Super Mutants
Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury).
There are two different known sources of super mutants in the post-War world - Mariposa Military Base in the Core Region (on the West Coast) andVault 87 in the Capital Wasteland (on the East Coast). The two populations have separate histories and origins, and are yet to interact with each other. While originally the term was only used to refer to the Mariposa stock, the Brotherhood of Steel carried the term with them and applied it to those from Vault 87 upon encountering them.
Average super mutants stand approximately 10.4 feet tall (although they typically stand with hunched backs that reduce them to about 7.8 feet) and weigh around 800 pounds, possibly even more. Their skin color is predominately grayish green in case of Mariposa mutants and yellow with tints of red and green in the case of Vault 87 ones, although some mutants with other skin colors also exist. Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the human norm.
Super mutant cells undergo cellular division at a greatly increased rate. Mitosis occurs at a rate 15% quicker than that found in pure strain humans. A super mutant's cellular structure is said to be highly similar to normal humans. Super mutant DNA strands are nearly flawless, with all of the recessive genes that produce many of the most common ailments like diabetes, cancer and cardiovascular disease eradicated from the genome. Those recessive genes which are commonly found in humans have been manipulated in such a way by the infection of the FEV virus as to bring about the best possible combination of genetic traits. A super mutant's RNA structure was also altered by the virus to produce more rapid transcription, resulting in the enhanced regenerative capacities of the mutated form.
The mutation produced by the FEV in this case has some severe side effects. Chief among them is sterility. As the gametes of the reproductive system consist of 'half-cells' comprising only 23 of the normal 46 chromosomes, they are perceived as 'damaged' cells by the FEV's integrated genetic sequences, which "repairs" them by restoring the missing chromosomes, which essentially renders the mutants sterile since their gametes lose the ability to recombine with other sex cells in sexual reproduction. Other side effects of this form of FEV infection include an alteration of the pigment cells of the epidermis. While the super mutants originating from Mariposa are sterile, they do not lose their sexual organs, but they do lose their secondary sexual characteristics, such as breasts; Similarly East Coast mutants are said to lose most sexual characteristics
While they will not normally die due to the normal effects of aging, super mutants are prone to senility, leading to tendencies to engage in near-psychotic, aggressive attacks against other humans and other creatures. As super mutants created by the modified strain of FEV as part of the Evolutionary Experimentation Program in the Capital Wasteland age, they grow consistently larger and stronger, eventually reaching heights of up to 2 stories.
There are two different known sources of super mutants in the post-War world - Mariposa Military Base in the Core Region (on the West Coast) andVault 87 in the Capital Wasteland (on the East Coast). The two populations have separate histories and origins, and are yet to interact with each other. While originally the term was only used to refer to the Mariposa stock, the Brotherhood of Steel carried the term with them and applied it to those from Vault 87 upon encountering them.
Average super mutants stand approximately 10.4 feet tall (although they typically stand with hunched backs that reduce them to about 7.8 feet) and weigh around 800 pounds, possibly even more. Their skin color is predominately grayish green in case of Mariposa mutants and yellow with tints of red and green in the case of Vault 87 ones, although some mutants with other skin colors also exist. Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the human norm.
Super mutant cells undergo cellular division at a greatly increased rate. Mitosis occurs at a rate 15% quicker than that found in pure strain humans. A super mutant's cellular structure is said to be highly similar to normal humans. Super mutant DNA strands are nearly flawless, with all of the recessive genes that produce many of the most common ailments like diabetes, cancer and cardiovascular disease eradicated from the genome. Those recessive genes which are commonly found in humans have been manipulated in such a way by the infection of the FEV virus as to bring about the best possible combination of genetic traits. A super mutant's RNA structure was also altered by the virus to produce more rapid transcription, resulting in the enhanced regenerative capacities of the mutated form.
The mutation produced by the FEV in this case has some severe side effects. Chief among them is sterility. As the gametes of the reproductive system consist of 'half-cells' comprising only 23 of the normal 46 chromosomes, they are perceived as 'damaged' cells by the FEV's integrated genetic sequences, which "repairs" them by restoring the missing chromosomes, which essentially renders the mutants sterile since their gametes lose the ability to recombine with other sex cells in sexual reproduction. Other side effects of this form of FEV infection include an alteration of the pigment cells of the epidermis. While the super mutants originating from Mariposa are sterile, they do not lose their sexual organs, but they do lose their secondary sexual characteristics, such as breasts; Similarly East Coast mutants are said to lose most sexual characteristics
While they will not normally die due to the normal effects of aging, super mutants are prone to senility, leading to tendencies to engage in near-psychotic, aggressive attacks against other humans and other creatures. As super mutants created by the modified strain of FEV as part of the Evolutionary Experimentation Program in the Capital Wasteland age, they grow consistently larger and stronger, eventually reaching heights of up to 2 stories.
West Coast mutants
Super mutants were first created on the West Coast by Richard Grey, also known as "The Master", who led the first human survivor expedition to Mariposa Military Base in 2102. When the expedition was attacked by the base's automated security robots, he was dipped in a vat filled with mature FEV virus in solution, and managed to crawl out. The FEV was initially meant to be injected into humans, but Grey soon found out that direct physical contact with its nutritional medium worked just as well. He began to mutate in horrible ways, turning into a fleshy, tentacled blob of sentient matter.
The mutated form of Grey developed psychic powers, which were enhanced by consuming living minds to expand his own psionic strength. Slowly, as other wanderers from the Wasteland made it into the Mariposa Base themselves, Grey started performing his own experiments with the FEV. Grey — who now called himself "The Master" — lamented the needless destruction of human society caused by the Great War. In his warped state, he decided that he would have to force humanity to evolve beyond its innately destructive tendencies. If everyone could be as perfect as his evolutionarily advanced super mutants, the Master reasoned, there would be no more conflict in the world. Those who would not evolve would be forcibly sterilized and allowed to live out their lives in peace, though without the ability to pass on their imperfections to the next generation.[2] Around the year 2155, the Master began seeking out uncontaminated, pure strain humans with which to create new mutants and build the super mutant army he required to carry his plans to fruition.
FNVSuper mutant
A Mariposa super mutant in Fallout: New Vegas
In 2162, a person known to history only as the Vault Dweller destroyed the Master's mutant army by causing an explosion in the FEV vats at Mariposa, which collapsed the entire base, after which he proceeded to The Cathedral in the ruins of Los Angeles and killed the Master. Without the leadership of their creator and his lieutenant, the mutants divided into at least three factions. Some decided to leave California and find a place for themselves somewhere in the East, while a second faction wanted to continue the Master's work and dominate the Core Region once again. A third faction remained in the Core Region and tried to make peace with the Wasteland's humans, and worked together with them to rebuild the world after the Great War. Broken Hills is the most notable example of a settlement where humans and super mutants have learned to live together in peace.
Mini-FOT Logo The following is based on Fallout Tactics and some details might contradict canon.
The faction of super mutants that traveled eastwards eventually settled in the Midwest, forming what was known as Gammorin's Army, and many of them eventually ended up joining the Brotherhood of Steel.
Mini-FOT Logo End of information based on Fallout Tactics.
In 2236, the Enclave, the remnant of the pre-Great War American federal government, discovered the remnants of the Mariposa Base. Soon, Enclave assault squads combed the desert for slaves they could use to excavate the military base and get to the FEV vats. In 2237, having obtained the necessary data and samples to recreate the FEV, the Enclave abandoned the site after more mutations occurred among Enclave personnel exposed to the FEV remnants in the facility, causing a second generation of Mariposa super mutants to arise. The Enclave left a single squad behind to wipe out the super mutants, but the mutants, using armaments they had cached in the base during the excavation, reduced the squad to ashes after suffering heavy casualties. The remaining 1st and 2nd generation super mutant slaves were sealed inside the base by Enclave sappers, who collapsed the entrance to the ruined facility. Inside, the mutants formed a new community.
By 2281, some super mutants from both generations had established a community called the State of Utobitha in Black Mountain near New Vegas. The smarter and more organized Master's Army remnants are in charge of the dumber second generation mutants. Some other, more peaceful mutants reside in Jacobstown.
The mutated form of Grey developed psychic powers, which were enhanced by consuming living minds to expand his own psionic strength. Slowly, as other wanderers from the Wasteland made it into the Mariposa Base themselves, Grey started performing his own experiments with the FEV. Grey — who now called himself "The Master" — lamented the needless destruction of human society caused by the Great War. In his warped state, he decided that he would have to force humanity to evolve beyond its innately destructive tendencies. If everyone could be as perfect as his evolutionarily advanced super mutants, the Master reasoned, there would be no more conflict in the world. Those who would not evolve would be forcibly sterilized and allowed to live out their lives in peace, though without the ability to pass on their imperfections to the next generation.[2] Around the year 2155, the Master began seeking out uncontaminated, pure strain humans with which to create new mutants and build the super mutant army he required to carry his plans to fruition.
FNVSuper mutant
A Mariposa super mutant in Fallout: New Vegas
In 2162, a person known to history only as the Vault Dweller destroyed the Master's mutant army by causing an explosion in the FEV vats at Mariposa, which collapsed the entire base, after which he proceeded to The Cathedral in the ruins of Los Angeles and killed the Master. Without the leadership of their creator and his lieutenant, the mutants divided into at least three factions. Some decided to leave California and find a place for themselves somewhere in the East, while a second faction wanted to continue the Master's work and dominate the Core Region once again. A third faction remained in the Core Region and tried to make peace with the Wasteland's humans, and worked together with them to rebuild the world after the Great War. Broken Hills is the most notable example of a settlement where humans and super mutants have learned to live together in peace.
Mini-FOT Logo The following is based on Fallout Tactics and some details might contradict canon.
The faction of super mutants that traveled eastwards eventually settled in the Midwest, forming what was known as Gammorin's Army, and many of them eventually ended up joining the Brotherhood of Steel.
Mini-FOT Logo End of information based on Fallout Tactics.
In 2236, the Enclave, the remnant of the pre-Great War American federal government, discovered the remnants of the Mariposa Base. Soon, Enclave assault squads combed the desert for slaves they could use to excavate the military base and get to the FEV vats. In 2237, having obtained the necessary data and samples to recreate the FEV, the Enclave abandoned the site after more mutations occurred among Enclave personnel exposed to the FEV remnants in the facility, causing a second generation of Mariposa super mutants to arise. The Enclave left a single squad behind to wipe out the super mutants, but the mutants, using armaments they had cached in the base during the excavation, reduced the squad to ashes after suffering heavy casualties. The remaining 1st and 2nd generation super mutant slaves were sealed inside the base by Enclave sappers, who collapsed the entrance to the ruined facility. Inside, the mutants formed a new community.
By 2281, some super mutants from both generations had established a community called the State of Utobitha in Black Mountain near New Vegas. The smarter and more organized Master's Army remnants are in charge of the dumber second generation mutants. Some other, more peaceful mutants reside in Jacobstown.
