Fallout 2 vault 15

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In fact, they are probably the reason you get Gunners that can take a sniper round to the cranium and still be taking an aim at the protagonist.

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There are a lot more low level psykers, cyborgs and mutants than the games ever show you. A hundred years down the line, the 'Death Whispers' tribe is a major but dormant power, with a few unfortunate rivals (MWBoS?) that want to dominate the line of apparently powerful mentalists, not realizing the truth. They also take in orphans and people down on their luck, and perpetuate the myth through them as well. In order to avoid trouble with the human locals, they adopt practices such as wearing heavy robes and presenting themselves as psykers who control the dangerous deathclaws around them whenever they need to trade or make agreements. With the rest of the intelligent Deathclaws or not, they eventually found/are driven to a new nest in one of the southern states. Goris and Xarn survived the events of Fallout 2.