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FB3 Psyker
I dunno. I think there's something to it, yeah, but there's just not enough evidence.


A psyker is a person who posses a certain paranormal power either from FEV like the master's experiments and Melchior, Radiation like the Beastlords, natural selection like Hakunin or 200 years of seclusion in a glass jar like Professor Calvert.


After being dipped in FEV vats, absorbing some other people and being connected to the LA Vault computer, the Master gained some psychic powers the extent of which is unknown. He was able to attack humans mentally, although his attacks could be repelled with proper training. The Master was able to somehow bring forth psychic abilities in certain humans after they were injected with FEV (usually the pineal gland, but also the Amygdalae or Medulla), but most of the experiments were failures (resulting in insanity) or used to line the corridor of revulsion. There were four psykers in the Master's lair:

  • Wiggum was electrokinetic-dominant,
  • Lucy was telekinetic-dominant and a minor photokinetic,
  • Moore was pyrokinetic-dominant,
  • Gideon was a receiving-telepathic-dominant (without the ability to control his telepathy, requiring the Psychic nullifier to block incoming thoughts) with minor photokinetic abilities.

All four of them died when the Cathedral was vaporized in nuclear fire.

Fallout 2编辑

Fallout 3编辑

  • Professor Calvert - one of the residents of Point Lookout, he achieved psionic powers after an experimental procedure. When his brain was extracted from his body (in the same fashion as for robobrain models) and put into a jar, he gained an ability to communicate with people all around the region by entering their minds. To a person, it appeared like a mysterious voice in their head.
  • Bloomseer Poplar - is one of the members of the Treeminders and can predict your future, she describes the settings of some of the major quests you can do like The Superhuman Gambit, "I see a battle between insects and industry, and the men who control them...".

Fallout Tactics编辑

Mini-FOT Logo以下内容基於輻射戰略版,因而一些細節可能與正史相沖突。
  • A group of tribals known as the Beastlords had a kind of psychic control over animals.

Fallout: New Vegas编辑

  • The Forecaster is a child who can see into the future, but can't control his powers. He needs his "medicine" to keep him from over-thinking, thus helping control his headaches. For 100 caps, though, he will forgo his medication and look into the future for the player.
  • Nightkins inside Black Rock cave seem to have some paranormal knowledge of events and characters, if you've completed the quest Crazy, Crazy, Crazy by repairing Rhonda they will tell the "voices" said things that will happen in the main storyline, as well as special comments about the companions, EG: If you bring Craig Boone as a companion, they will comment "silent man knows more about the spiked crowns than what he says" referring that Boone knows more about Great Khans than what he says (the Bitter Springs Incident).


The ability to resist the Master's psychic attacks is represented in the SPECIAL system by the Mental Block perk.


Some kind of psychic powers appears in every Fallout game, although Chris Avellone believes it creates narrative difficulties for the Fallout writers, as stated in Fallout Bible 3. Avellone says:

For Fallout fan-fiction purposes, you are welcome to make use of the psykers and their potential from Fallout 1, but I'd be careful - the psykers in Fallout 1 show some pretty over-the-top mutations that could take the world to Childhood's End faster than you can say "uh, his eyes are glowing?"


Information on Fallout psykers comes from Chris Avellone's Fallout Bible 3.

Behind the scenes编辑

the term Psyker is often attributed to the Warhammer 40,000 tabletop games that likely coined it.

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