spiritual successor" to Interplay's classic 1987 CRPG Wasteland.



Fallout is a role-playing game with turn-based combat and an isometric view.

Character attributes

Fallout uses a character creation system called SPECIAL. SPECIAL is an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are the seven basic attributes of every character in the game. They are used to determine the skills and perks of the given character.


Main article: Fallout skills

There are 18 different skills in the game. They are ranked from 0% to 200%. The starting values for those skills at Level 1 are determined by the player's 7 basic attributes, but most of those skills would fall between 0% and 50%. Every time the player gains a level, he will be awarded skill points to be used to improve his skills, equal to 5 points + twice his Intelligence. The player may choose to "Tag" 3 of the 18 skills. A tagged skill will improve at twice the normal rate.

  • 6 combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing.
  • 8 active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.
  • 4 passive skills: Speech, Barter, Gambling, Outdoorsman.

Books found throughout the game world can also improve some of those skills permanently, although books are scarce early in the game. However, after a skill reaches a certain level, books no longer have any impact. Some NPCs can also improve Skills via training. How high a Skill can be developed is affected by the character's Attributes - a character with a low Intelligence will not be able to boost their Science rating as high as a character with high Intelligence, for example.

Some skills can also be improved while having certain items equipped. (E.g. equipping a lock pick would improve lock picking skills.) Chems can also temporarily boost player's skills; however, they often have adverse effects such as addiction and withdrawal. As Skills grow higher in rating, they begin to cost more Skill Points to increase.

Traits and Perks

At character creation, the player may choose 2 optional traits for his or her character. Traits are special character backgrounds. Most traits have profound effects on gameplay. A trait normally contains one beneficial effect and one detrimental effect. They are listed under perks in the character sheet. Once a Trait is chosen, it is impossible to change, except by using the "Mutate" Perk that lets them change 1 Trait, 1 time.

Perks in the game are special elements of the level up system. Every 3 levels (or every 4 if the player chose the "Skilled" Trait), the player is granted a perk of his or her choosing. Perks grant special effects, most of which are not obtainable via normal level up in the game, such as letting the player have more actions per turn. Unlike traits, most perks are purely beneficial - they are usually offset only by the infrequency of acquiring them.



Main article: Fallout world

The game is set in a post-apocalyptic world following The Great War, a nuclear war that occurred on October 23, 2077 and lasted less than two hours but caused immense damage and destruction. Before The Great War were the Resource Wars, during which the United Nations disbanded, a plague rendered the United States paranoid, and Canada was annexed.

The game takes place in 2161 in Southern California and begins in Vault 13, the protagonist's home. Vault 13's Water Chip, a computer chip responsible for the water recycling and pumping machinery, has broken. The Vault Overseer tasks the protagonist with finding a replacement. He or she is given a portable device called the "PIPBoy 2000" which keeps track of mapmaking, quest objectives, and various bookkeeping aspects. Armed with the PIPBoy 2000 and meager equipment, the protagonist is sent out into the remains of California to find another Water Chip.


Main article: Fallout characters


The player or protagonist of Fallout is an inhabitant of one of the government-contracted fallout shelters known as Vaults. In subsequent Fallout games, he (or she) is referred to as the "Vault Dweller".

The protagonist is governed by the SPECIAL character system, which was designed specifically for Fallout and is used in the other games in the series.

At the end of the game, the Vault Dweller would be exiled from Vault 13 and would eventually found Arroyo, the starting point for Fallout 2. The Chosen One, the protagonist in Fallout 2, is the descendant of the Vault Dweller.

Recruitable NPCs

A diverse selection of various recruitable Non-player characters (NPCs) can be found to aid the player in the post-apocalyptic wasteland. Unlike in Fallout 2, there is no limit to the number of NPCs that the player may recruit in Fallout. NPCs' statistics and armor remain unchanged through the entire game; only their weapons may be upgraded.

  • Ian can be found in Shady Sands and is the first recruitable NPC that the player meets. He is an experienced traveler and gunman. Ian can equip any pistol or SMG, and wears a leather jacket.
  • Dogmeat is the only nonhuman NPC that the player may recruit. Dogmeat can be found in Junktown, outside of Phil's house, preventing him from entering his house. The player may attract Dogmeat by either wearing a leather jacket or feeding the dog an iguana-on-a-stick. After that, Dogmeat will follow the player.
  • Katja may be recruited in the library in the LA Boneyard. She can fight unarmed and wield pistols and SMGs.


