Gaming Underground Network

Come for the mods, stay for the community
 
HomePortalLatest imagesInterviewsRegisterLog in
Search
 
 

Display results as :
 

 


Rechercher Advanced Search
Info Panel
______________
MOD MASTER THREADS:
FALLOUT
THE ELDER SCROLLS

______________


______________


GUNinsider
Fallout Miami: Mika999
Stay Connected

GUNetwork
Keywords
boomers Gear Reforged Metal vault Mask power ghost clone space marvel dead Superpele NPCs commonwealth leon body money suit Ryse Duty riot khan ghoul hunk boom
Latest topics
» OICW Mod for New Vegas
"powers" Emptyby DavidW75 Wed Oct 23, 2024 6:37 am

» Looking for Gta 5 xbox one modded account
"powers" Emptyby salman0786 Tue Oct 08, 2024 10:47 pm

» [FNV] Flickering Landscape Textures
"powers" Emptyby zliu313 Fri Oct 04, 2024 8:33 pm

» Best Site Ever!
"powers" Emptyby WasteNinja88 Sun Sep 29, 2024 11:38 am

» Weird bug or glitch with Console Command. [FNV]
"powers" Emptyby nickenicole47 Wed Sep 25, 2024 1:11 am

» Suggestions on npc mod that Blends with dragbodys mod?
"powers" Emptyby ilovebees.com Sun Sep 22, 2024 12:31 pm

» [FNV] Right Mouse Button Zoom/ADS Bug
"powers" Emptyby Lankychazz2009 Sun Sep 22, 2024 10:20 am

» (FO4) FO76 BOS Objects
"powers" Emptyby campesino.p Sun Sep 22, 2024 3:53 am

» [FNV] Dragbody's FO4 Power Armors bug.
"powers" Emptyby Lankychazz2009 Thu Sep 19, 2024 8:34 pm

» Fallout: New Vegas "Pizza Boy" Mod
"powers" Emptyby MrMistyEyed2 Tue Sep 10, 2024 7:15 am

» Here Are Some Of The Best Mods From GunNetwork
"powers" Emptyby Abyssfer Sun Sep 08, 2024 4:02 pm

» Saying hi after two years
"powers" Emptyby spiralsandspirals Thu Aug 29, 2024 6:39 am

» Looking for an alternative to Nexus
"powers" Emptyby freakoverse Fri Aug 23, 2024 4:50 pm

» fallout 4 mods
"powers" Emptyby salientguitar4 Mon Aug 19, 2024 11:47 pm

» [FNV] How to troubleshot infinite loading issues?
"powers" Emptyby Abyssfer Wed Aug 14, 2024 11:28 pm

» Fnv Enable player control command
"powers" Emptyby GenJohnWilliam Tue Aug 06, 2024 3:25 am

» Problem with Dragbodies NCR overhaul
"powers" Emptyby Lankychazz2009 Sat Aug 03, 2024 2:53 am

» NCR Trooper Overhaul Armors with NCR Ultimate Overhaul
"powers" Emptyby Abyssfer Fri Aug 02, 2024 2:29 am

» Roland Deschain ist The Mysterious Stranger and other t
"powers" Emptyby SpaceRanger Mon Jul 22, 2024 4:15 pm

» Guns you want in Fallout
"powers" Emptyby SpaceRanger Mon Jul 22, 2024 3:25 pm

November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar
_
November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar

Share
 

 "powers"

View previous topic View next topic Go down 
AuthorMessage
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

"powers" Empty
PostSubject: "powers"   "powers" EmptyFri Sep 07, 2018 10:26 pm

Every fallout game that I'm aware of has hinted at or more blatantly shown various kinds of powers, such as psychics. Part of me has always wished to be able to play as something "more than human." Someday we'll be able to play as a ghoul I suppose, but honestly it's not quite what I mean. Admittedly, the courier being able to wade through armies and effortlessly collapse them single-handed, really ought to count as a super-power... but it doesn't, somehow.
But then I think about the million ways that Bethesda would do this wrong. So I'm torn.
Back to top Go down
ahyuser001

ahyuser001

Posts : 689
Join date : 2018-01-28

Character sheet
Name: Character
Faction:
Level:

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyFri Sep 07, 2018 11:07 pm

It could work. Even in the original Fallout games there was already stuff like psychic powers like the one the Master had.

I feel that this part of the game could have great potential if done correctly but should only be available on certain NPCs.