East Coast mutants
By 2277, the super mutants had also appeared on the East Coast of the United States. These super mutants were created in the Evolutionary Experimentation Program, the experiment which had been assigned by Vault-Tec and the pre-Great War American government to Vault 87 as part of the clandestine Vault experimentation program. The heavily modified strain of FEV which created these mutants resulted in a new strain of super mutants which, in addition to becoming sterile, grow much larger and stronger as they age. They are different from their Core Region counterparts as they are green-yellow in skin color and less intelligent. Every super mutant's facial expression is permanently set in a sneer. However, unlike their counterparts, they are even less like pure strain humans, and after the transformation no clues on how they looked in their former lives can be found. They take human prisoners across the Capital Wasteland to transform them into more super mutants by injecting them with the FEV still found in Vault 87. Just as on the West Coast, the by-product of the Vault 87-based creations are the hideous chimeric mutants called centaurs, who act as watch/attack dogs for their super mutant masters.Despite their general lack of intelligence (even when compared to the least intelligent of the West Coast super mutants), they are somehow able to organize themselves into a coordinated army (as evidenced by their numerous raids and the attempt to reinforce their positions at the Capitol which led to the attack on Galaxy News Radio), procure large amounts of advanced weapons, ammunition, and equipment, and even maintain the biomedical infrastructure necessary to infect humans with the FEV and increase the numbers of super mutants in the region.
In the urban ruins of Washington, the super mutants are looking for more sources of FEV and more humans to expand their own numbers as they seek to take over the entire Capital Wasteland.
In the urban ruins of Washington, the super mutants are looking for more sources of FEV and more humans to expand their own numbers as they seek to take over the entire Capital Wasteland.
Ghouls
Consistent exposure to concentrated levels of background radiation for an extended period of time will randomly result in humans undergoing a mutation/transformation into the ghoul species[4].Camp Searchlight would also show that quick, perhaps even instantaneous transformations are not unheard of or out of the question. Exposure to background radiation levels typically results in sickness, shortly followed by death for a human being.
Most known ghouls in the Core Region were created from Vault-dwellers living in Vault 12 under Bakersfield, known as Necropolis after the Great War, located in southern California. As part of the vast Vault Experiment Program, the Vault 12 door was designed to be dysfunctional. Radiation from nuclear detonations and the subsequent fallout contaminated the Vault, resulting in the death or mutation of every occupant. Now, they can be found in small amounts throughout this region, most of which are in Gecko, a town established near an old, half-functional Poseidon Energy nuclear power plant. Many could also be found in Broken Hills, an old town located near a uranium mine, typically inhabited by humans, Super Mutants and ghouls. However, the uranium was eventually depleted and the town was abandoned sometime after 2242.
Ghouls from other regions most likely originated from opportune or home-made shelters. Such shelters were not adequate to fully protect against all the effects of nuclear fallout. Radiation levels in some areas were such that they were low enough not to kill people, but high enough not to leave them unscathed. There are ghouls in the Midwest, most notably a nuclear weapon-worshiping cult inKansas City. Both Quincy and Springfield also have at least some ghoul occupants. In Texas, most of the former residents of Los Ybanez, known as Los after the Great War, have become ghouls, probably remaining blocked at the entrance of the Secret Vault. Later, in the same city, the Church of the Lost was created by former Vault-dwellers of the Secret Vault that had become ghouls.
In the Capital Wasteland, many ghouls currently alive were born long after the Great War in 2077 and succumbed to radiation poisoning much later, due to the high levels of radiation in Washington, D.C. and its surroundings for decades following the fall of the bombs. The majority of intelligent ghouls in the Capital Wasteland have chosen to settle in Underworld, a settlement established in theMuseum of History in the ruins of The Mall. The settlement got its name from the exhibit on mythological representations of the afterlife in which the ghouls established their town.
In the Mojave Wasteland, they can be found in small amounts throughout the region, but no town is completely dedicated to them. There are usually a few ghouls living among humans in various communities performing jobs in order to survive, such as the guard Beatrix Russell and the comedian Hadrian, both of which are in Freeside. The only known community of ghouls in the region is theBright Brotherhood, a religious faction located in the REPCONN test site, founded and lead by an intelligent glowing one named Jason Bright, who wants to leave Earth and go into space to find a "new world", a promised land foretold by Bright. There are also several ghoul rangers occupying Ranger station Echo, implying some level of acceptance of ghouls serving in the NCR.
Ghouls or necrotic post-humans, are decrepit, rotting, zombie-like mutants. They are recipients of intensive, elongated radiation sickness which decays their skin, as well as their ligaments. Paradoxically, they also have greatly extended overall lifespans and are, allegedly, immune to, and even brought back to health by the hazards of background radiation and/or nuclear fallout Since the War, more people have had run-ins with ghouls, both civil and feral. Because of the animalistic behavior and savage threat feral ghouls pose, many people view all ghouls negatively. For example, the residents of Tenpenny Tower refuse to let ghouls into their luxurious hotel, despite polite offers of caps. Chief Gustavo is particularly bigoted and feels that "they'll all go feral one day." Negative stereotypes about ghouls stem from wastelanders who couldn't care less that not all ghouls are feral. Terms like "zombie," "shuffler," or "brain-eater" are common insults. Because of this general negativity, some ghouls, such as Roy Phillips and Mister Crowley, have developed a bitter hatred of humans.Ghouls created in the Great War of 2077 are still alive during Fallout (2161), Fallout 2 (2241), Fallout 3 (2277), and Fallout: New Vegas (2281). All ghouls live considerably longer than normal humans, though they are sterile. The reason for this longevity has to do with differences on the cellular level, and the ability of ghoul DNA to regenerate at a rate unmatched by normal human nucleic acids. Occasionally, in a ghoul, additional genetic material is added as a result of the mutation. The unnaturally long lifespan of a ghoul is also due to a mutation within the autonomic nervous system of certain individuals following exposure to specific combinations of ionizing radiation with wavelengths below ten picometers. Radiation that has such a short wavelength, less than ten picometers, is known as gamma radiation and is normally lethal to healthy humans in even moderate doses. The mutation in response to gamma radiation that produces ghouls disrupts the normal process of decay in the neurotransmitters along the spinal cord.
Ghouls were not created immediately after the Great War in 2077; the process took months or years for some. After a few weeks, their skin slowly started to flake off and crack, as well as partial or complete hair loss. In Fallout 3, Carol explains that even after the War it took a while for the ghouls to start looking like they do now. However, there have been occasions when ghouls are made instantly by large doses of radiation. For example, Camp Searchlight, where an entire base of NCR soldiers were transformed into feral ghouls except for Private Edwards by a radioactive device used by Caesar's Legion, and the ghoulification of Moira Brown after the warhead in Megaton was detonated by the Lone Wanderer (if the player chooses to do so).
Although lacking strength due to decayed tissue, ghouls have heightened senses making them more perceptive and lucky than other wasteland humanoids. As a result, chems like jet barely affect them. Doctor Barrows, when healing the player, bemoans the fact that "You humans are so fragile."
Specifically, the neurotransmitters affected in a ghoul's mutation are those responsible for cardiac and respiratory function in a healthy human being. These transmitters are continually regenerated at a greatly accelerated rate after the mutation sets in, carrying sufficient oxygen to sustain the life of the subject while being insufficient to retain dermal elasticity and avoid the resulting necrosis (much like the disease leprosy), the result of which is the decaying, corpse-like appearance of post-mutation humans. Old ghouls may also still suffer from some of the debilitating effects of old age however as some of the two centuries old ghouls like Raul Tejada and Dean Domino complain of knee problems when made to crouch, and both of them were far from elderly when they became ghouls. Raul also mentions how he's no longer as swift and agile as he used to be in his youth, though this might be psychosomatic and caused by Raul's continuous doubts about his age and place in the world. Still these may indicate that their regenerative abilities' problems with skin could extend to other soft tissues of their joints. Considering that ghouls are missing their noses, the pinna of the ear, and some complain about knee pain, it may be that the process of ghoulification severely damages cartilage in the human body.
In physical appearance, a ghoul's flesh is constantly rotting off, appearing very raw and discolored from necrosis. Lips and eyelids are sometimes absent, and noses are in almost every case completely rotted off. Feral ghouls are typically heavily emaciated and hunched over (possibly due to malnutrition and lack of sunlight), while non-ferals typically have a healthier, more human-like build and posture. Another major difference between ferals and non-ferals is dress: while non-ferals dress like normal humans, feral ghouls wear little clothing other than tattered pants or sections of old armor, having lost the mental capacity to mend or replace their clothes long ago.
Ghouls, at least the non-feral ones, are generally as intelligent as normal humans. However, their physical repulsiveness makes the life of a ghoul difficult at best - only the most tolerant human communities accept them as anything more than monsters. Some ghouls eventually go mad and it remains unclear exactly what precipitates this change in neurobiology and psychology, but anecdotal evidence seems to indicate that non-social ghouls, or those in isolation, are more prone to the condition. It is also quite possible that this is a gradual process, meaning that eventually all ghouls would succumb to this condition. However, considering the number of ghouls who have lived for more than two centuries, it is quite possible that this is not so, or that the rate of degeneration is dependent on the individual affected and surrounding environmental factors. Ghouls that succumb to insanity are called "feral ghouls:" they are mindlessly aggressive and, having lost their ability to reason, driven entirely by their instincts. These feral ghouls strongly resemble zombies like those depicted in old horror films, and this misconception succeeds in alienating non-feral ghouls even more from humans. The term "zombie" has become an offensive racial slur to ghouls and "smoothskin" is a derogatory term for humans often used by ghouls.
Ghouls are immune to most forms of radiation that still remain in the Wasteland. Radiation poisoning cannot get worse for the ghouls, though it can hasten the process of decay and lead to their decline into the feral state as described above. However, many ghouls report feeling healthier when exposed to low-level radiation, and thus make their homes near locations with acute background radiation. The ghouls known as "glowing ones" actually enjoy large amounts of radiation, which they describe as being "comfortably warm." They are even healed by it.
As one of the more common consequences of ghoulification seems to be sporadic or even complete hair loss and loss of their normal voice: few ghouls retain enough hair on their heads to actually maintain a haircut, and ghouls with facial hair seems to be even more rare. Also, ghouls with clear voices are very uncommon; most possess gravely voices. Desmond Lockheart from Point Lookout and Raul Tejada from Fallout: New Vegas are two of the few examples of ghouls with facial hair, and Plik from Point Lookout and Jason Bright from Fallout: New Vegas are two examples of ghouls with a clear voice. While the exact cause of their hoarse voices is unknown, it is more than likely caused by partial decay of their vocal cords.