The player initially has 150 days before the Vault's water supply runs out. This time limit can be extended by 100 days if he commissions merchants in the Hub to send water caravans to Vault 13. Upon returning the chip, the Vault Dweller is then tasked with destroying a mutant army that threatens humanity. A mutant known as "The Master" (previously known as Richard Grey) has begun using a pre-war, genetically engineered virus called Forced Evolutionary Virus to convert humanity into a race of "Super Mutants", and bring them together in the Unity, his plan for a perfect world. The player is to kill him and destroy the Military Base housing the supply of FEV, thus halting the invasion before it can start.

If the player does not complete both objectives within 500 game days, the mutant army will discover Vault 13 and invade it, bringing an end to the game. This time limit is shortened to 400 days if the player divulged Vault 13's location to the water merchants. A cinematic cut-scene of mutants overrunning the vault is shown if the player fails to stop the mutant army within this time frame, indicating the player has lost the game. If the player agrees to join the mutant army, the same cinematic is shown.

In version 1.1 of the game, the time limit for the mutant attack on Vault 13 is eliminated, allowing players to explore the game world at their leisure.

The player can defeat the Master and destroy the Super Mutants' Military Base in either order. When both threats are eliminated, a cut-scene ensues in which the player automatically returns to Vault 13. There he is told that he has changed too much and his return would negatively influence the citizens of the Vault as a negative role model. Thus he is rewarded with exile into the desert, for, in the Overseer's eyes, the good of the vault. There is an alternate, non-canonical ending (available if the player has the "Bloody Mess" trait, has accrued significant negative karma throughout the game, or performs the action manually) in which the Vault Dweller draws a handgun and shoots the Overseer after he is told to go into exile.

Game locations

Main article: Fallout places

Vault 13

Main article: Vault 13

Vault 13 is the Vault Dweller's home. The first quest in the game is to find a replacement for the Vault's broken water purification chip. None of the inhabitants are permitted to leave the vault, under the leadership of the Vault's overseer, who is dedicated to protecting and sheltering them. Vault 13 was probably located under Mt. Whitney, as it roughly matches the location of the mountain. Vault 13 may also refer to a mountain in Indian Wells Valley, within the bounds of the Naval Air Weapons Station at China Lake, known as B-Mountain. The mountain looks very similar to illustrations of the location in the game, and is rumored to have a large underground research center inside.

Vault 15

Main article: Vault 15

Vault 15 was once occupied by an enormous number of people of very different ideologies and cultures. The overcrowding and the diversification led to the leaving of four different groups, three of them forming each one raiding group - the Khans, the Vipers and the Jackals - and one of them settling down and founding Shady Sands. The Vault 15 is now lair to several mutated animals. This is (probably) the Dweller's first attempt to find a water purification chip, although it is nowhere to be found here.

Shady Sands

Main article: Shady Sands

A group of former Vault 15 inhabitants have founded a small village between Vault 13 and Vault 15. Shady Sands is ruled by Aradesh, who asks the Vault Dweller to help get rid of the radscorpions who are threatening the village. Here, the Vault Dweller can recruit Ian, an experienced traveler and gunman, to his group. It is also possible to "recruit" Tandi, the daughter of Aradesh, by failing to return her to town after her kidnapping. An obelisk in the center of the city has the inscriptions "In remind of hope and peace".

Khans Raider Camp

Main article: Khans

A clan of raiders known as the Khans, led by a man named Garl, have set up a camp near Shady Sands. Tandi, Aradesh's daughter, is eventually kidnapped by the camp's raiders, and it is up to the Vault Dweller to save her, choosing from a variety of methods.


Main article: Junktown

Surrounded by junk heaps of cars, Junktown is run by the shop owner Killian Darkwater, who is also the sheriff and grandson of the town's founder. Junktown's gates are closed in the night, and drawing weapons is not allowed except in self-defense. Gizmo, the town's casino owner, wants Killian dead, because he "cramps [his] business". The player can choose to either help Killian or Gizmo. The Vault Dweller can also recruit Tycho, a ranger, and Dogmeat, a wild dog, to his group. Junktown may be located in Mojave, a small town where two highways 58 and 14 meet in Southern California, also known for being the original launch point for the Spaceship One test flights (although that occurred after the game was made) and a very large commercial airliner boneyard.


