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Moore (Fallout)

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Moore
Fo1 Moore
Biography
raceHuman psyker
genderMale
affiliationMaster
rolePyroknetic-dominant psyker
locationLA Vault
Gameplay
appearancesFallout
questsDestroy the Mutant leader
Technical
dialogue filePSYCHIC.MSG
 
Gametitle-FO1
Gametitle-FO1

Only the powerful can pass, but they will be kept from passing.

Moore is one of the four psykers, along with Gideon, Wiggum, and Lucy, that are kept behind a force field in the Master's Lair beneath the Cathedral in 2161.

Contents

BackgroundEdit

A scruffy looking fellow, Moore is one of the Master's failed experiments in trying to awaken psychic powers in humans, as he is quite clearly insane. Moore is a pyrokinetic-dominant psyker.[1] These powers are apparently suppressed when Moore was fitted with a psychic nullifier.

Interactions with the player characterEdit

Interactions overviewEdit

General Services Quests
Companion: noIcon cross
Talking head: noIcon cross
Merchant: noIcon cross
Modifies items: noIcon cross
Doctor: noIcon cross
Starts quests: noIcon cross
Involved in quests: yesIcon check
Destroy the Mutant leader

Other interactionsEdit

  • Moore proves to be quite unintelligible when the Vault Dweller encounters him. The only useful information he can provide is that "Gideon speaks the way", with regards to the Vault Dweller reaching the Master himself.

InventoryEdit

Apparel Weapon Other items
Clothing - Psychic nullifier

AppearancesEdit

Moore appears only in the original Fallout.

Behind the scenesEdit

Moore was named after developer Chad Moore.

ReferencesEdit

  1. Fallout Bible 0 by Chris Avellone

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