Most known ghouls in the Core Region were created from Vault-dwellers living in Vault 12 under Bakersfield, known as Necropolis after the Great War, located in southern California. As part of the vast Vault Experiment Program, the Vault 12 door was designed to be dysfunctional. Radiation from nuclear detonations and the subsequent fallout contaminated the Vault, resulting in the death or mutation of every occupant. Now, they can be found in small amounts throughout this region, most of which are in Gecko, a town established near an old, half-functional Poseidon Energy nuclear power plant. Many could also be found in Broken Hills, an old town located near a uranium mine, typically inhabited by humans, Super Mutants and ghouls. However, the uranium was eventually depleted and the town was abandoned sometime after 2242.
Ghouls from other regions most likely originated from opportune or home-made shelters. Such shelters were not adequate to fully protect against all the effects of nuclear fallout. Radiation levels in some areas were such that they were low enough not to kill people, but high enough not to leave them unscathed. There are ghouls in the Midwest, most notably a nuclear weapon-worshiping cult inKansas City. Both Quincy and Springfield also have at least some ghoul occupants. In Texas, most of the former residents of Los Ybanez, known as Los after the Great War, have become ghouls, probably remaining blocked at the entrance of the Secret Vault. Later, in the same city, the Church of the Lost was created by former Vault-dwellers of the Secret Vault that had become ghouls.
In the Capital Wasteland, many ghouls currently alive were born long after the Great War in 2077 and succumbed to radiation poisoning much later, due to the high levels of radiation in Washington, D.C. and its surroundings for decades following the fall of the bombs. The majority of intelligent ghouls in the Capital Wasteland have chosen to settle in Underworld, a settlement established in theMuseum of History in the ruins of The Mall. The settlement got its name from the exhibit on mythological representations of the afterlife in which the ghouls established their town.
In the Mojave Wasteland, they can be found in small amounts throughout the region, but no town is completely dedicated to them. There are usually a few ghouls living among humans in various communities performing jobs in order to survive, such as the guard Beatrix Russell and the comedian Hadrian, both of which are in Freeside. The only known community of ghouls in the region is theBright Brotherhood, a religious faction located in the REPCONN test site, founded and lead by an intelligent glowing one named Jason Bright, who wants to leave Earth and go into space to find a "new world", a promised land foretold by Bright. There are also several ghoul rangers occupying Ranger station Echo, implying some level of acceptance of ghouls serving in the NCR.
Ghouls or necrotic post-humans, are decrepit, rotting, zombie-like mutants. They are recipients of intensive, elongated radiation sickness which decays their skin, as well as their ligaments. Paradoxically, they also have greatly extended overall lifespans and are, allegedly, immune to, and even brought back to health by the hazards of background radiation and/or nuclear fallout Since the War, more people have had run-ins with ghouls, both civil and feral. Because of the animalistic behavior and savage threat feral ghouls pose, many people view all ghouls negatively. For example, the residents of Tenpenny Tower refuse to let ghouls into their luxurious hotel, despite polite offers of caps. Chief Gustavo is particularly bigoted and feels that "they'll all go feral one day." Negative stereotypes about ghouls stem from wastelanders who couldn't care less that not all ghouls are feral. Terms like "zombie," "shuffler," or "brain-eater" are common insults. Because of this general negativity, some ghouls, such as Roy Phillips and Mister Crowley, have developed a bitter hatred of humans.Ghouls created in the Great War of 2077 are still alive during Fallout (2161), Fallout 2 (2241), Fallout 3 (2277), and Fallout: New Vegas (2281). All ghouls live considerably longer than normal humans, though they are sterile. The reason for this longevity has to do with differences on the cellular level, and the ability of ghoul DNA to regenerate at a rate unmatched by normal human nucleic acids. Occasionally, in a ghoul, additional genetic material is added as a result of the mutation. The unnaturally long lifespan of a ghoul is also due to a mutation within the autonomic nervous system of certain individuals following exposure to specific combinations of ionizing radiation with wavelengths below ten picometers. Radiation that has such a short wavelength, less than ten picometers, is known as gamma radiation and is normally lethal to healthy humans in even moderate doses. The mutation in response to gamma radiation that produces ghouls disrupts the normal process of decay in the neurotransmitters along the spinal cord.
Ghouls were not created immediately after the Great War in 2077; the process took months or years for some. After a few weeks, their skin slowly started to flake off and crack, as well as partial or complete hair loss. In Fallout 3, Carol explains that even after the War it took a while for the ghouls to start looking like they do now. However, there have been occasions when ghouls are made instantly by large doses of radiation. For example, Camp Searchlight, where an entire base of NCR soldiers were transformed into feral ghouls except for Private Edwards by a radioactive device used by Caesar's Legion, and the ghoulification of Moira Brown after the warhead in Megaton was detonated by the Lone Wanderer (if the player chooses to do so).
Although lacking strength due to decayed tissue, ghouls have heightened senses making them more perceptive and lucky than other wasteland humanoids. As a result, chems like jet barely affect them. Doctor Barrows, when healing the player, bemoans the fact that "You humans are so fragile."
Specifically, the neurotransmitters affected in a ghoul's mutation are those responsible for cardiac and respiratory function in a healthy human being. These transmitters are continually regenerated at a greatly accelerated rate after the mutation sets in, carrying sufficient oxygen to sustain the life of the subject while being insufficient to retain dermal elasticity and avoid the resulting necrosis (much like the disease leprosy), the result of which is the decaying, corpse-like appearance of post-mutation humans. Old ghouls may also still suffer from some of the debilitating effects of old age however as some of the two centuries old ghouls like Raul Tejada and Dean Domino complain of knee problems when made to crouch, and both of them were far from elderly when they became ghouls. Raul also mentions how he's no longer as swift and agile as he used to be in his youth, though this might be psychosomatic and caused by Raul's continuous doubts about his age and place in the world. Still these may indicate that their regenerative abilities' problems with skin could extend to other soft tissues of their joints. Considering that ghouls are missing their noses, the pinna of the ear, and some complain about knee pain, it may be that the process of ghoulification severely damages cartilage in the human body.
In physical appearance, a ghoul's flesh is constantly rotting off, appearing very raw and discolored from necrosis. Lips and eyelids are sometimes absent, and noses are in almost every case completely rotted off. Feral ghouls are typically heavily emaciated and hunched over (possibly due to malnutrition and lack of sunlight), while non-ferals typically have a healthier, more human-like build and posture. Another major difference between ferals and non-ferals is dress: while non-ferals dress like normal humans, feral ghouls wear little clothing other than tattered pants or sections of old armor, having lost the mental capacity to mend or replace their clothes long ago.
Ghouls, at least the non-feral ones, are generally as intelligent as normal humans. However, their physical repulsiveness makes the life of a ghoul difficult at best - only the most tolerant human communities accept them as anything more than monsters. Some ghouls eventually go mad and it remains unclear exactly what precipitates this change in neurobiology and psychology, but anecdotal evidence seems to indicate that non-social ghouls, or those in isolation, are more prone to the condition. It is also quite possible that this is a gradual process, meaning that eventually all ghouls would succumb to this condition. However, considering the number of ghouls who have lived for more than two centuries, it is quite possible that this is not so, or that the rate of degeneration is dependent on the individual affected and surrounding environmental factors. Ghouls that succumb to insanity are called "feral ghouls:" they are mindlessly aggressive and, having lost their ability to reason, driven entirely by their instincts. These feral ghouls strongly resemble zombies like those depicted in old horror films, and this misconception succeeds in alienating non-feral ghouls even more from humans. The term "zombie" has become an offensive racial slur to ghouls and "smoothskin" is a derogatory term for humans often used by ghouls.
Ghouls are immune to most forms of radiation that still remain in the Wasteland. Radiation poisoning cannot get worse for the ghouls, though it can hasten the process of decay and lead to their decline into the feral state as described above. However, many ghouls report feeling healthier when exposed to low-level radiation, and thus make their homes near locations with acute background radiation. The ghouls known as "glowing ones" actually enjoy large amounts of radiation, which they describe as being "comfortably warm." They are even healed by it.
As one of the more common consequences of ghoulification seems to be sporadic or even complete hair loss and loss of their normal voice: few ghouls retain enough hair on their heads to actually maintain a haircut, and ghouls with facial hair seems to be even more rare. Also, ghouls with clear voices are very uncommon; most possess gravely voices. Desmond Lockheart from Point Lookout and Raul Tejada from Fallout: New Vegas are two of the few examples of ghouls with facial hair, and Plik from Point Lookout and Jason Bright from Fallout: New Vegas are two examples of ghouls with a clear voice. While the exact cause of their hoarse voices is unknown, it is more than likely caused by partial decay of their vocal cords.
Alien
It is not known from what system or what planet they come. They have orbited and observed the Earth with two known motherships (Zeta and an unnamed one) at least since the 1600s in Earth's solar system, but humans had little real awareness of them and less evidence of their existence. Before the 1960s, only "crackpot" groups such as Quaere Verum believed in them, thinking that aliens existed but that evidence of their existence was covered up by a government conspiracy.
However, after the mysterious disappearances (abducted by aliens in Zeta in fact) of the USSA space capsule Clarabella 7 and the pilot, astronaut ColonelHartigan, during the 1960s Space Race, the aliens became recognized by national leaders. It is said that alien technology was the basis of many of theEnclave's more exotic and impressive weaponry and robotics. Toy manufacturers such as Wilson Automatoys weren't immune to these suspicions. The pre-War United States government was said to keep its alien specimens and technology mainly in Area 51 (such as a flying saucer that was later re-captured by aliens, but crashed in California probably during a flight sometime after the Great War, instantly killing the two alien pilots).
The Brotherhood of Steel[1] around 2161 and the Shi[2] around 2241 have encountered the bodies of aliens or their spaceships. By extension, theBrotherhood of Steel in the Capital Wasteland have 72x alien power cells in the Citadel's armory[3] and the Brotherhood Outcasts also have some alien power cells at Fort Independence. Also before 2277, an alien body was discovered in Fort Bannister,[4] probably by the Enclave, carrying what may have been recovered (like an alien blaster and some alien power cells) in the armory of the mobile base crawler at Adams Air Force Base.
Some advanced human technologies were created by using alien technology, such as the AI project number 59234, created in the 2050s, which manages the entire Sierra Army Depot Skynet, the device blocking telepathic and psychic commands, the psychic nullifier[5] and probably the advanced accelerated organic tissue regeneration processes gel mostly used for brain bots (robobrain, humanoid brain bot, think tank), and the bio med gel developed at theBoulder Dome.
Aliens are diminutive, hairless, yellowish-green-skinned humanoids with short, wiry limbs and green blood. Their heads are disproportionately large, with round, heavy-lidded, solid black eyeballs with no discernible iris or pupil; a thin, toothless mouth with green tongue, and two pairs of small holes where ears and nostrils would be. Aliens have no opposable thumbs, each hand instead having three long, tentacle-like fingers with large suction cups at each fingertip that allow them to manipulate objects. They breathe a similar atmosphere to humans, and (at least those on Mothership Zeta) subsist mainly on a diet of strange, alien worms and squid.