Main article: Hub

As a major commercial town, The Hub is the most quest-filled location in the game. It is divided in several districts, each one controlled by a powerful group of people: the Water Merchants, the Crimson Caravan and the Far Go Traders. Here the Vault Dweller can send water merchants to Vault 13 to extend the time limit in which he must find the water chip. The Hub's approximate location corresponds to Lancaster in California.


Main article: Necropolis

The remains of what was once Bakersfield. Overrun by ghouls and containing a vast sewer system, Necropolis is the aftermath of Vault 12. Vault 12 was designed by the Enclave so that its door couldn't close and the vault's occupants would be exposed to high doses of radiation. This led to the transformation of its inhabitants into ghouls after the Great War. The ghouls were divided in three groups: the surface dwellers, who are the most numerous, and paranoid about non-ghouls and outsiders; the Glowing Ones, heavily irradiated ghouls, rejected even by their own ilk; and the so-called underground ghouls, living in the city's sewers. It is here that the Vault-Dweller finds the water chip whilst observing an unusual super-mutant invasion, which may be a serious threat to humanity's future.


Main article: Boneyard

The Boneyard, also known as The Angel's Boneyard, is the remaining portion of the Los Angeles cityscape. This is one of the later towns that the Vault Dweller may visit, receiving upgrades for end game equipment: the Turbo Plasma Rifle and Hardened Power Armor. He may also recruit Katja here.

Lost Hills Bunker

(shown simply as "Brotherhood of Steel" in the Pip-Boy)

Main article: Lost Hills

Headquarters of the Brotherhood of Steel, an organization with roots in the US military and government-sponsored scientific community from before the Great War. The outpost consists of 4 underground levels; with level 1 closest to the surface and level 4 the furthest underground.

The Glow

Main article: Glow

Formerly known as West Tek Research Facility, The Glow is now an irradiated ruin. It is here that experiments were conducted on laser and plasma weapons, and the development of the FEV and Power Armor took place. The Glow is controlled by a mainframe called "ZAX". It is the Vault Dweller's objective to retrieve a piece of evidence for the Brotherhood of Steel, which is a holodisk left by a fallen Brotherhood of Steel member, that proves he entered the location. The difficulty in this assignment is that The Glow is highly radioactive, and the player must consume anti-radiation drugs to survive his visit. A player unaware of this zone's high radiation levels will find himself quickly succumbing to radiation poisoning.

Mariposa Military Base

This former Military Base is where research was conducted on the FEV (which were previously conducted in the West Tek Research Facility). This is where new Super-Mutants are created.

The Cathedral

Main article: Cathedral

The Cathedral is the place where the Children of the Cathedral organization, which is a facade for the Master's plans, can be found. Beneath the Cathedral lies a secret vault, wherein the Master resides.


The Fallout developer team had nearly 100 members (mostly artists). Although most of the team dissolved after Fallout was released, about one third of them formed Interplay's Black Isle division that was responsible for Fallout 2. Some went on to work in future projects, and several key players left Interplay altogether to form Troika Games.

International versions

The game underwent censorship in certain international versions, including the removal of all children from the game in some of the European versions (e.g. British and German ones). This censorship was apparently imposed because the game included the possibility of killing children, although this was in no way promoted (on the contrary, the game actively discourages this act, though it remains possible as part of the player's free will). Among its consequences are unfriendly responses from NPCs, bounty hunters regularly and repeatedly attacking the player, and various NPCs refusing to join the player's party. In addition to being frustrating for many of the game's players, the removal of children from the game is known to have produced a number of bugs in it. A fan-made patch that returned the children to the game eliminated both the censorship and the bugs.

Current availability

New boxed editions of the game are published from time to time, usually included on one DVD together with Fallout 2 and Fallout Tactics. Fallout is also available for gold members and some times free members at GameTap (this version requires the GameTap client to play), and can be purchased for $5.99 at (DRM-free version). Interplay has also struck a deal releasing their own DRM-free copies of Fallout, Fallout 2, and Fallout Tactics as a set for $19.99. Steam is also offering direct downloads for Fallout and Fallout 2 for $9.99 each, as well as selling them in a bundle for $19.99 which includes Fallout: Tactics free.

