Forums: Index > Fallout world discussion > Psykers?

Human psyker. I came across this page and someone there posted an interesting thought that I would like to hear some more opinions on. Do you think psychic powers should be a continued part of the Fallout universe and if so should it be an option for the player character to wield or do you think they would be game breaking? Further, if they are available as a power or ability, what form should they take? Any thoughts? And let us all remember that this is an opinion page and please remember to keep a civil tongue in our heads. I welcome all thoughts and opinions no matter the player's experience or game trivia knowledge. Zac hemker 05:22, July 10, 2011 (UTC)

wow, this is a tough call. i personally support it but in a regulated role. its OK as long as im not rolling through the wastes like prof.X or my oblivion character. maybe as perks, like an intuition perk that lets me know more about characters or gives me unique dialog options. how about a deja vu perk that allows me to do more damage to enemies/factions Ive fought already. foresight perk that lets me know npc's true intentions so i cant be tricked or betrayed. i just don't want to start throwing people or objects like im a Jedi or something. keep it small scale so it wont affect a large aspect of the game. JimmyDreznaut017 07:18, July 11, 2011 (UTC)

I myself don't like the idea of psykers, I never did like fortune telling or mind control like that, and in my opinion it takes away some of the realism from the game. Though as a perk it may be alright, but rather than actual telepathic power such as mind control or something like that it could be intuition or some sort of sixth sense, like when you do something for so long that it becomes natural and you can somewhat predict things. SupremeCommanderGrief (talk) 09:42, September 29, 2012 (UTC)

Personally, I think it'd be great to be able to play a Psyker, although, of course, in regulated manners like through perks or traits. The most obvious ideas are like bonuses to accuracy with VATS and maybe dialogue options. I mean, sure, we don't want everyone and his cousin to be a psychic, but I, for one, loved to see a little extra strange stuff! (besides the usual strange) Bloodtom1 (talk) 00:35, January 15, 2013 (UTC)

It depends. Most Fallout games so far have had a "regular human" as a protagonist (other than being able to survive repeated gunshot wounds without major impairment, etc). The player character not being a psyker is like the player character not being a super-mutant, or not being a ghoul, or not being a robo-brain, or not being a dog. It's not that these things don't belong in Fallout -- it's just that that's not what the player character is.

On the other hand, you could have a more free-form type of Fallout game: either something like a Fallout MMO (Fallout Online?), where you could choose to be a human or a ghoul or a super-mutant or whatever (and maybe be a psyker too), or something like Fallout tactics, with an emphasis on the party rather than the individual, where psykers could take their place alongside non-psyker humans, super-mutants, robots, dogs and other possible members of the tactical unit.Idhan (talk) 05:32, January 15, 2013 (UTC)

It could easily be used to drive the story with the visions of the future, past, wealth, etc. helping to move the plot along. Mix that with whatever semi-political tension that's built up the PC's area of the Wastes and I'd be very happy with the game. So I don't think making the PC a Psyker would be the hard part.

It's how the power would manifest itself that would be most interesting to me. Could it be a stand alone form of attack without being overpowered or looking like a rip off of Star Wars? Personally I wouldn't have a problem with being a Jedi in all but name, so long as we're talking about the more subtle action of the original trilogy than say The Force Unleashed series. The show Heroes had an interesting power at one point called Shattering that would at least be in a different direction. But at the end of the day it might just be better to have it appear as a passive skill set like science or lockpicking by focusing on problem solving more than combat. JimmyDreznaut already described a good set up for this, and New Vegas already had kill challenges which upped damage on enemies killed frequently so his Deja Vu idea works well with existing features. XxSick DemonxX (talk) 08:55, January 16, 2013 (UTC)