They seem to have a strict society focused on work and progress, with no apparent concern for hobbies and personal pursuits. Their architecture is spartan and purely functional - for instance, their bed (called a stasis chamber) is a sterile metal capsule with no mattress, blankets, sheets, or other pieces of bedclothes typically found in a normal human bed, and no discernible means of entertainment can be seen aboard Zeta. However, the aliens, in their own right, appear to have some degree of emotion, since alien workers display obvious fear when confronted with armed assailants. In another notable case, the aliens are shown to have an unusual fascination with Giddyup Buttercup, as demonstrated in a captive recorded log onboard Zeta, of Sally being taken to the recording room and noticing a Giddyup Buttercup. She notes that upon her calling attention to it, the aliens become very excited, though she has no idea why they act this way.
They view other species as laboratory animals, worthy of preservation and storage at best and vivisection and experimentation at worst. They speak in their own language of high-pitched screeches and wails. As such, communication between humans and aliens is supposedly impossible. However, linguistics specialist Holly Barrisford did make an attempt to communicate with the aliens during her abduction. Unfortunately, barring recording some brief biographical information, the aliens simply aren't interested in discussion.
They are incredibly advanced in their various technological fields, capable of spaceflight and technological feats equal to, and often beyond, that of even the most advanced human pre-Wartechnology. They also possess technologies such as long-term cryostasis, powerful rayguns, genetic manipulation, teleportation and holograms. However, they are totally dependent on technology. Because of this, they are physically fragile, lacking in raw strength and ineffective in melee-based combat. Very few possess especially protective armor and clothing.
Aliens typically wear spacesuits, the color of the suit apparently indicating rank, and soldiers generally carry shock batons, disintegrators and atomizers. They prefer to attack their foes in large numbers, and tend to have guardian drones with them.
However, after the mysterious disappearances (abducted by aliens in Zeta in fact) of the USSA space capsule Clarabella 7 and the pilot, astronaut ColonelHartigan, during the 1960s Space Race, the aliens became recognized by national leaders. It is said that alien technology was the basis of many of theEnclave's more exotic and impressive weaponry and robotics. Toy manufacturers such as Wilson Automatoys weren't immune to these suspicions. The pre-War United States government was said to keep its alien specimens and technology mainly in Area 51 (such as a flying saucer that was later re-captured by aliens, but crashed in California probably during a flight sometime after the Great War, instantly killing the two alien pilots).
The Brotherhood of Steel[1] around 2161 and the Shi[2] around 2241 have encountered the bodies of aliens or their spaceships. By extension, theBrotherhood of Steel in the Capital Wasteland have 72x alien power cells in the Citadel's armory[3] and the Brotherhood Outcasts also have some alien power cells at Fort Independence. Also before 2277, an alien body was discovered in Fort Bannister,[4] probably by the Enclave, carrying what may have been recovered (like an alien blaster and some alien power cells) in the armory of the mobile base crawler at Adams Air Force Base.
Some advanced human technologies were created by using alien technology, such as the AI project number 59234, created in the 2050s, which manages the entire Sierra Army Depot Skynet, the device blocking telepathic and psychic commands, the psychic nullifier[5] and probably the advanced accelerated organic tissue regeneration processes gel mostly used for brain bots (robobrain, humanoid brain bot, think tank), and the bio med gel developed at theBoulder Dome.
Aliens are diminutive, hairless, yellowish-green-skinned humanoids with short, wiry limbs and green blood. Their heads are disproportionately large, with round, heavy-lidded, solid black eyeballs with no discernible iris or pupil; a thin, toothless mouth with green tongue, and two pairs of small holes where ears and nostrils would be. Aliens have no opposable thumbs, each hand instead having three long, tentacle-like fingers with large suction cups at each fingertip that allow them to manipulate objects. They breathe a similar atmosphere to humans, and (at least those on Mothership Zeta) subsist mainly on a diet of strange, alien worms and squid.
They seem to have a strict society focused on work and progress, with no apparent concern for hobbies and personal pursuits. Their architecture is spartan and purely functional - for instance, their bed (called a stasis chamber) is a sterile metal capsule with no mattress, blankets, sheets, or other pieces of bedclothes typically found in a normal human bed, and no discernible means of entertainment can be seen aboard Zeta. However, the aliens, in their own right, appear to have some degree of emotion, since alien workers display obvious fear when confronted with armed assailants. In another notable case, the aliens are shown to have an unusual fascination with Giddyup Buttercup, as demonstrated in a captive recorded log onboard Zeta, of Sally being taken to the recording room and noticing a Giddyup Buttercup. She notes that upon her calling attention to it, the aliens become very excited, though she has no idea why they act this way.
They view other species as laboratory animals, worthy of preservation and storage at best and vivisection and experimentation at worst. They speak in their own language of high-pitched screeches and wails. As such, communication between humans and aliens is supposedly impossible. However, linguistics specialist Holly Barrisford did make an attempt to communicate with the aliens during her abduction. Unfortunately, barring recording some brief biographical information, the aliens simply aren't interested in discussion.
They are incredibly advanced in their various technological fields, capable of spaceflight and technological feats equal to, and often beyond, that of even the most advanced human pre-Wartechnology. They also possess technologies such as long-term cryostasis, powerful rayguns, genetic manipulation, teleportation and holograms. However, they are totally dependent on technology. Because of this, they are physically fragile, lacking in raw strength and ineffective in melee-based combat. Very few possess especially protective armor and clothing.
Aliens typically wear spacesuits, the color of the suit apparently indicating rank, and soldiers generally carry shock batons, disintegrators and atomizers. They prefer to attack their foes in large numbers, and tend to have guardian drones with them.
Ants
Giant ant
The following is based on J.E. Sawyer's Fallout RPG and has not been confirmed by canon sources.What they lack in individual fortitude, they make up for with relentless attacks and swarm tactics. Their exoskeleton isn't particularly thick, but it can turn aside weak punches and dull knives. Their mandibles can cut through most leather and plastic with ease, even snapping bones on a lucky hit. Giant ants become particularly aggressive when their queen is threatened.
End of information based on J.E. Sawyer's Fallout RPG.
Giant ant queen
The mother of the ant brood, this variant is roughly four to five times larger than the average giant ant. When threatened, she buzz her wings and will hiss at the enemy. She will then proceed to spit an acidic saliva at the enemy in an attempt to ward them off. She cannot move much, so avoidance is easy, especially in smaller spaces.
Giant soldier ant
These are the colony's main defense against intruders. They are plentiful and can often overwhelm an enemy by either running it off or killing it on the spot; usually the latter. This ant can often be found accompanying smaller ants as they forage.
Giant worker ant
As their name suggests, these ants do most of the work around the colony.
Invader ant
Two of them may be found attacking the Mutated forager ants in Shalebridge Tunnels.
Mutated forager ant
They are friendly and won't attack, even if they are attacked.
The following is based on J.E. Sawyer's Fallout RPG and has not been confirmed by canon sources.What they lack in individual fortitude, they make up for with relentless attacks and swarm tactics. Their exoskeleton isn't particularly thick, but it can turn aside weak punches and dull knives. Their mandibles can cut through most leather and plastic with ease, even snapping bones on a lucky hit. Giant ants become particularly aggressive when their queen is threatened.
End of information based on J.E. Sawyer's Fallout RPG.
Giant ant queen
The mother of the ant brood, this variant is roughly four to five times larger than the average giant ant. When threatened, she buzz her wings and will hiss at the enemy. She will then proceed to spit an acidic saliva at the enemy in an attempt to ward them off. She cannot move much, so avoidance is easy, especially in smaller spaces.
Giant soldier ant
These are the colony's main defense against intruders. They are plentiful and can often overwhelm an enemy by either running it off or killing it on the spot; usually the latter. This ant can often be found accompanying smaller ants as they forage.
Giant worker ant
As their name suggests, these ants do most of the work around the colony.
Invader ant
Two of them may be found attacking the Mutated forager ants in Shalebridge Tunnels.
Mutated forager ant
They are friendly and won't attack, even if they are attacked.
Rad scorpions
Radscorpions are not only powerful, but also have a nasty venomous sting that can kill the player if not treated quickly. Since they are indigenous to desert environments, they do not mind brightly lit environments and will attack the player in broad daylight as well as at night. Radscorpions can be seen burrowing into the ground from time to time, much like their pre-War cousins. These burrows are likely where they sleep and take refuge from the harsh external environment, like heat and sandstorms. Radscorpions are mutated from the North American Emperor scorpion, which were common in many pet stores at the time of the Great War.[3] Contrary to many expectations, their venom grew much more potent and deadly when they mutated rather than becoming diluted. Their poison is used in crafting the dart gun. Though considered nocturnal and sensitive to light, radscorpions can be found active during the daytime in the areas they inhabit. Apart from their size, they appear visually identical to regular scorpions, with thick, mottled, dark, blueish gray carapaces.
Bighorners
Bighorners are mutated bighorn sheep that lived in the areas' high mountains. While settlers use them for their horns, meat, and hides, it has been observed that they can usually be found in close proximity to a banana yucca fruit, making for rather effective herb tracking. Several settlements, such as Goodsprings and Jacobstown, have domesticated them for a source of fresh meat.Bighorners are herbivores and are primarily found in wild herds of three to seven in the Mojave Wasteland, or in domesticated drifts of varying size in settlements such as Goodsprings, near Jacobstown, Spring Mt. Ranch State Park or around Cottonwood Cove. It appears that, once domesticated, the animals lose the ability to take care of themselves, since those bighorners at the Matthews Animal Husbandry Farm have become emaciated since their owners were killed.
They are generally "laid-back" beasts with surprisingly docile dispositions, in spite of being quite capable of being extremely dangerous when provoked. However, according to Easy Pete they cannot be used as pack animals, as "they just lie down until you take it off". This statement is supported by the fact that no bighorner is ever seen carrying a pack in-game.
They are generally "laid-back" beasts with surprisingly docile dispositions, in spite of being quite capable of being extremely dangerous when provoked. However, according to Easy Pete they cannot be used as pack animals, as "they just lie down until you take it off". This statement is supported by the fact that no bighorner is ever seen carrying a pack in-game.
Bloatfly
The bloatfly is a giant mutated blowfly. Bloatflies attack at long range by peppering their prey with spine-bedecked larva launched from its abdomen. This supply of larva is seemingly inexhaustible, and unless evaded or eliminated, bloatflies will persecute an attacker relentlessly. They are covered in a green-brown carapace. Players can find Bloatflies wandering in the wastelands.
Bloatflies typically live in small groups of two to four individuals but can be encountered on their own.