External links

  • Mirror of the official Fallout website at Duck and Cover
  • Mirror of the official early GURPS: Fallout website at Duck and Cover
  • News related to Fallout at Duck and Cover
  • News related to Fallout at the RPG Codex
Fallout series
The contents of this page were entirely or partially copied from Wikipedia, the Free Encyclopedia, and are therefore licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. The original version, its history and authors can be found at Fallout (computer game).

This article uses material from the "Fallout" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010
(Redirected to Sean Christopher article)

From the eWrestling Encyclopedia.

Sean "Fallout" Christopher (born May 18th, 1977 in Braintree, MA.) is a semi-retired professional wrestler. He is best known for his days as a commentator in United Sports Entertainment (USE) and as a Tag Team Champion in the United World Wrestling Federation (UWWF).

Sean Christopher
[[Image:|{{{image_width}}}px|Image of Sean Christopher]]
Real name {{{realname}}}
Ring Names 'Fallout', 'Chris Fonz'
Height 6'6"
Weight 275 lbs.
Date of birth May 18th, 1977
Place of birth Braintree, MA
Date of death
Place of death
Resides Jacksonville, FL
Billed from Jacksonville, FL
2010 Productions
Handled by
Win/Loss Record
Debut 2000


Early Career

In his early career, Sean Christopher wrestled in local promotions in the New England area starting when he turned 21. His first major run in a promotion was in New England Highlights Wrestling as the character "Chris Fonz", a heel angle based largely on Henrey Winkler's character on Happy Days. After 6 years on the local scene, changing through many heavy gimmicks, Sean settled on the "Fallout" monicker and was picked up by the touring UWWF.


As Fallout, Sean wrestled his was into the Tag Team Championships with then partner Ray Canard. As Violent Reaction they rounded out the main heel presence in the company. After losing the titles at a September pay per view, Fallout took a Face turn and started using his sharp wit to cut into his opponents. The crowd reacted strongly to Fallout's new found microphone skills, but he was never given a true push. After winning and quickly dropping the United States title, Fallout faded into mid card obscurity.

In 2002, Vincent Frost of United Sports Entertainment purchased the UWWF and rebranded the program, leaving several superstars without jobs. The company began moving towards a more hardcore culture and did away with many classic elements had become a staple of the company over the years. Fallout's contract with the company was not being purchased but instead left to expire.


Shortly after the buyout, Fallout stepped into a commentator role as a color commentator on the secondary USE programming. His support of the technical aspect and sharp remarks about the heels made him quickly popular with fans. He was moved up to the flagship programming for the company and continued there until the company folded two years later.

International Touring

After the USE closed its doors, Fallout began touring Japan and became the face of Worldwide Orient, a touring wrestling promotion. He broadcasted for webcast matches and worked as a ring announcer and host of live events. He occassionally became involved in angles and wrestled a few odd matches.

2010 Productions

In late 2009 Fallout returned to the United States to work with a small entertainment promotion 2010 Productions. He acts as a mentor to young starts and during productions, serves as the face and host ring announcer for the 2010 "Proving Grounds" events.


  • UWWF Tag Team Champion (w/ Ray Canard)
  • UWWF United States Champion (1x)


  • "The Fonz" by Smash Mouth (as Chris Fonz)
  • "Violator" by Ra (as Violent Reactions)
  • "Privelege" by Incubus (as Fallout)

In Wrestling

Signature Moves

  • The Nuke (a running STO) (as Fallout)
  • The Measure of What's Up (a running 1 handed bulldog onto his knee) (as Chris Fonz, used as a regular move thereafter)
  • Targeting Kick (a turning-back sidekick)
  • On Target (a superkick, used as a finisher as Fallout in the early days, regular move thereafter)

This article uses material from the "Sean Christopher" article on the eWrestling wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

[[Template loop detected: Template:Utility/tvseries recurs|Template loop detected: Template:Utility/tvseries recurs]] ep 14

So... the Plasma Energy Chamber makes you... flat?
Production company Mainframe Entertainment
Airdate February 9, 1999
Written by Robert N. Skir
Marty Isenberg
Animation studio Mainframe Entertainment
Continuity Beast Wars continuity

After releasing a doomsday weapon, Optimus Primal must face the consequences of his actions.



The storm continues to rage, as Primal (controlling the lethal Plasma Energy Chamber) and Megatron (wielding the deadly Key) fight, pushing their energies back and forth.

