And IIRC, when he does it, it is extremely debilitating for him.
He describes his nullifier as "medicine" and will refuse the player's offer to buy it from him.And IIRC, when he does it, it is extremely debilitating for him.
https://fallout.gamepedia.com/The_ForecasterCombined with his sharp senses, the Forecaster can make surprising insights into people and politics, though he suffers terrible migraines whenever his thoughts reach out. To deal with it, he wears "medicine".
His medicine is actually a century-old psychic nullifier, which blocks incoming and outgoing thoughts, allowing him to enjoy peace of mind. However, while it prevents the migraines, it also blanks his mind.
That's right. Thank you.The Forecaster in New Vegas is a psyker.
I think it's one of those examples where you can have a good character that doesn't need to be a huge part of the game. This kid doesn't have much more than a merchant's dialogue. He tells you things but not much. There's no quest. Yet he's something interesting to meet in the game.This is a good (and tragic) character.
Did you see Bethesda? Not all children are more irritating than a needle in the balls.
Yes, and I loved how he wasn't forced into the main quest. You could just miss him and keep walking to Vegas. In fact, I didn't get to meet him until my most recent save, and this was a pleasant surprise, that made me think about how much story content I may still discover, even after all this time.I think it's one of those examples where you can have a good character that doesn't need to be a huge part of the game. This kid doesn't have much more than a merchant's dialogue. He tells you things but not much. There's no quest. Yet he's something interesting to meet in the game.
I wish more games could do things like this. Just because someone doesn't have 100+ lines of dialogue and a quest doesn't mean they need to be a bore to talk to the first time I meet them.
It doesn't make me happy that every time they touch it, they drive the IP's reputation further and further into the muck. I wish they'd just sell it already.
You do realize it was an easter egg encounter and isn't canon... right?Nope, when parallel universes and time travel are introduced in Fallout it will still make sense because in Fallout 2 we went back in time through the Guardian of Forever thus making it clear that the designers always had in mind that time travel is possible in the Fallout universe.
That was the point of that post. To show how people hand-wave every stupid lore break by using easter eggs and other nonsense.You do realize it was an easter egg encounter and isn't canon... right?
"Midas Touch in reverse". This is it. These are the words that put the most exact and precise mental image. I can't believe I never thought of it this way.Bethesda's influence to Fallout is like a Midas Touch in reverse
That won't happen for a very very long time. Either some plague would have to hit the Bethesda fandom or a real nuclear war would have to take place.
Every time Bethesda Fallout games would decline in sale BGS would re design the next game to include what is currently popular.
Personally my money is on the nuclear war.
Also Bethesda will never get rid of the Fallout IP. It's the IP they own that has the most merchandise value. Not even The Elder Scrolls has so much recognizable stuff for merch.
Even if games don't sell that much, the merch will still give them plenty of money.
That was the point of that post. To show how people hand-wave every stupid lore break by using easter eggs and other nonsense.
Also Bethesda will never get rid of the Fallout IP. It's the IP they own that has the most merchandise value. Not even The Elder Scrolls has so much recognizable stuff for merch.
Bethesda is owned by Zenimax, which is owned by big TV and Cinema people. TV and Cinema these days is also all oriented to sell merchandise. Movies and series are giant ads for stuff. Of course the games made by Zenimax's game companies adopted the same system.
VR scented candles, Pop! figurines, Pipboy replicas, Brotherhood of Steel miniatures, Power Armor helmet replicas, board games, t-shirts, backpacks, jackets, Vault Boy figurines, Vault Boy bobbleheads, drinking bottles, mugs, necklaces, rings, etc... If you go to the Bethesda store, you will notice that there are more merchandise for Fallout stuff than for the rest of Bethesda IPs together. Even if games don't sell that much, the merch will still give them plenty of money.
You kinda did when you said that psyker abilities appearing due to a potential psychotic break in a PC.
We do know how the psykers in 1 developed their powers though.
...I don't think it is a good idea to introduce the idea that one can spontaneously become a psyker.
If anything, psykers should be a starting trait. You start as a psyker but have debilitating effects on your character (like all SPECIAL scores are set as 1) until you find a rare working psychic nullifier. You'd essentially be a useless person more akin to a NPC rather than a PC.