Bloatflies typically live in small groups of two to four individuals but can be encountered on their own.
Brahmin
Brahmin serve a vital environmental niche in the Fallout world -- they form the foundation of survival for many species; most notably, humans. They also form the backbone of the New California Republic economy and of the New Reno "NCR brahmin rustling" economy.
Brahmin can pull carts, old cars, plows, and dead bodies. They can be driven into herds then used as stampedes on rival tribal villages. Brahmin droppings are great fertilizer and fuel for campfires - the fumes from their feces are also used to synthesize jet.
Their skulls are dotted all over the desert landscape. Their hide and hair can be used to make tents, clothing, belts, saddle bags, shoes, leather armor, leather jackets, or a bizarre brahmin-looking disguise.Brahmin are the mutated descendants of pre-War cattle. The cows that survived have given birth to mutated offspring. They've attained a second head, and abnormal growths. They also have eight stomach compartments and two hearts, twice as many as normal cows. Brahmin bulls have four testicles, and the udders of female brahmin have increased in size. They are of a toasted brown/orange color, and attack by head-butting or trying to gore someone with their horns.
Brahmin meat is delicious - if only when compared to other post-apocalyptic food. Brahmin are a source of milk similar to real-world milk, yet terrifyingly different.[1]; it has even been said that brahmin milk may help cure radiation sickness.[citation needed]
Occasionally, a brahmin is born with a single head - essentially, a regular cow. Ironically, these single-headed brahmin are considered to be "mutated".
Brahmin can pull carts, old cars, plows, and dead bodies. They can be driven into herds then used as stampedes on rival tribal villages. Brahmin droppings are great fertilizer and fuel for campfires - the fumes from their feces are also used to synthesize jet.
Their skulls are dotted all over the desert landscape. Their hide and hair can be used to make tents, clothing, belts, saddle bags, shoes, leather armor, leather jackets, or a bizarre brahmin-looking disguise.Brahmin are the mutated descendants of pre-War cattle. The cows that survived have given birth to mutated offspring. They've attained a second head, and abnormal growths. They also have eight stomach compartments and two hearts, twice as many as normal cows. Brahmin bulls have four testicles, and the udders of female brahmin have increased in size. They are of a toasted brown/orange color, and attack by head-butting or trying to gore someone with their horns.
Brahmin meat is delicious - if only when compared to other post-apocalyptic food. Brahmin are a source of milk similar to real-world milk, yet terrifyingly different.[1]; it has even been said that brahmin milk may help cure radiation sickness.[citation needed]
Occasionally, a brahmin is born with a single head - essentially, a regular cow. Ironically, these single-headed brahmin are considered to be "mutated".
Cazadores
.Cazadores are giant tarantula hawk wasps[2][3] which were created by Doctor Borous in the Z-14 Pepsinae DNA splicing lab of the Big MT.Cazadores have distinctive amber-orange wings, a blue-black carapace, and blood-red eyes. They have a quick and rather erratic flight pattern, making them difficult to hit. Their venomous attack can lead to a quick death if they succeed in poisoning their target. The spikes on their back inflate and deflate, both when idle and when attacking.
Cazadores are more common in mountainous regions of the Mojave. They chew wood fiber and mold it into a paper pulp with which they create large basket-shaped nests, many of which can be seen at places such as Bonnie Springs, Cazador nest, west of the Brewer's beer bootlegging, the road heading towards Jacobstown, north of Goodsprings, and the boathouse at Callville Bay. The cazadores' original breeding ground is the Z-14 Pepsinae DNA splicing lab in Big MT. They compete with night stalkers for prey.
Cazadores are more common in mountainous regions of the Mojave. They chew wood fiber and mold it into a paper pulp with which they create large basket-shaped nests, many of which can be seen at places such as Bonnie Springs, Cazador nest, west of the Brewer's beer bootlegging, the road heading towards Jacobstown, north of Goodsprings, and the boathouse at Callville Bay. The cazadores' original breeding ground is the Z-14 Pepsinae DNA splicing lab in Big MT. They compete with night stalkers for prey.
Centaurs
West Coast
Centaurs encountered in the Core Region and Mojave Wasteland were created by the Master. The creation process involved tossing a varied mix of humans, dogs, and other types of animals into a Forced Evolutionary Virus (FEV) vat to be infected by the virus, and then seeing what mutant chimera emerged as the virus produced rapid and unpredictable mutations. The resultant centaurs can differ quite radically in physical appearance from one another. However, all known centaurs are somewhat humanoid in appearance.
Capital Wasteland
Like their western counterparts, the Capital Wasteland centaurs were created by infection with the FEV along with the super mutants. Their birthplace, like the super mutants, is Vault 87.
Variations
Centaurs of all known varieties are not harmed by radiation, but seem drawn to it, as they are often found in heavily irradiated environments.
Two-headed centaur
Animcentaur
Physically, these centaurs are around the size of a bear, with a large, misshapen torso and six humanoid arms that serve as legs. A cluster of wriggling fleshy tentacles bloom out from their underside, scrabbling at the ground around them. Branching from their front halves are a pair of long, thick necks, with a canine head on the right and a humanoid one on the left. The canine head has a thick metal collar around its neck, adorned with spikes, not unlike an ordinary dog collar. The two heads are seemingly aware that they are separate creatures, as the dog head can be seen trying to gnaw on the humanoid head.
So far, the two-headed centaurs have only been encountered on the West Coast, in the Core Region.
One-headed centaur
Centaur
With this type of centaur, only the human-like head remains, and the feelers on the back are replaced by three long, tentacle-like tongues. Unlike its two-headed "cousins", this kind of centaur uses a ranged attack: a high-arcing, slow-moving saliva projectile that can carry lethal doses of radiation. Oddly enough, it is capable of igniting lingering gas vapors as well. In close quarters, it utilizes a long, three-pronged tongue to whip and slash at any intruders.
This kind of centaur can be encountered both in the West and the East of the former United States.
Evolved centaur
CentaurEvolved
These centaurs are a bigger and stronger variant of centaur. Having been exposed to much more radiation than regular centaurs, they have significantly more muscle mass as well as thick clusters of tumors growing from their backs.
Giant evolved centaur
CentaurEvolved
An even bigger variety of the evolved centaur, the giant evolved centaur is the largest and most dangerous variation of centaur to be discovered to date.
Centaurs encountered in the Core Region and Mojave Wasteland were created by the Master. The creation process involved tossing a varied mix of humans, dogs, and other types of animals into a Forced Evolutionary Virus (FEV) vat to be infected by the virus, and then seeing what mutant chimera emerged as the virus produced rapid and unpredictable mutations. The resultant centaurs can differ quite radically in physical appearance from one another. However, all known centaurs are somewhat humanoid in appearance.
Capital Wasteland
Like their western counterparts, the Capital Wasteland centaurs were created by infection with the FEV along with the super mutants. Their birthplace, like the super mutants, is Vault 87.
Variations
Centaurs of all known varieties are not harmed by radiation, but seem drawn to it, as they are often found in heavily irradiated environments.
Two-headed centaur
Animcentaur
Physically, these centaurs are around the size of a bear, with a large, misshapen torso and six humanoid arms that serve as legs. A cluster of wriggling fleshy tentacles bloom out from their underside, scrabbling at the ground around them. Branching from their front halves are a pair of long, thick necks, with a canine head on the right and a humanoid one on the left. The canine head has a thick metal collar around its neck, adorned with spikes, not unlike an ordinary dog collar. The two heads are seemingly aware that they are separate creatures, as the dog head can be seen trying to gnaw on the humanoid head.
So far, the two-headed centaurs have only been encountered on the West Coast, in the Core Region.
One-headed centaur
Centaur
With this type of centaur, only the human-like head remains, and the feelers on the back are replaced by three long, tentacle-like tongues. Unlike its two-headed "cousins", this kind of centaur uses a ranged attack: a high-arcing, slow-moving saliva projectile that can carry lethal doses of radiation. Oddly enough, it is capable of igniting lingering gas vapors as well. In close quarters, it utilizes a long, three-pronged tongue to whip and slash at any intruders.
This kind of centaur can be encountered both in the West and the East of the former United States.
Evolved centaur
CentaurEvolved
These centaurs are a bigger and stronger variant of centaur. Having been exposed to much more radiation than regular centaurs, they have significantly more muscle mass as well as thick clusters of tumors growing from their backs.
Giant evolved centaur
CentaurEvolved
An even bigger variety of the evolved centaur, the giant evolved centaur is the largest and most dangerous variation of centaur to be discovered to date.
Radroach
These radroaches are commonly found in the Capital and the Mojave Wastelands and look similar to real-life cockroaches. Radroaches were enlarged extensively by mutation; to the point that they are now as large as housecats.
They are generally little more than a nuisance to Wasteland survivors and are less than likely to pose a challenge. Radroaches are territorial and rather aggressive, but not very harmful. Anyone can kill them with their bare hands, and will only attack if you are very close; despite this however, Vault 101 security personnel usually are no match for around 3 radroaches at once and will be easily disposed of. This is seen during Escape!
Radroaches are usually found in underground areas and sewers across North America, which can cause them to be a pest in certain Vaults, where they can often be found in fairly large groups. Radroaches feed on dead organisms, but they will attack living creatures if isolated. Their numbers are their greatest advantage. Radroaches live mostly in the areas east of California.
It is said that radroach innards are useful in the treatment of radiation poisoning, and are widely used by tribals for this purpose.
They are generally little more than a nuisance to Wasteland survivors and are less than likely to pose a challenge. Radroaches are territorial and rather aggressive, but not very harmful. Anyone can kill them with their bare hands, and will only attack if you are very close; despite this however, Vault 101 security personnel usually are no match for around 3 radroaches at once and will be easily disposed of. This is seen during Escape!
Radroaches are usually found in underground areas and sewers across North America, which can cause them to be a pest in certain Vaults, where they can often be found in fairly large groups. Radroaches feed on dead organisms, but they will attack living creatures if isolated. Their numbers are their greatest advantage. Radroaches live mostly in the areas east of California.
It is said that radroach innards are useful in the treatment of radiation poisoning, and are widely used by tribals for this purpose.
Cybernetic canines
Cyberdogs have the appearance of cybernetic canines (although two exceptions exist) with a yellow cornea (only the "cyberhound Mk III police model" have a normal, white cornea). Cyberdogs of this type are also called "K-9 units". Despite being highly modified with electronic parts, they are not affected by pulse weapons.
Their modifications include:
Robotic enhancements to much of the body, including replacement limbs and artificial tail.
Replacement of the mandible with a robotic jaw and metal bottom teeth.
Brain removed from the skull and placed in a protective container above the head, allowing them to check their organic and cybernetic system as well as improving their perception. This brain can be swapped out for another, as a cyberdog can suffer neural degeneration over time resulting in the brain abruptly shutting down. Once swapped out, the cyberdog keeps the same personality, its memories and mannerisms it had before becoming a cyberdog, with the additional personality of the fresh dog brain being added into the mix, possibly creating a mix of attributes.