As this happens, Optimus sinks into the Matrix again, seeing a vision of Cybertron destroyed. He lashes out and blames Megatron, who takes no credit. Cybertron is doomed not because of Megatron's actions, but because of Primal. Suddenly, Optimus finds himself back on prehistoric Earth, the battleground where the Beast Wars were fought and where he proved himself a true leader.

He is attacked, not by Megatron or another marauding Predacon, but by a red-eyed copy of himself. The clone scolds Primal for his fanatical behavior and pushes him off a cliff, sending him plummeting back into space. Faces come and go, and he finds himself being blamed by the Maximals he led in all their various forms and faces, blamed that he failed them. Primal realizes that he must make his own decisions, not the computer. The Oracle acknowledges this fact, but tells him that his fate still lies with him.

Open the pod bay doors, Teletraan.

The arrival of another old friend, Rhinox, comforts him. He has suffered the consequences for his actions, he tells his former friend, and must remain in the Matrix. Primal shoots through another tunnel where the faces of Transformers he has yet to encounter flash before him and finds himself back in the heated battle. Taking control of both energies, he redirects them back into the Matrix itself. The remaining Maximals reawaken, back in their techno-organic bodies and free of the Key's energies.

With Megatron gone, the Maximals are the only active Cybertronians on the planet. An eerie wind blows as the the camera pans over the discarded bodies of Vehicon Drones. Finding one another, the surviving Maximals head to the Throne Room in the Citadel, only to find the bodies of their former friends—and foes. Megatron's body crumbles to dust, leaving only his control-shell. When Rattrap touches the inert body of Tankor, it falls to pieces. Cheetor looks at Primal's flattened body, lamenting the fallen "Big Bot". Unsympathetic, Nightscream says that Cheetor only ever wanted him out of the way. Angered, Cheetor denies the fact, but reluctantly takes control.

Outside, Rattrap plugs into Cybertron's system, only to find that the planet is, in fact, brain-dead. But things change when Jetstorm and Thrust show up, and the Maximals and Vehicons prepare for another fight. Cheetor comes between them, telling them that the war is over, while Blackarachnia invites Jetstorm onto their side. The two Vehicons leave.

Some time after this, the Maximals decide to head down to the Oracle in an oddly familiar manner. However, the foursome find Optimus Primal inside the Oracle. Communicating with them via the supercomputer, he asks that the Maximals forgive him for being a zealot and his genocidal behavior. Rattrap protests, as "there is nothing to forgive," but Optimus does not listen and disappears. Back in the void, he sees the collective Sparks of Cybertron past, present, and future, inviting him into the Transformer afterlife: the Matrix. But Optimus has other plans. He is ready to join the Matrix, but not today.

Primal steps out into real-space again, and the Oracle tells him that it has taught him everything and that he must make his own way in his mission. Around him, plants spring upwards, as Optimus explains to the Maximals their destiny: not to have the organic destroy the mechanical, but to create a balance, the same way that the Oracle did with him. Cybertron to be neither purely organic or purely technological world, but a technorganic world.

Finally, the Maximals head above ground, only to find themselves face-to-giant-face with an enormous vessel bearing the likeness of Megatron!

Featured characters

(Numbers indicate order of appearance.)

Maximals Vehicons



Technical/Animation Glitches

  • Glitch

Continuity errors

  • The recap at the start of this episode concludes with Optimus Primal's hand disintegrating and him insisting that "if this is the will of the Matrix, then so be it." However, the cliffhanger simply ended with Primal looking on as his hand disintegrated.

Transformers references

  • When the four remaining Maximals head downwards to the Oracle, it is very similar to the same sequence in The Reformatting.
  • As he exits the Allspark and comes back to life, Optimus has brief prophetic visions of characters who have not actually appeared yet.
  • Rhinox must remain in the Matrix forever. Until he doesn't. Except when he gets killed even deader. (Multiple canons are fun, kids!)
  • The Beast Wars gets referred to, with the retcon of the Matrix wanting them to go to prehistoric Earth to pick up beast modes there (or so Optimus figures). Since it was Megatron who decided to go there, then either Optimus is reading too much into it or the Matrix has been giving Megatron some nudges...

Miscellanous references

  • When Primal's dead, he looks flat.

