For an overview the gameplay mechanic in Fallout 76, see Fallout 76 mutations. |
A mutation is an alteration in the nucleotide sequence of the genome of an organism, virus, or chromosomes.[Non-game 1] Mutations can result from natural errors during DNA or viral replication or repair, or exposure to external agents, such as radiation or toxic waste. Mutations may also result from the insertion or deletion of segments of DNA due to mobile genetic elements.[Non-game 2][1]
The amount of radiation and biochemical agents[2] released during, before, and after[3] the Great War led to major changes in the biosphere, causing new species of both flora and fauna to be created almost overnight. The impact of these species combined with the latent contaminants impacted where and when life could grow and heal.[4]
Radiation[]
The amount of radiation and biochemical agents[2] released during, before, and after[3] the Great War has led to major changes in the biosphere, on top of the devastating climate changes that followed in the wake of civilization's march to nuclear devastation.[Non-game 3][4] Its presence has induced widespread mutations in flora and fauna, leading to the emergence of giant versions of regular species. The radiation-induced mutation is behind many of the staples of post-War United States, such as radscorpions, geckos, spore plants, and brahmin.[5][6] Another example is the mirelurks of New England, which originated from the region's widespread environmental pollution and devastation.[7][8][9] Humans were not universally immune to such developments.
Some humans may also become mutated by radioactive exposure. Although most will die after exposure, a combination of factors can cause them to become ghouls, humans who resemble walking corpses and have extended lifespans. Humans can also be born with inherent radiation resistance, if not immunity.[10] They are immune to the negative effects of radiation. A majority of ghouls are little more than shambling corpses, while a minority retain their faculties. Ghouls have a chance to become a glowing one or a glowing feral due to the accumulation of radioactive poisoning, subsequently emitting radiation and lacking body heat.[11] Most mutated lifeforms are similarly immune to radiation but may become "glowing" by accumulating exposure, with a distinct green glow accompanying them, together with a radioactive "cloak" that poisons their surroundings.[12]
During the early 22nd century, mutations were widespread amongst human survivors in Appalachia, with various types of mutations caused by radiation there. These mutations resulted in various effects, however many of the mutations were not permanent and could be treated with radiation medicines. Other mutations affecting various wildlife and creatures in Appalachia are less well documented, and whether they could affect humans is unclear.
Mutation serums[]
Developed by the Enclave within the Whitespring bunker, mutation serums are capable of mutating a person in a controlled manner. Nineteen serums are known to exist, with various effects such as increased jump height or the growth of talons. An individual can be affected by multiple serums at the same time. Rad-X suppresses these effects.
In the post-Reclamation Day period, the same nineteen beneficial mutations manifest spontaneously among the population of Appalachia when exposed to radiation.
Animals[]
Biology and genesis[]
Mutated animals appeared quickly in the wake of the Great War due to the abundance of radiation in the ecosystem, as well as the prevalence of airborne or environmental FEV in some regions. Other thriving wild species were designed by genetic experimentation. The War also saw the escape of experimental animals which may have appeared normal but were genetically altered, potentially leading to unforeseen complications.[13] These various creatures have coalesced (along with mutated flora) into post-War ecosystems which are poorly understood.
Further complicating this, by the late twenty-third century, the Institute began releasing synthetic bionic animals into the wasteland. Additionally, some unfortunate human-derived creatures such as centaurs, tunnelers, Grafton Monsters, and snallygasters have been twisted into feral beings through natural selection or unnatural experimentation, and now prowl the ruins as beasts.
Most animals appear to have infected, irritated skin. One particularly common manifestation of mutation is an additional head. Vestigial appendages are also common. Mutated animals are generally able to reproduce, so their cells are capable of meiosis. Therefor, either they do not have the quad-helix DNA typical of super mutants, or non-human FEV mutants are capable of a reproductive cellular process which has never been observed among their post-human counterparts.
The Master absorbed animals into his physical being during his transformation,[14] and created his own bizarre centaurs by melding human flesh with that of dogs, creating multi-headed feral abominations. Super mutants sometimes treat these creatures as pets and use them for tracking. They also train mutant hounds, which may be the result of individual dogs who have undergone a transformation similar to the super mutants themselves. (Incidentally, super mutants have also been known to train standard domestic dogs.)[15]
Anthropology[]
Some post-War people groups form intense spiritual or symbiotic bonds with certain mutant creatures. The mole miners came to live with mole rats in large underground colonies. The Vipers perform rituals with snakes which define their cultural identity. The occultic Cult of the Mothman worship mutant moths who resemble their mythical benefactor.
Scientific organizations like the Enclave may be interested in capturing, understanding, and exploiting the fauna of the wasteland. Conversely, some tribal peoples like the Dead Horses take an active role in observing, protecting, and individually caring for the wildlife of their respective regions.
Some animals exhibit the ability to mimic human speech, generally without comprehension.[16] Deathclaws are known to meaninglessly imitate human sounds to attract and manipulate humans.[17][18] One particular group of experimentally altered deathclaws living in Vault 13 exhibited sapience and varying levels of linguistic, social, and abstract comprehension. Their descendants may still roam the wastes.[19] Additionally, in Fallout Tactics, some of the hairy deathclaws of the Chicago area exhibit speech and the capacity to operate equipment.