Replacement of most vital organs with high-tech artificial implants, allowing cyberdogs to live indefinitely so long as the brain is replaced periodically (a healthy brain can live over 200 years).
Motivator circuit integrated into the cyberdog acting like a drive mechanism. If removed, the cyberdog's legs will be rendered immobile.
Some standard cyberdog models are:
Cyberhound Mk II personal security model, with a light gray coat, a cybernetic right eye and built for personal security.
Cyberhound Mk III law enforcement officer support model, with a light brown coat and built for pursuit.
Cyberhound Mk III police model, with a dark brown coat and built for police work.
Cyberhound Mk III military model, with a dark coat, green-colored robotic parts, vocal enhancements allowing the cyberdog to produce powerful sonic waves when barking and built for military mission.
Unique models include K-9 and Gabe. K-9 was created by the Dr. Schreber in the Enclave outpost of Navarro and based on the "Cyberhound Mk II personal security model". He includes all the standard modifications above with:
Enhancements to the brain allowing greater Intelligence superior to that of humans, able to use the large panel of human expression like jokes, sarcasms and have a stronger personality able to be at odds with his master and to disobey. It can also perform repairs on it itself to a certain degree.
Vocal organs allowing speech in multiple languages.
Gabe was created by the Dr. Borous in the Big Mountain Research and Development Center and based on the "Cyberhound Mk III police model". He includes all the standard modifications above (excluding the speech capability) with:
Biological enhancements with huge intake of psycho, becoming as large as human, more aggressive and more powerful.
Cyberdog atomic core integrated into his body, triggered with a countdown of 10 seconds after his death and cause a miniature atomic explosion of approximately 10 meters blast radius.A peculiar model (and an outstanding exception to the standard cybernetic canine's appearance) is the K9000 cyberdog gun, created to act as a personal operated, hand-held weapon system. Instead of the standard cyberdog units, which are canine in general anatomy, the K9000 cyberdog gun is more akin to an over-glorified heavy weapon. It is a living dog's brain that has been provided with a machine gun frame utilizing the .357 magnum ammunition. Its "canine" features include two metallic "ears" mounted on top of the weapon that move like a real dog's and a sniffer mounted on the jar containing the brain, which allow the gun to sense its surroundings. It can be enhanced with a resla roil increasing its damage by 2 and a mentat chow to increase its rate of fire by 4.
Another exception is the upgraded version of the K9000 cyberdog gun, the unique FIDO. Unlike the K9000 cyberdog gun, FIDO uses .44 magnum rounds instead of .357 magnum rounds, resulting in higher damage and slightly higher spread. It has a special red brain instead of the standard green one of the K9000 cyberdog gun and the decal is changed from a golden retriever to a bulldog. It can't be enhanced with the same modifications as available for the K9000 cyberdog gun. Other features of the K9000 cyberdog gun are included in the FIDO.
Their modifications include:
Robotic enhancements to much of the body, including replacement limbs and artificial tail.
Replacement of the mandible with a robotic jaw and metal bottom teeth.
Brain removed from the skull and placed in a protective container above the head, allowing them to check their organic and cybernetic system as well as improving their perception. This brain can be swapped out for another, as a cyberdog can suffer neural degeneration over time resulting in the brain abruptly shutting down. Once swapped out, the cyberdog keeps the same personality, its memories and mannerisms it had before becoming a cyberdog, with the additional personality of the fresh dog brain being added into the mix, possibly creating a mix of attributes.
Replacement of most vital organs with high-tech artificial implants, allowing cyberdogs to live indefinitely so long as the brain is replaced periodically (a healthy brain can live over 200 years).
Motivator circuit integrated into the cyberdog acting like a drive mechanism. If removed, the cyberdog's legs will be rendered immobile.
Some standard cyberdog models are:
Cyberhound Mk II personal security model, with a light gray coat, a cybernetic right eye and built for personal security.
Cyberhound Mk III law enforcement officer support model, with a light brown coat and built for pursuit.
Cyberhound Mk III police model, with a dark brown coat and built for police work.
Cyberhound Mk III military model, with a dark coat, green-colored robotic parts, vocal enhancements allowing the cyberdog to produce powerful sonic waves when barking and built for military mission.
Unique models include K-9 and Gabe. K-9 was created by the Dr. Schreber in the Enclave outpost of Navarro and based on the "Cyberhound Mk II personal security model". He includes all the standard modifications above with:
Enhancements to the brain allowing greater Intelligence superior to that of humans, able to use the large panel of human expression like jokes, sarcasms and have a stronger personality able to be at odds with his master and to disobey. It can also perform repairs on it itself to a certain degree.
Vocal organs allowing speech in multiple languages.
Gabe was created by the Dr. Borous in the Big Mountain Research and Development Center and based on the "Cyberhound Mk III police model". He includes all the standard modifications above (excluding the speech capability) with:
Biological enhancements with huge intake of psycho, becoming as large as human, more aggressive and more powerful.
Cyberdog atomic core integrated into his body, triggered with a countdown of 10 seconds after his death and cause a miniature atomic explosion of approximately 10 meters blast radius.A peculiar model (and an outstanding exception to the standard cybernetic canine's appearance) is the K9000 cyberdog gun, created to act as a personal operated, hand-held weapon system. Instead of the standard cyberdog units, which are canine in general anatomy, the K9000 cyberdog gun is more akin to an over-glorified heavy weapon. It is a living dog's brain that has been provided with a machine gun frame utilizing the .357 magnum ammunition. Its "canine" features include two metallic "ears" mounted on top of the weapon that move like a real dog's and a sniffer mounted on the jar containing the brain, which allow the gun to sense its surroundings. It can be enhanced with a resla roil increasing its damage by 2 and a mentat chow to increase its rate of fire by 4.
Another exception is the upgraded version of the K9000 cyberdog gun, the unique FIDO. Unlike the K9000 cyberdog gun, FIDO uses .44 magnum rounds instead of .357 magnum rounds, resulting in higher damage and slightly higher spread. It has a special red brain instead of the standard green one of the K9000 cyberdog gun and the decal is changed from a golden retriever to a bulldog. It can't be enhanced with the same modifications as available for the K9000 cyberdog gun. Other features of the K9000 cyberdog gun are included in the FIDO.
Deathclaw
The deathclaws were originally created before the Great War by the government to replace humans during close-combat search-and-destroy missions. They were derived from mixed animal stock and then refined by the Master, using genetic manipulation. The resulting creature is almost unbelievably fast and powerful.
Around 2161, deathclaws were still mysterious and legendary creatures to many inhabitants of southern California. They could only be found in the Boneyard at the warehouse, with a mother living there, one in a former deathclaw's nest and around the Hub, sometimes attacking caravans or travelers. Later, as the deathclaw population grew and really spread across the continent, the deathclaws stopped being perceived as legendary beasts, and started to be seen just as another dangerous creature.Deathclaws have a hunchbacked, bipedal reptilian build with long humanoid arms. They stand roughly nine to ten feet tall, with a thick and resilient hide, powerful muscles, and twelve-inch-long, razor-sharp claws that can kill almost any other creature in only a few swipes; hence their name. They have an excellent sense of smell and hearing, though their eyesight is poor. Their build gives them incredible speed, agility and strength in close combat, making them an extreme threat. Though they were originally mutated chameleons, they have lost the ability to camouflage themselves.
Deathclaws are very aggressive, territorial, and carnivorous. They typically live in small packs of around eight to twenty members led by an alpha male, who is the only one allowed to mate with the females. Deathclaws are oviparous, with the eggs typically laid in dark, sheltered locations and fiercely guarded by their mother. Young deathclaws reach maturity under the care of their parents, following them closely until they are old enough to fend for themselves.
Although they do not have vocal cords, they can growl and shout, and some seem to be able to mimic human speech much the same as a parrot does. However, normal deathclaws aren't intelligent enough to be capable of real speech.
Interestingly, deathclaws do not sharpen their claws on nearby objects, instead preferring their own nails to do the sharpening. The Lone Wanderer or Courier can witness this behavior while sneaking up on a deathclaw.
Around 2161, deathclaws were still mysterious and legendary creatures to many inhabitants of southern California. They could only be found in the Boneyard at the warehouse, with a mother living there, one in a former deathclaw's nest and around the Hub, sometimes attacking caravans or travelers. Later, as the deathclaw population grew and really spread across the continent, the deathclaws stopped being perceived as legendary beasts, and started to be seen just as another dangerous creature.Deathclaws have a hunchbacked, bipedal reptilian build with long humanoid arms. They stand roughly nine to ten feet tall, with a thick and resilient hide, powerful muscles, and twelve-inch-long, razor-sharp claws that can kill almost any other creature in only a few swipes; hence their name. They have an excellent sense of smell and hearing, though their eyesight is poor. Their build gives them incredible speed, agility and strength in close combat, making them an extreme threat. Though they were originally mutated chameleons, they have lost the ability to camouflage themselves.
Deathclaws are very aggressive, territorial, and carnivorous. They typically live in small packs of around eight to twenty members led by an alpha male, who is the only one allowed to mate with the females. Deathclaws are oviparous, with the eggs typically laid in dark, sheltered locations and fiercely guarded by their mother. Young deathclaws reach maturity under the care of their parents, following them closely until they are old enough to fend for themselves.
Although they do not have vocal cords, they can growl and shout, and some seem to be able to mimic human speech much the same as a parrot does. However, normal deathclaws aren't intelligent enough to be capable of real speech.
Interestingly, deathclaws do not sharpen their claws on nearby objects, instead preferring their own nails to do the sharpening. The Lone Wanderer or Courier can witness this behavior while sneaking up on a deathclaw.
Geckos
Geckos are reptilian in appearance and sport a pair of frils behind their head. Their eyes generally have an orange tint, and their body colors differ greatly based on the individual gecko type. All geckos have five fingers, five toes and have kept their pre-War ability to make chirping sounds in social interactions with each other. Gruff breathing, squeaking and cooing can be heard from time to time in gecko-inhabited areas. Like their pre-War cousins, Geckos lack eyelids and tear-ducts and can often be seen using their elongated tongues to lick at their eyes, clearing away dust and small debris. Most regular geckos are peaceful, unthreatening creatures, but if one gecko is attacked, the rest of the pack in the area will quickly converge on the attacker, charging quickly with their mouths open and rapidly attacking with bites and swipes from their clawed hands.
Geckos seem to have no strictly hierarchical social structure, with no apparent leader and everyone seemingly being equal in the pack. Some seem to serve as hunters for the pack. Like deathclaws, they are oviparous, with the eggs typically covered by the father or the mother before the hatching and not laid into a place.