Real-world references

  • Reference

External Links

  • Link

This article uses material from the "Fallout" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Yu-Gi-Oh!

 English: Fallout
 Japanese (Kanji): フォール・アウト
Type: Spell Cards
Property: Normal Image:Normal.png
Card Description(s):
Card Appearance(s):
Card Search Categories:
Other Card Information:
Pyramid of Light: Present
TCG/OCG Statuses
Card/Deck/Starchip/DP Costs
Video Game Numbers
Video Game Statuses
Facts about FalloutRDF feed
Actions Skips Draw Phase  +, Skips Standby Phase  +, and Skips Main Phases  +
Anti-Support No Entry  +
Archetype Related No Entry  +
Archetypes No Entry  +
Archetypes Support No Entry  +
Attack No Entry  +
Attribute Spell Cards  +
Card Image Fallout-EN-Anime-MOV.png  +
Card Type Normal Spell Cards  +
Class 2 Anime  +
Counters No Entry  +
English Name Fallout  +
Fusion Material No Entry  +
Japanese Name フォール・アウト  +
Life Points No Entry  +
Lore Select 1 monster you control that was Special Summoned. The selected monster gains 4000 ATK and DEF. You must skip all Draw Phases, Standby Phases and Main Phases for your next 5 turns.
Medium Yu-Gi-Oh! The Movie: Pyramid of Light  +
Misc No Entry  +
MonsterSpellTrap No Entry  +
RFP No Entry  +
S/T Class Normal Spell Cards  +
Stats Your monsters gain ATK  +, and Your monsters gain DEF  +
Summoning No Entry  +
Support No Entry  +
Synchro Material No Entry  +
Types Normal  +

This article uses material from the "Fallout" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Radiation Emission article)

From City of Heroes Wiki



Radiation Emission powers allow you to manipulate atomic particles and waves to protect your allies and weaken your enemies. Radiation Emission is a primary powerset for Defenders and a secondary powerset for Controllers and Corruptors.

Power Tables


The Radiation Emission powerset is available as a primary set for Defenders. The following table shows which powers are available and at what level:

Power Level Effect
Radiant Aura 1 PBAoE Heal
Radiation Infection 1 Toggle: Ranged (Targeted Area of Effect), Foe: -ACC, -Def
Accelerate Metabolism 2 PBAoE, +Dmg, +Recovery, +Speed, +Recharge, +Res Mez
Enervating Field 6 Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
Mutation 8 Ally Resurrect, Ally +Rechage, +Recovery, +Dam, +ACC
Lingering Radiation 12 Enemy targeted AoE, -Regen, -Recharge, -Speed
Choking Cloud 18 Toggle, PBAoE, Pulsing Foe Hold
Fallout 26 Ally corpse targeted, AoE extreme damage
EM Pulse 32 PBAoE Foe Hold, Self -Recovery

Corruptor / Controller

The Radiation Emission powerset is available as a secondary set for Corruptors and Controllers. The following table shows which powers are available and at what level:

Power Level Effect
Radiant Aura 1 PBAoE Heal
Radiation Infection 2 Toggle: Ranged (Targeted Area of Effect), Foe: -ACC, -Def
Accelerate Metabolism 4 PBAoE, +Dmg, +Recovery, +Speed, +Recharge, +Res Mez
Enervating Field 10 Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
Mutation 16 Ally Resurrect, Ally +Rechage, +Recovery, +Dam, +ACC
Lingering Radiation 20 Enemy targeted AoE, -Regen, -Recharge, -Speed
Choking Cloud 28 Toggle, PBAoE, Pulsing Foe Hold
Fallout 35 Ally corpse targeted, AoE extreme damage
EM Pulse 38 PBAoE Foe Hold, Self -Recovery


The following are powers in the Radiation Emission powerset.

Image:RadiationPoisoning_AccelerateMetabolism.png Accelerate Metabolism

Activating this power emits radiation that increases the running speed, attack speed, Endurance recovery, and damage potential of all nearby allies. Affected allies' metabolisms are increased so much that they become resistant to effects such as Sleep, Hold, Disorient, Immobilization and Endurance Drain.

Recharge Very Long
Minimum Level 2 (Defender)
4 (Corruptor)
4 (Controller)
Effects PBAoE, +Dmg, +Recovery, +Speed, +Recharge, +Res Mez
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Endurance Modification
Enhance Running Speed

Image:RadiationPoisoning_ChokingCloud.png Choking Cloud

While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless.