_________________
"powers" Zerkcat

Will there be enough Dakka?
Back to top Go down
Heisenberg

avatar

Posts : 1457
Join date : 2016-12-17

Character sheet
Name:
Faction:
Level:

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyFri Sep 07, 2018 11:38 pm

No. Supernatural stuff ruins my immersion.
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptySat Sep 08, 2018 12:12 am

It's been a consistent part of the fallout universe from the beginning, so its existence doesn't bother me personally. The master was certainly a supernatural being no matter the pseudo science explanations for his existence and powers; and he had a prison/stable of powered mutants as well if I recall, although they'd gone insane.
It would be very difficult to let the player access anything "more than human" without ruining things, however. Maybe if it were something very subtle, a story thing rather than a easily-used skryim-ish flame-hands ability.
Back to top Go down
Visible Earth

Visible Earth

Posts : 310
Join date : 2016-10-24

Character sheet
Name: Jak
Faction: Fiends
Level: 18

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptySat Sep 08, 2018 6:29 am

This is a post-apocalyptic world where people drink radioactive material as an energy drink, ghouls can happen and super mutants and deathclaws are things that exist. I think we're allowed to suspend our disbelief somewhat. The very fact that people survived the nuclear war and subsequent fallout is pseudo-science in itself.

As people have pointed out, the Master was a psyker, as were some of his experiments. A Super Mutant in the Mariposa Military Base in Fallout 2 was a psyker as well, plus the Forecaster and some Nightkin in Fallout: New Vegas. I like stuff like that. It's kinda like the psychics in Starship Troopers. Implies some kind of radioactively-engendered evolution.

Then there's the ghost and the Stargate in Fallout 2, and the Cabbot House in Fallout 4, and aliens throughout the series. I think as long as these things are all just easter eggs and don't actually impact the story it's fine, though if ghosts or whatever started becoming part of the main quest it kinda detracts from the original spirit of the series. Then again I do like ghosts so.......

I'd be down for a Ghost Hunters-style quest where some guy is trying to use some Fallout-y tech to pick up Electronic Voice Phenomenons in an old, destroyed house. That would stay true to the sceptical spirit of Fallout, where your player character could be like, "ah this is so bullshit but you're paying me so whatever" and maybe you find something that's actually genuine, or maybe you discover that it was a radscorpion locked in the attic the whole time. Stuff like that'd be fun, especially if someone called in a Hubologist exorcist or something. There's potential here.

_________________
"It's 106 miles to Arroyo, we've got a full fusion cell, half a pack of RadAway,
it's midnight, and I'm wearing a 50 year old Vault 13 jumpsuit. Let's hit it."

"powers" GqUKuf0
Back to top Go down
1A

1A

Posts : 149
Join date : 2018-05-02
Age : 104
Location : Arroyo

Character sheet
Name: Tabellarius
Faction: NCR
Level: 50

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptySun Sep 09, 2018 2:59 am

I don't think it was DIRECTLY ever implied to be psychic in any of the games. Things like the master could very easily be written off as either a.) the character being distressed/broken down (who wouldn't be in that situation,) or b.) A newly developed trait caused by the FEV. There's lots of animals that can communicate and affect others in more ways than just physical ones, and so the idea of the master getting something similar wouldn't be too far pressed. When you're using a plot device that has the ability to basically, in meta terms, create anything by just throwing things in it, then it isn't that unbelievable. The rest of the games can probably also be written off as the characters being crazy, as is the case with the kid in New Vegas, and almost definitely Murphy in 4 (her prediction wasn't even near right; she just threw the name of the biggest city at you, and even that wasn't where your son was. Literally anybody would've recommended to start there, tbh.) Being really vague and throwing big names around doesn't show any psychic ability, and, in my opinion, actually shows the opposite. Now, if one of them were to somehow perfectly predict the exact upcoming plot of a questline, then I would probably think differently. I don't remember any psychics in 2, so I can't really properly make a counter argument for that. With that said, 99% of the "whacky" stuff in Fallout 2 is non-canon due to the developers simply wanting to go nuts with the references and stuff, and so I'd doubt anything that wasn't part of a main town. Technically, Fallout has a time travel narrative due to 2, but nobody gives that any merit as it was obviously just intended as an easter egg/throwaway gag.
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyMon Sep 10, 2018 10:21 pm

In the fallout universe, I think subtle is good when it comes to things like psykers. Many instances are still something that a strong skeptic could question, but might certainly still tempt one to believe. Melchior could summon deathclaws out of thin air though, so that's kind of hard to ignore. Fallout has never been a serious attempt to portray a completely realistic post-apocalyptic world, for better or worse.
If you occasionally could read random thoughts of people, but not choose when and where it hapepned, it might be hard to know whether or not you'd picked up a real thought or were just losing it.
Back to top Go down
ahyuser001

ahyuser001

Posts : 689
Join date : 2018-01-28

Character sheet
Name: Character
Faction:
Level:

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyTue Sep 11, 2018 3:39 am

Not sure about Melchior (pretty sure the dude was just throwing rats at the pools of FEV in his room and those rats were just mutating really fast) but the Master has the ability to cause hallucinations.

