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FB3 Psyker

A psychic is a person or creature that possesses supernatural or paranormal powers.

Background[]

Either through the ever-present background radiation of the world, the release of and further experiments with FEV, and in some instances of technological experimentation or ancient alien artifacts, individuals have gained powers of the mind. Many psychics have been exposed to FEV, but there are also psychics that have no known exposure to FEV, but no matter the cause the effect is nearly always random. The powers could range from the benign of clairvoyance and telepathy, to more extreme projections of power like pyro and electrokinesis.

In the cases of human psychic powers, the instances are often detrimental to the psychic's psyche causing insanity of varying degrees, which was the case for all of the Master's experiments and Lorenzo Cabot's encounter with an Ubar artifact. Naturally born psychics are more adapted to their phenomena,[1] but cases exist where the psychic must take precautions to avoid detrimental affects or the use of it causes intense strain and possible death.[2] Those outside the range of human (or without a body) often do not suffer any detrimental affects and are adjusted to any stress and stimuli that psychic powers bring.[3]

Psychics in the wild are incredibly rare, however. The instances of such individuals are few and far between and skepticism for the paranormal is well and still alive.[4]

Series mentions[]

Fallout[]

  • The Master gained psychic powers after absorbing previous failed experiments in producing his "psykers"[5] and now possess a permanent area of revulsion around him that assaults the minds of all that enter.[6]
  • The Master also attempted to create similar psychic creatures, but most of the experiments were failures resulting in insanity. Four individuals in the Cathedral successfully gained the abilities, referred to as psykers. These characters include Wiggum, Lucy, Moore, and Gideon. A device known as a psychic nullifier was utilized to block incoming thoughts.[7]
  • Chuck in Adytum will offer to read the Vault Dweller's tarot cards.[8]
  • Tycho mentions that he does not believe in psychics or telepathic abilities.[4]

Fallout 2[]

Fallout 3[]

  • A member of the Treeminders named Bloomseer Poplar can share what she sees in the Lone Wanderer's future.[9]
  • Professor Calvert underwent an experimental procedure to extract his brain in an attempt to extend his longevity. Because of experiments involving bio med gel composition, he has the ability to project his thoughts into the minds of others, and wishes to use this ability to achieve "psychic domination."[10][11][12]

Fallout: New Vegas[]

  • The Forecaster is a child who can provide visions of the future. If he utilizes this ability too much, he suffers from headaches and wears a psychic nullifier, which he refers to as his "medicine," to avoid the side effects.[13][14]

Fallout 4[]

  • Mama Murphy is a woman who can foresee events after taking chems, an ability she calls "the Sight." She can share these visions with the Sole Survivor.[15][16]
  • Lorenzo Cabot has powers stemming from an ancient artifact that he discovered during an archaeological dig in the Rub' al Khali. He describes the abilities he has gained, such as exploring the memories of the ancients of Ubar, communing with those who founded our civilization.[17] He also gained a number of other supernatural abilities, such as halted aging, telekinesis, and increased strength and resistances.[18] Some of these abilities can be artificially transferred to others, albeit temporarily, through the consumption of special serum derived from Lorenzo's blood. This has been the case for his family, and may potentially be so for the Sole Survivor.

Fallout 76[]

Fallout Tactics[]

  • The Beastlords have the ability to command creatures.

Fallout: The Roleplaying Game[]

The Last Son of Atom developed a special suit of power armor which granted him several psychic abilities. He could influence beings for miles around to serve his will or experience hallucinations, including robots. He could also sense the presence and emotional state of non-robotic beings.

Behind the scenes[]

In regards to paranormal/supernatural content such as psychics, Joshua Sawyer stated via Tumblr that he thinks, "a li'l bit is okay and it feels like if we're going to accept some of the wacky science of the setting, we're already off the rails of strict realism. That said, I think it's best if it feels alien and remains more or less unexplained."[Non-game 1]

See also[]

References[]