Recharge Long
Minimum Level 18 (Defender)
28 (Corruptor)
28 (Controller)
Effects Toggle, PBAoE, Pulsing Foe Hold
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Hold Duration

Image:RadiationPoisoning_EMPPulse.png EM Pulse

You can unleash a massive pulse of electromagnetic energy. The EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will drain the Endurance and HP Regeneration of all affected targets and leave them incapacitated and Held for a long while. Additionally, most machines and robots will take moderately high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while.

Recharge Very Long
Minimum Level 32 (Defender)
38 (Corruptor)
38 (Controller)
Effects PBAoE Foe Hold, Self -Recovery
Enhancements Enhance Accuracy
Increase Attack Rate
Reduce Endurance Cost
Enhance Hold Duration
Enhance Endurance Modification

Image:RadiationPoisoning_EnervatingField.png Enervating Field

While this power is active, you irradiate a targeted foe, and all foes nearby, with a deadly dose of radiation. This radiation weakens exposed targets, decreasing the damage of their attacks. It also significantly weakens their resistance, so they will take much more damage from other attacks.

Recharge Moderate
Minimum Level 6 (Defender)
10 (Corruptor)
10 (Controller)
Effects Toggle: Ranged (Targeted Area of Effect), Foe: -Dam, -Res
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Range

Image:RadiationPoisoning_Fallout.png Fallout

After an ally falls in battle, you can activate this power to extract the energy from their body to deal a massive amount of Energy damage to any nearby foes. All affected foes are extremely weakened by the Fallout, and their Accuracy, Defense, Damage and Damage resistance is severely reduced.

Damage Extreme
Recharge Very Long
Minimum Level 26 (Defender)
35 (Corruptor)
35 (Controller)
Effects Ally corpse targeted, AoE extreme damage
Enhancements Enhance Accuracy
Increase Attack Rate
Reduce Endurance Cost
Enhance Damage
Enhance Range
Enhance Defense Debuff
Enhance ToHit Debuff

Image:RadiationPoisoning_LingeringRadiation.png Lingering Radiation

You can emit Lingering Radiation that reduces the attack rate, movement speed, and Regeneration rate of the target, and all nearby foes.

Recharge Slow
Minimum Level 12 (Defender)
20 (Corruptor)
20 (Controller)
Effects Enemy targeted AoE, -Regen, -Recharge, -Speed
Enhancements Enhance Accuracy
Increase Attack Rate
Reduce Endurance Cost
Enhance Slow
Enhance Range

Image:RadiationPoisoning_Mutation.png Mutation

Using a concentrated burst of radiation, you can revive a fallen ally and Mutate him into a killing machine. The Mutated target has increased damage, Accuracy, Endurance recovery, and attack speed and is protected from XP Debt for 90 seconds. The entire experience is very taxing on your ally, and he will soon be severely weakened. All effects of the Mutation will eventually wear off.

Recharge Very Long
Minimum Level 8 (Defender)
16 (Corruptor)
16 (Controller)
Effects Ally Resurrect, Ally +Recharge, +Recovery, +Dam, +ACC
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Range
Enhance Endurance Modification
Set Categories None

Image:RadiationPoisoning_RadiationEmission.png Radiant Aura

You can use Radiant Aura to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected.

Recharge Moderate
Minimum Level 1 (Defender)
1 (Corruptor)
1 (Controller)
Effects PBAoE Heal
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Running Speed
Enhance Endurance Modification

Image:RadiationPoisoning_RadiationInfection.png Radiation Infection

Infects a targeted foe with deadly radiation, severely reducing his Accuracy and Defense. All foes that come near the target will also become infected. The Radiation Infection will last until you deactivate it, or until the original target is defeated.

Recharge Moderate
Minimum Level 1 (Defender)
2 (Corruptor)
2 (Controller)
Effects Toggle: Ranged (Targeted Area of Effect), Foe: -ACC, -Def
Enhancements Increase Attack Rate
Reduce Endurance Cost
Enhance Defense Debuff
Enhance ToHit Debuff
Enhance Range

External Links

  • Radiation Emission for Corruptors at
  • Radiation Emission for Defenders at
  • Radiation Emission for Controllers at

This article uses material from the "Radiation Emission" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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