Normal geckos and golden geckos have hides that can be turned into all sorts of useful and attractive clothing items. Dresses, jackets and even armor can be constructed from their durable pelts after they've been tanned.
Geckos are mutated and enlarged creatures prized for their sleek and durable hides.[1] Before the Great War, they could be found in warm climates throughout the world, ranging from 1.6 cm to 60 cm in size, with the particularity among other lizards to make chirping sounds in social interactions with other. After the Great War, they've mutated, causing them to grow to giant size. Some of them evolved due to their exposure to the mutated F.E.V. in the air coming from the West Tek Research Facility, and some emergued due to other toxic conditions like massive radiation spills.
Fire Geckos
The fire gecko is a medium-large sized gecko with dark violet skin. They are the second deadliest kind of gecko after the green gecko and, as indicated by their name, can breathe fire due to their constant exposure to sulfur that is now held in their digestive system. Unlike other geckos, they also have large spikes or decorative frills that cover their heads down to their lower back. They are immune to fire and their hides are far too mangy and burnt to have any true value. They can be found in northern California and in the Mojave Wasteland.
Golden GeckosThe golden gecko is a medium-sized gecko with a rich, golden hide. They are a rarer, but also deadlier breed than the regular or silver gecko. They can be found around irradiated areas in which they lick up toxic waste, causing their particular mutation[1], making their hides far more "glamorous" than any other kind of gecko, and making their attacks irradiate the opponent. They can be found in southern Oregon and in the Mojave Wasteland.
Green Geckos
The green gecko is a large gecko with shiny light green skin. They are the most deadly of all geckos, and can spit several slow-moving and far-reaching globs of poisonous saliva similar to centaurs. Despite their fragile appearance, they have a high resistance to damage. The cause of their mutation is currently unknown, though some theorize it might be due to ingestion of poisonous plants native to Zion. They can only be found in Zion Canyon.
Geckos seem to have no strictly hierarchical social structure, with no apparent leader and everyone seemingly being equal in the pack. Some seem to serve as hunters for the pack. Like deathclaws, they are oviparous, with the eggs typically covered by the father or the mother before the hatching and not laid into a place.
Normal geckos and golden geckos have hides that can be turned into all sorts of useful and attractive clothing items. Dresses, jackets and even armor can be constructed from their durable pelts after they've been tanned.
Geckos are mutated and enlarged creatures prized for their sleek and durable hides.[1] Before the Great War, they could be found in warm climates throughout the world, ranging from 1.6 cm to 60 cm in size, with the particularity among other lizards to make chirping sounds in social interactions with other. After the Great War, they've mutated, causing them to grow to giant size. Some of them evolved due to their exposure to the mutated F.E.V. in the air coming from the West Tek Research Facility, and some emergued due to other toxic conditions like massive radiation spills.
Fire Geckos
The fire gecko is a medium-large sized gecko with dark violet skin. They are the second deadliest kind of gecko after the green gecko and, as indicated by their name, can breathe fire due to their constant exposure to sulfur that is now held in their digestive system. Unlike other geckos, they also have large spikes or decorative frills that cover their heads down to their lower back. They are immune to fire and their hides are far too mangy and burnt to have any true value. They can be found in northern California and in the Mojave Wasteland.
Golden GeckosThe golden gecko is a medium-sized gecko with a rich, golden hide. They are a rarer, but also deadlier breed than the regular or silver gecko. They can be found around irradiated areas in which they lick up toxic waste, causing their particular mutation[1], making their hides far more "glamorous" than any other kind of gecko, and making their attacks irradiate the opponent. They can be found in southern Oregon and in the Mojave Wasteland.
Green Geckos
The green gecko is a large gecko with shiny light green skin. They are the most deadly of all geckos, and can spit several slow-moving and far-reaching globs of poisonous saliva similar to centaurs. Despite their fragile appearance, they have a high resistance to damage. The cause of their mutation is currently unknown, though some theorize it might be due to ingestion of poisonous plants native to Zion. They can only be found in Zion Canyon.
Lakelurk
Lakelurks are mutated snapping turtles which live around aquatic areas consisting of relatively radiation-free waters such as Lake Mead. They attack by using shrieking sonic pulse waves to stun and then rip apart enemies with their claws. They are fiercely territorial and extremely aggressive, attacking almost anything that comes near them or their nests. They are usually found in small groups of two to three or in larger groups comprised of around five to eight. They have a high Perception, which makes them very quick to find potential prey within their immediate area.
Lobotomites
.Lobotomites are the result of medical experiments performed at Big MT. Most are residents or wanderers of the Mojave Wasteland unfortunate enough to have been collected by Big MT drones before having all of their major organs replaced by electronic equivalents by the Sink's Auto-Doc routine. This routine was designed to keep all inhabitants of the Big MT inside and therefore secret, as only a brain inside a functioning human body can bypass the radar fence. The advanced Tesla coils that replaced the brains of the lobotomites were meant to allow individuals thus transformed to cognitively function with relative normalcy, operating their bodies remotely as the Courier does.
However, a problem with the Auto-Doc's programming meant that every captive processed instead had their brains lobotomised or completely destroyed, rendering them mindlessly aggressive shells of what they once were. Generations of the Big MT's captives were maimed this way before the Courier's bullet-scarred brain forced the Auto-Doc to correct its own programming.
Lobotomites are only capable of simple tasks such as using doors, walking, and fighting hand-to-hand or with firearms. They seem to have a proclivity for collecting random objects, as evinced by their base, the Cuckoo's Nest. They are actively hostile. Although they wear almost no armor, the modifications made to their bodies make them significantly tougher and more resistant to damage than the average human. Unable to talk normally, they mainly grunt but some can at times be heard saying "die," "stop you," and "never". It also appears that the Tesla coils give them a relatively long life since a lobotomite calledTest Subject 1, probably the first created in Big MT, is still alive in 2281.
Dr. Dala calls them "skinvelopes." Her observations report that 43% of the time when two lobotomites are left together, they will either fight for dominance or "...inject bodily fluids into each others' orifices." The Think Tank makes use of lobotomites for their various experiments- they can be found inside many labs, and the Courier themselves can splice them with dogs and robots in the X-8- however they seem to have little to no real control over them.
Typically, lobotomites wear a torn patient hood with a respirator, headphones, and a pair of high-tech goggles, with straps to attach them all. They can be found all across Big MT.
Lobotomites wear lobotomite jumpsuits or patient gowns which offer very little protection against damage. This apparel has a low Damage Threshold, but the medium to high health of the lobotomites somewhat counterbalances this.
Lobotomites are armed with either a firearm or melee weapon. They carry more powerful weapons at higher player levels, and can pose a credible threat even to very high level players, since at very high levels they often carry hunting revolvers or brush guns. At all levels, melee-oriented lobotomites frequently carry Saturnite fists or proton axes.
Usually, they attack in groups of three - with two melee-oriented members and one ranged. A single night stalker occasionally can be found in their group
However, a problem with the Auto-Doc's programming meant that every captive processed instead had their brains lobotomised or completely destroyed, rendering them mindlessly aggressive shells of what they once were. Generations of the Big MT's captives were maimed this way before the Courier's bullet-scarred brain forced the Auto-Doc to correct its own programming.
Lobotomites are only capable of simple tasks such as using doors, walking, and fighting hand-to-hand or with firearms. They seem to have a proclivity for collecting random objects, as evinced by their base, the Cuckoo's Nest. They are actively hostile. Although they wear almost no armor, the modifications made to their bodies make them significantly tougher and more resistant to damage than the average human. Unable to talk normally, they mainly grunt but some can at times be heard saying "die," "stop you," and "never". It also appears that the Tesla coils give them a relatively long life since a lobotomite calledTest Subject 1, probably the first created in Big MT, is still alive in 2281.
Dr. Dala calls them "skinvelopes." Her observations report that 43% of the time when two lobotomites are left together, they will either fight for dominance or "...inject bodily fluids into each others' orifices." The Think Tank makes use of lobotomites for their various experiments- they can be found inside many labs, and the Courier themselves can splice them with dogs and robots in the X-8- however they seem to have little to no real control over them.
Typically, lobotomites wear a torn patient hood with a respirator, headphones, and a pair of high-tech goggles, with straps to attach them all. They can be found all across Big MT.
Lobotomites wear lobotomite jumpsuits or patient gowns which offer very little protection against damage. This apparel has a low Damage Threshold, but the medium to high health of the lobotomites somewhat counterbalances this.
Lobotomites are armed with either a firearm or melee weapon. They carry more powerful weapons at higher player levels, and can pose a credible threat even to very high level players, since at very high levels they often carry hunting revolvers or brush guns. At all levels, melee-oriented lobotomites frequently carry Saturnite fists or proton axes.
Usually, they attack in groups of three - with two melee-oriented members and one ranged. A single night stalker occasionally can be found in their group
mantis
After the Great War, two divergent mutation can be seen. The variant seen in the Core Region come from an exposure to radiation and to the mutated F.E.V. of the West Tek Research Facility coming from the air.[1] The other variant seen in the Mojave Wasteland are created by the horticultural experiments of Vault 22.
Giant mantis
A giant version of the pre-War praying mantis. According to the G.E.C.K. they have the highest count of creatures in the game.
Giant mantis
These female giant mantises are more powerful than male giant mantises, and larger too. They can be a source of mantis eggs.
Giant mantis nymph
Young giant mantises who appear much smaller and weaker than adults. With a high enough strength, they can be killed simply by stepping on them.
Giant mantis
A giant version of the pre-War praying mantis. According to the G.E.C.K. they have the highest count of creatures in the game.
Giant mantis
These female giant mantises are more powerful than male giant mantises, and larger too. They can be a source of mantis eggs.
Giant mantis nymph
Young giant mantises who appear much smaller and weaker than adults. With a high enough strength, they can be killed simply by stepping on them.
Marked men
Marked men are the remnants of the New California Republic and Caesar's Legion soldiers stationed at the Divide. The Courier unintentionally brought a package to the Divide from Navarro containing a mysterious ICBM detonator, causing the nuclear warheads that were still underground in their silos since the Great War to detonate. The result of the warheads exploding, on top of Big M.T.'s man-made disasters such as the earthquakes and violent storms present there that were an experiment gone awry, soon tore apart the entire area and all those residing within. The storms in particular had a profound effect on the NCR and Legion remnants; their skins were flayed off, leaving their skeletal muscle tissue exposed. At the same time, the radiation had caused a unique "ghoulification" process that had kept them alive, making them suffer from their heavy wounds. In dialogue between the Courier and Ulysses, it can be confirmed that such injuries and radiation would have killed ordinary ghouls. This makes the marked men unique in that it is that level of radiation that is keeping them alive.