References[]
- ↑ Institute BioScience terminal entries; BioScience terminal, Warwick Homestead Initiative
- ↑ 2.0 2.1 Vree's autopsy report
- ↑ 3.0 3.1 Safety barrels, chemical barrels and general toxic waste are hazards found all across the wasteland.
- ↑ 4.0 4.1 The Chosen One: "{5725}{}{Fine, fine. What was the problem with making barbiturates?}"
Myron: "{726}{myn113b}{Problem is, in the new climate, we can't grow most of the veggies needed for the best drugs.}"
(Myron's dialogue) - ↑ Brahmin creature description: "{101}{}{The brahmin's extra head is probably the result of a regular cow being exposed too soon to radiation.}"
(ACBrahmn.msg) - ↑ The Vault Dweller: "{145}{}{What do you know about Radscorpions?}"
Razlo: "{153}{}{Not too much. They seem to be extremely large versions of the north American Emperor scorpion. Contrary to my medical knowledge, their poison has grown more potent, not diluted, as I would expect. Seth has been hunting them, which helps some of my tests.}"
Razlo: "{154}{}{And how such a large creature can even be possible by natural evolution, or even radiation induced mutation is beyond me.}"
The Vault Dweller: "{157}{}{Anything else?}"
Razlo: "{158}{}{They seem to be sensitive to light. Nocturnal. If I could get a sample of their poison, especially the venom production sac located in their tail, I could create an anti-venom.}"
(Razlo's dialogue) - ↑ Nahant Oceanological Society terminal entries; research terminal, Lobster Growth
- ↑ Nahant Oceanological Society terminal entries; research terminal, Increased Toxicity
- ↑ Nahant Oceanological Society terminal entries; research terminal, Samples from Lake Quannapowitt
- ↑ Lumpy, Marie
- ↑ The Lone Wanderer: "Can you tell me more about these unidentified persons?"
M.A.R.Go.T.: "My apologies. My sensing equipment in that area must be damaged. My equipment indicates the persons possess no internal body heat and are emitting lethal levels of radiation."
(M.A.R.Go.T.'s dialogue) - ↑ Glowing creatures in Fallout 4 and Fallout 76
- ↑ FEV experiment disk
- ↑ Richard Grey's audio diary
- ↑ Erickson
- ↑ Fallout special encounters: Brahmin herd
- ↑ The Chosen One: "{131}{}{What can you tell me about the deathclaws?}"
Joseph: "{146}{}{Well, let's see... Deathclaws appear to be mutated Jackson's Chameleons, the horned variety. There are a lot of similarities still present, but an even greater number of differences. The mutation factor is quite high. This species is highly intelligent, about the equivalent of an eight-year-old, with some individuals reaching human normal level. Their learning capacity is very high and they are capable of abstract thought and reasoning.}"
"{160}{}{Although they do not have vocal chords, the deathclaws seem to mimic human speech much the same as a parrot does. I have yet to discover the exact mechanism behind this, so I am unable to say more at this time. Socially, they are pack animals with a very rigid code of ethics. They are led by an 'alpha male' who rules with the mutual consent of the pack. They appear to be extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families as humans do.}"
"{161}{}{Their sense of right and wrong is very well defined. They do follow a code of ethics that is enforced by the pack as a whole. Violence is never used as a solution to a problem among the pack as far as I can see. There have been no 'capital crimes' committed here, so I can't say how those are handled. Hmmm. That's about all I can think of for now. I hope this helps you.}"
(Joseph's dialogue) - ↑ The Chosen One: "{119}{}{Why is there a deathclaw in the other room?}"
Schreber: "{143}{}{The Enclave has been looking for cheap, expendable soldiers. We are interested in deathclaws because they have built in armor and weapons, and they're mean as hell. They just need to be smarter so they can understand commands but not too smart or they could develop a will of their own. With me so far?}"
The Chosen One: "{145}{}{Yes, I follow you.}"
Schreber: "{146}{}{Well we succeeded! We actually managed to increase their intelligence. However, I began to suspect that we went too far. That maybe they were a lot smarter than they were letting on. So when I was transferred here I brought one of them with me so I could put my theory to the test.}"
The Chosen One: "{147}{}{And?}"
Schreber: "{148}{}{I was right! The deathclaws have apparently been playing dumb, biding their time, and trying to learn as much as they can from us. They can even mimic human speech! I've actually had a conversation with that fellow in the next room.}"
Schreber: "{149}{}{Anyway. The fact that they were capable of conceiving this plan and pulling off the deception shows just how dangerous they are.}"
(Schreber's dialogue) Note: Although this conversation is about the Intelligent deathclaw created and exterminated by the Enclave the deathclaw species is able to mimic human speech. - ↑ Wise Deathclaw
Non-game
- ↑ Merriam-Webster definition
- ↑ Mutation on Wikipedia
- ↑ Fallout Bible 0: "2080 The first effects of the virus are seen in the survivors. Widespread mutations occur with animals and humans alike. Those that survive the effects of the mutations are permanently changed by the virus. New species are created almost overnight."