If you go to the hallway that leads to the Master's room without a psychic nullifier, you would hallucinate and take damage. There is also a conversation about this when you talk to Gideon.

_________________
"powers" Zerkcat

Will there be enough Dakka?


Last edited by ahyuser001 on Tue Sep 11, 2018 8:24 pm; edited 1 time in total
Back to top Go down
zodiac213

zodiac213

Posts : 473
Join date : 2015-07-14
Age : 28
Location : The Zone

Character sheet
Name: Artyom
Faction: Mercenary
Level: Veteran

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyTue Sep 11, 2018 4:09 am

Honestly,the supernatural stuff has always been hit or miss to me. The Lovecraftian stuff has always fascinated me,to the point that I actually started reading some of H.P. Lovecraft's works after encountering things like the Dunwich building in FO3. Even characters like the Master intrigue me even though I haven't played the older Fallout games. On the flip side,there are things like Mama Murphy. Her "powers" to me just felt like some really convenient and lazy plot device. So,I would say that it can be done,but it can't be half-assed and tacked on. Also,they shouldn't be the driving force of the main story. They should contained in their own seperate side story. That's just my two cents on the topic.

_________________
"powers" RQxYlub
Back to top Go down
HunterK

HunterK

Posts : 205
Join date : 2017-04-15
Age : 28
Location : Illinois

Character sheet
Name: Marcus Coughlin
Faction: NCR
Level: 32

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyTue Sep 11, 2018 5:45 am

I mean when you think about it, if evolution has allowed regular animals to turn into stronger, deadlier, and sneakier than they were before the bombs, I don't see why there can't be a hint of 'magic' added to the evolving humans (except for the Sole Survivor, who would be untouched by the radiation of the scorched wastes) and when you think about it, if massive amounts of radiation have forced evolution to move way quicker, than it's not impossible to think it would start to affect humans in a way that would spawn new survival traits (such as telekinesis or other psychic powers.) plus you have Lorenzo Cabot in the mix now.

_________________
"powers" In_tyl10
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyTue Sep 11, 2018 9:03 pm

I'm not a physicist or a doctor or whatever, but I strongly suspect that it's effectively magic for complex life forms to be completely and totally immune to any and all levels of radiation. It's just somehow easier for many of us to accept than psychic powers.
But anyway, the back and forth on this thread has sort of almost confirmed what I thought: some of us are pretty sure that there were confirmed psykers in the fallout universe, while others of us are still skeptics and see other alternative explanations to their powers.
And that's what I refer to when and if a fallout PC is ever given "powers." Leave room for the skeptics, while adding something we haven't seen before.
Back to top Go down
1A

1A

Posts : 149
Join date : 2018-05-02
Age : 104
Location : Arroyo

Character sheet
Name: Tabellarius
Faction: NCR
Level: 50

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyFri Sep 14, 2018 8:35 am

ahyuser001 wrote:
Not sure about Melchior (pretty sure the dude was just throwing rats at the pools of FEV in his room and those rats were just mutating really fast) but the Master has the ability to cause hallucinations.

If you go to the hallway that leads to the Master's room without a psychic nullifier, you would hallucinate and take damage. There is also a conversation about this when you talk to Gideon.

I'm just playing devil's advocate here, but the psychic nullifier could very easily be written off as placebo towards the mental strain that the character expects when going into the hallway. That, and the fact that the hallway leading up to him was literally composed of the master. It may not have been psychic, it could very well just be the master damaging you as you step over and around his extremely mutated body. Specifically, some dialogue describes pieces of bones jumping at the player, and teeth gnawing at their knees; one could very easily write this off as literal in regards to the master's predicament, and not simply psychic messages.
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

"powers" Empty
PostSubject: Re: "powers"   "powers" EmptyFri Sep 14, 2018 7:46 pm

Yeah it could be interpreted either way,which is a good thing for the kind of "powers" that I'm talking about. Where you really able to become resistant to psychic powers or was the master never really psychic?
Back to top Go down
Sponsored content




"powers" Empty
PostSubject: Re: "powers"   "powers" Empty

Back to top Go down
 

"powers"

View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Gaming Underground Network :: Fallout :: Discussion-