Despite belonging to completely different factions with opposing ideologies when they were humans, the pain united them both into a single group. Their hate for the NCR and the Legion was turned against the Divide and its intruders. Some former legionaries of Caesar's Legion crafted crude versions of Legate equipment closely resembling Lanius's gear, using the metal from the Divide. Others shaped crude blades as weapons, in hopes of holding on to their identity that the Divide had snatched from them. Former NCR soldiers held on to their guns, raining fire on their victims from a distance.
Marked men are hardened ghouls with a fiery red color, their skins peeled off by the violent storms of the Divide. Because of this, their skeletal muscles are exposed, giving them their red appearance. They are considered ghouls, in that the intense radiation of their surroundings is keeping them alive. To protect their new skin (or more likely, themselves), they continue to wear tattered clothing from their respective factions. They maintain their clothing from scavenged pieces of scrap, such as fallen road signs, license plates, and other bits of metal. In order to feed themselves, marked men have resorted to cannibalism, evident in the hunks of human meat and flesh found nearby their encampments
Despite belonging to completely different factions with opposing ideologies when they were humans, the pain united them both into a single group. Their hate for the NCR and the Legion was turned against the Divide and its intruders. Some former legionaries of Caesar's Legion crafted crude versions of Legate equipment closely resembling Lanius's gear, using the metal from the Divide. Others shaped crude blades as weapons, in hopes of holding on to their identity that the Divide had snatched from them. Former NCR soldiers held on to their guns, raining fire on their victims from a distance.
Marked men are hardened ghouls with a fiery red color, their skins peeled off by the violent storms of the Divide. Because of this, their skeletal muscles are exposed, giving them their red appearance. They are considered ghouls, in that the intense radiation of their surroundings is keeping them alive. To protect their new skin (or more likely, themselves), they continue to wear tattered clothing from their respective factions. They maintain their clothing from scavenged pieces of scrap, such as fallen road signs, license plates, and other bits of metal. In order to feed themselves, marked men have resorted to cannibalism, evident in the hunks of human meat and flesh found nearby their encampments
Mirelurks
Mirelurks descended from Chesapeake Bay horseshoe crabs. The full scientific classification of the mirelurks is kingdom: Animalia, phylum: Arthropoda, subphylum: Crustacean/Chelicerata, class: Merostomata/Malacostraca, while order, family, and genus are left undetermined due to their mutation. The subphylum and class are disputed in an Enclave officer's field research terminal, as he believes horseshoe crabs and blue crabs both evolved into mirelurks, due to their DNA/RNA samples having markers from two different subphyla and classes. Furthermore, he and the player both fill in the missing order, family, and genus with the same answers (on the terminal, and in a Science dialogue check after completing the mirelurk portion of the Wasteland Survival Guide quest): Scylla serrata horrendus.
Mirelurks are found in damp and aquatic areas, such as the mouth of the Potomac river, in the river itself and around the dried up section of the Potomac river up north. If not in an aquatic habitat, mirelurks have been seen in dark, damp, and cool areas like caves, metro tunnels, and derelict facilities like the Anchorage Memorial. However, mirelurks are not repulsed by light; they can be seen during the day, swimming in rivers and walking along the banks. This is especially true around Arefu, the Potomac and the Anchorage War Memorial.
Mirelurks are found in damp and aquatic areas, such as the mouth of the Potomac river, in the river itself and around the dried up section of the Potomac river up north. If not in an aquatic habitat, mirelurks have been seen in dark, damp, and cool areas like caves, metro tunnels, and derelict facilities like the Anchorage Memorial. However, mirelurks are not repulsed by light; they can be seen during the day, swimming in rivers and walking along the banks. This is especially true around Arefu, the Potomac and the Anchorage War Memorial.
Mole rats
Mole rats have sharp claws and even sharper tusks that they use to tear great chunks of flesh from their prey. Mole rats are either huge rats or the result of gene-splicing Kodiak bears with maladjusted lab rats. Fortunately, they seldom run in packs larger than a half dozen or soMole rats are giant rodents that were engineered by the United States before the Great War.
Despite the fact that they have the same name, two species can be distinguished. The mole rats found on the Core Region are mostly covered with fur and come from moles, and those from the East Coast and the Mojave Wasteland are furless and come from naked mole rats which come mostly from governmental experiments rather than the area, as mole rats are not native to the United States.
Despite the fact that they have the same name, two species can be distinguished. The mole rats found on the Core Region are mostly covered with fur and come from moles, and those from the East Coast and the Mojave Wasteland are furless and come from naked mole rats which come mostly from governmental experiments rather than the area, as mole rats are not native to the United States.
Night stalkers
Night stalkers are the creations of Dr. Borous in the Z-9 Crotalus DNA preservation lab of the Big MT, and are genetic hybrids of rattlesnake and coyote DNA. They growl, howl, and whimper like regular coyotes, but hiss, rattle, and inject venom into their prey like snakes. Their bodies are mostly dog-like, covered in a combination of fur and scales, their heads and tails, however, are more like that of a rattlesnake, including fangs and a forked tongue. Night stalkers' right eyes are blue with a round pupil, while their left eyes are yellow with an elliptical pupil, like a rattlesnake's. They layeggs, like a snake, which can be used to prepare Mushroom Cloud. Their blood is also used as an ingredient in antivenom and hydra.
Night stalkers nest in caves across the Mojave Wasteland and can be found both inside the cave or in the nearby area. Packs of night stalkers can be frequently seen hunting at night east of Morning Star cavern near the nest with the radscorpion queen, south of the broc flower cave, and northwest of the cap counterfeiting shack. Their original breeding ground is the Z-9 Crotalus DNA preservation lab, located in the Big MT.
Night stalkers nest in caves across the Mojave Wasteland and can be found both inside the cave or in the nearby area. Packs of night stalkers can be frequently seen hunting at night east of Morning Star cavern near the nest with the radscorpion queen, south of the broc flower cave, and northwest of the cap counterfeiting shack. Their original breeding ground is the Z-9 Crotalus DNA preservation lab, located in the Big MT.
Spore carriers
Spore carriers are humans who had been exposed to an entomopathogenic fungus, known as B. mordicana. It was developed to colonize the bodies of common pests. Verified in a report in a terminal entry in the medical wing, the host technically dies once the fungus has fully colonized the host body, but the fungal colonies continue to animate the body. In this manner the fungus moves amongst more of its prey, occasionally spraying spores in a radius around the host body, infecting all who come near it. Its drawbacks include the time it takes to kill prey (10–20 days), and its limited effectiveness when dealing with nonsocial pests.
The B. mordicana fungus was developed before the Great War in the Big MT research facility, and was delivered to Vault 22 as a part of the Vault Behavioral Project. Its birthplace is the X-22 botanical garden, which eventually itself succumbed to the plant life. The inhabitants of Vault 22 were exposed, and those of them who left the vault have spread the fungus as far as Zion Canyon, where spore carriers pose a problem even today. It seems that the spread of the green fungus happens over time, as the doctor who first performed an autopsy noticed nothing wrong externally with the first infected victim.
The first spore carrier made was presumably Patient Zero at Big MT, while Harrison Peters was the first infected in Vault 22.
Spore plants are mutated Venus Flytrap.[1] Before the Great War, they could be found in nitrogen rich and phosphorus-poor environments and having a trapping structure formed by the terminal portion of each of the plant's leaves prey triggered tiny hairs on their inner surfaces allowed them to feed.
After the Great War, they were experimented with and mutated as part of the botanical and agricultural experiments of Vault 22 and in the Big MT. After the opening of Vault 22, they were spread by seeds and spores carried by wind across the Mojave Wasteland, the Zion Canyon and into the Core Region.
The B. mordicana fungus was developed before the Great War in the Big MT research facility, and was delivered to Vault 22 as a part of the Vault Behavioral Project. Its birthplace is the X-22 botanical garden, which eventually itself succumbed to the plant life. The inhabitants of Vault 22 were exposed, and those of them who left the vault have spread the fungus as far as Zion Canyon, where spore carriers pose a problem even today. It seems that the spread of the green fungus happens over time, as the doctor who first performed an autopsy noticed nothing wrong externally with the first infected victim.
The first spore carrier made was presumably Patient Zero at Big MT, while Harrison Peters was the first infected in Vault 22.
Spore plants are mutated Venus Flytrap.[1] Before the Great War, they could be found in nitrogen rich and phosphorus-poor environments and having a trapping structure formed by the terminal portion of each of the plant's leaves prey triggered tiny hairs on their inner surfaces allowed them to feed.
After the Great War, they were experimented with and mutated as part of the botanical and agricultural experiments of Vault 22 and in the Big MT. After the opening of Vault 22, they were spread by seeds and spores carried by wind across the Mojave Wasteland, the Zion Canyon and into the Core Region.
swampfolk's
Although Point Lookout did not suffer a direct hit during the Great War, the radioactive fallout can be seen in the indigenous population that have slowly degenerated over the decades, and now sport the "Point Lookout look." Sporting sinewy, pockmarked bodies oozing with strength and pus, the swampfolk are a violent and stupid bunch, and they don't take well to strangers. They have a rudimentary belief system, and mark their territory with fetishes: straw dolls hanging from trees and bone totems. Anthropologists have speculated the swampfolk have a belief in the occult, and some postulate they pray to a hitherto unknown entity named Ug-Qualtoth.[1]Products of radiation and incest (although there are no female swampfolk shown), the swampfolk all act, look and sound like stereotypical "hicks," from the odd ways they walk to their vocabulary, such as "There you is!" and "I gonna kill you!" Further reasoning for the swampfolk's mutation is recorded on the Medical Terminal in the Administration tent at the Disaster relief outpost; suggesting the New Plague has affected the population.
They are very territorial, and they are hostile to outsiders. Areas in which they live are all decorated with bones, strung-up dolls, teddy bears, and mannequin heads (scavenged from the Pilgrim's Landing). These decorations serve as both a warning to outsiders and as a part of their own religion, which is based on worshiping unknown deities.
Swampfolk carry out bloody rituals at the sacred Ritual Site. The Krivbeknih, a book believed to possess an occult power, is kept there as a holy artifact.
They are very territorial, and they are hostile to outsiders. Areas in which they live are all decorated with bones, strung-up dolls, teddy bears, and mannequin heads (scavenged from the Pilgrim's Landing). These decorations serve as both a warning to outsiders and as a part of their own religion, which is based on worshiping unknown deities.
Swampfolk carry out bloody rituals at the sacred Ritual Site. The Krivbeknih, a book believed to possess an occult power, is kept there as a holy artifact.
yao guai
Although generally found alone, yao guai exhibit a gentle, familial bond toward one another when found together, provided they do not feel threatened by the observer's presence. Yao guai will attack nearly any other animal or person they encounter, including deathclaws. However, yao guai have been known to be occasionally friendly towards bloatflies. There are tamed yao guai which can be seen following and protecting their masters in the Capital Wasteland. Yao guai are very dangerous, fast and attack quickly.