  1. Chuck, Hakunin and Bloomseer Poplar
  2. The Forecaster and Mama Murphy
  3. The Master and Professor Calvert
  4. 4.0 4.1 Vault Dweller: "{1062}{}{Psychics}"
    Tycho:"{1162}{}{You mean telepathetics? Heh . . . seriously, I don't buy it.}"
    (Tycho's dialogue)
  5. Gideon: "{107}{}{The walls also have minds... I saw you... tomorrow?}"
    The Vault Dweller: "{108}{}{Others like you are in the wall?}"
    Gideon: "{116}{}{Yes, the walls are alive with those that have gone before.}"
    The Vault Dweller: "{117}{}{What happened to them?}"
    Gideon: "{119}{}{Meeting of the soul... melded with, to protect, the Master of all.}"
    (PSYCHIC.MSG)
  6. Viscious: "{202}{}{The will of the Master prevails. What news do you have for me?}"
    The Vault Dweller: "{205}{}{I have a message for the Master from his Lieutenant. I must see the Master now.}"
    Viscious: "{209}{}{You cannot be serious. In fact, you must be lying.}"
    The Vault Dweller: "{211}{}{I'm not. The Lieutenant could not trust this message to the usual method. I have to see the Master right now! There is no time to waste!}"
    Viscious: "{212}{}{Then use the door, and beware the Corridor. I assume that you have your protection in place?}"
    The Vault Dweller: "{214}{}{No, not really. Should I?}"
    Vicious: "{215}{}{Of course! You cannot hope to pass the Corridor without it. What did you do with your nullifier!}"
    (MLOPS.MSG)
  7. Fallout Official Survival Guide p. 128: "Psychic Nullifier: A strange device, possibly the product of an alien technology. It blocks telepathic or psychic commands."
  8. Vault Dweller: " {130}{}{Well, I guess we each have our own beliefs.}"
    Chuck: " {132}{}{Indeed, we do. And your universe is shaped by your beliefs, while my universe is shaped by my thoughts. We may not share beliefs, but I wish you well in your universe.}"
    (Chuck (Fallout)'s dialogue)
  9. Lone Wanderer: "What do you see in my future?"
    Poplar: "I see a selfish man who lives among the clouds playing a dangerous game with the lives of those below him."
    (Poplar's dialogue)
  10. St. Aubin medical facility terminal entries, Terminal; Core Research Progress Note
  11. Calvert: "It is I, Professor Calvert! Don't bother looking around, I'm in your mind!"
    (Calvert's dialogue)
  12. Calvert: "No, not "astral knowledge" you simpleton! Psychic domination! And that still won't be possible until you destroy Desmond's jamming device."
    (Calvert's dialogue)
  13. Courier: "What is your "medicine" and how do you take it off?"
    The Forecaster: "This thing on my head is headache medicine. It works real good, except I can't think when it's on. Really think, I mean."
    (The Forecaster's dialogue)
  14. Courier: "Do your thinking about 'Everywhere.'"
    The Forecaster: "Let me take off my medicine... Bull and Bear over the Dam, at each other's throats... but a light from Vegas? Ball spinning on the wheel, more than two at the table, placing bets. All lose in different ways, a dam of corpses, towns of corpses, scattered across the sand. But whose, in what shares? Even the dealer doesn't know. Forecast: A rain of blood will flood the desert and not purify it."
    (The Forecaster's dialogue)
  15. Sole Survivor: "Please, tell me what you know."
    Mama Murphy: " Just listen to me, actin' the crazy old lady. It's the chems, you see. They give ole Mama Murphy the "Sight." Been that way since I was a girl."
    Sole Survivor: "That's incredible."
    Mama Murphy: "I can see a bit of what was, and what will be. And even what is, right now."
    (Mama Murphy's dialogue)
  16. Jun Long: "Mama Murphy, can we talk?"
    Mama Murphy: " I know what you're gonna ask me, Jun. I've seen it. And there's nothing I can do for ya."
    Jun Long: "But... You have the Sight... It has to be able to..."
    Mama Murphy: "It can't talk to the dead, kid. Even the Sight has limits. I'm sorry."
    (Mama Murphy's dialogue)
  17. Sole Survivor: "I was curious about the ancient artifact you always wear."
    Lorenzo Cabot: "Jack spent so many futile years trying to understand this. I could have told him everything he wanted to know. Through it, I commune with the ancient minds that founded our civilization. Whether they live within it, or it communicates with them through time or space, or whether it simply holds their memories... I don't know. What I do know is that it has widened my horizons beyond the tiny scope granted to normal men. I spent my long captivity exploring the memories of the ancients - their arts and sciences, their philosophy and worldview."
    (Lorenzo Cabot's dialogue)
  18. Sole Survivor:" Exactly what abilities does he have?"
    Jack Cabot:" Enhanced strength. Unusual resistance to most kinds of physical damage. Oh, and a kind of local telekinesis, which appears to be projected by the artifact itself."
    (Jack Cabot's dialogue)
  19. Raider punk: "One of the psychics in the network predicted you'd return with it. Guess he was right. Nice."
    (Raider punk's dialogue)
  20. Raider punk: "It's just a house. A simple, completely and definitely not haunted house. I was advised by the not-psychic Psychic that I had to warn you."
    (Raider punk's dialogue)
  21. Wandering storyteller: "An interdimensional being from beyond the void! It's mere presence can warp the mind of all but the most iron-willed!"
  22. The Chosen

Non-game

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