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Fallout

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

From The Vault

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.

Contents

Fallout

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 Amygdala or Medula), 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

  • Hakunin, the Arroyo shaman, apparently also possessed some telepathic abilities, as he was able to speak to Chosen One in his dreams (Chosen One was able to receive it and record it with his PIP Boy),
  • Melchior, miner from Redding, was able to summon dangerous animals (deathclaws, fire geckos, mole rats), when he became mutated by FEV in Mariposa Military Base.

Fallout 3

  • Professor Calvert - one of the residents of Point Lookout, he achieved psyonic 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

The following is based on Fallout Tactics and some details might contradict canon.
  • A group of tribals known as the Beastlords had a kind of psychic control over animals.

SPECIAL

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

Appearances in games

Some kind of psychic powers appears in every Fallout game, although Chris Avellone would prefer for it to be gone from the setting, 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?"

Sources

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


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

Marvel Database

Up to date as of February 09, 2010
(Redirected to Cindy (Psionics) (Earth-616) article)

From Marvel Database

Character Template Help
Psionics

Cindy (Psionics) (Earth-616)
Gallery
Real Name
Cindy
Current Alias

Aliases
Psionica

Identity

Alignment

Affiliation
New Defenders; Johnny Storm

Relatives

Universe

Base Of Operations
Defenders' Secret Base

Characteristics
Gender

Hair

Status
Marital Status

Occupation
Criminal


First appearance

Fantastic Four #555
(May, 2008)

Contents

History

Psionics (by Brian Hitch)

Powers and Abilities

Powers

Flight; Telekinesis

Links

  • Appearances of Cindy (Psionics) (Earth-616)
  • Character Gallery: Cindy (Psionics) (Earth-616)
  • Images that feature Cindy (Psionics) (Earth-616)
  • Fan-Art Gallery: Cindy (Psionics) (Earth-616)
  • Quotations by Cindy (Psionics) (Earth-616)

Discover and Discuss


This article uses material from the "Cindy (Psionics) (Earth-616)" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Traveller

Up to date as of February 05, 2010

From Traveller Wiki - Science-Fiction Adventure in the Far future

The use of mental powers to manipulate matter and energy, to sense, and to communicate. It has been demonstrated that minds (human or non-human, conscious or unconscious, intelligent or unintelligent) contain some capacity to operate without apparent use of physical facilities. Until circa - 1000, psionics was little studied in most regions, except on a disorganized level (parapsychology, the occult, spiritualism, and so on). It was known and practiced among the Zhodani, and by some minor races, but it was by no means widespread. However, during the Long Night, many races, (human and others) turned introspective. As a result, many finally began to engage in serious research in psionics, which revealed much about the empirical nature of the phenomenon, although the principles involved were, and remain, little understood.

However, even though it assumed scientific validity, psionics remained a backwater science until about 650, when it underwent a tremendous burst of popularity. Psionics within the Imperium reached its peak in the latter half of the 700's. In the 790's, however, the crest of popular opinion broke with the revelation of scandals within the Psionics Institutes; the result was the Psionics Suppressions (800 to 826), which shifted public opinion away from support of psionics.

Psionics falls into several talents: Telepathy, Clairvoyance, Telekinesis, Awareness and Teleportation. Although psionic activity generally lends itself to classification, some individuals defy this very classification. Individuals with special talent are capable of some activity which is not described here. Some special psionic abilities include: abilty to spontaneously start fires (pyrokinesis), the ability to teleport others instead of one’s self, the ability to perform an assault on inanimate objects, the ability to telepathically communicate with computers or robots, the ability to induce visions or hallucinations in others (either audial, visual, or combined), the ability to use awareness to affect others (to either increase or decrease characteristics, or to heal), and the ability to use awareness to influence Dexterity or Intelligence.

Psionics and Hivers

Hivers do not have psionic capabilities. They are unable to acquire psionic skills or talents, and cannot detect them in others. Psionics do not work directly on Hivers. Their minds cannot be read, for example, and psionic assault does not work against them. However, Hivers can be acted on physically by psionics; a Hiver could be pushed by telekinesis.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises and by permission of the author.
– Supplement 11 Library Data (N-Z)
– MT Player's Manual
– Adventure 1 The Kinunir
Alien Module 7 - Hivers
– GURPS Traveller Alien Races 3 (Hivers and Droyne)
TNE - Aliens of the Rim

Non-Canon

Feel free to enter further in-game information or house rules on this phenomenon.

Some special talents exist that do not conform to the normal classifications, or are different than the usual descriptions for those abilities. Some examples:

  • 'twitch', which might be awareness or telekinesis. Allows the character to move faster than normal either for an instant or for slightly longer periods. Use of this talent uses either psionic or biological energy, and can lead to muscle death or coma with extended use.
  • 'jump-sight', which might be aligned with clairvoyance. Improves the ability of an interstellar navigator. This talent is often liked to a talisman, but not noticed as the talisman is usually a computer where the character is running the program to compute an interstellar jump.
  • 'premonition', which might be a form of clairvoyance. Allow the character to see an event in the future. Usually very unreliable, but sometimes the details are very accurate.

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







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