The vast majority lose their ability to think properly post-FEV. We still don't know what turns a Ghoul Feral in the first place, but it's probably a mix of different variables. Explore Wikis Community Central. Register Don't have an account? Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Ask A Question. Browse More Questions.
Keep me logged in on this device. Forgot your username or password? User Info: Esp10nagE Esp10nagE 11 years ago 1 With all the awesome stories that goes into how some people became ghouls since the Great War, why is it not an option or quest in this game? I think it'd be pretty sweet to do a quest where you have to go to a nuclear plant or reactor and have something 'accidentally' trigger, causing your character massive radiation exposure and the ability to turn ghoul.
Oblivion had vampires and before that even, Morrowind had vampires and werewolves. What do you guys think? Is it viable? Maybe for an expansion?
User Info: Sanghelio Sanghelio 11 years ago 3 I could have sworn I heard that you could become a ghoul in one of the earlier previews of nv alas it never came ti be SoulSilver FC: User Info: Votorx Votorx 11 years ago 4 I imagine the game would become painfully easy without having to worry about radiation. User Info: Gustave Gustave 11 years ago 5 I never really thought about that.
User Info: Gamer-Chris Gamer-Chris 11 years ago 6 To balance it out a bit, they can make it so that you're pretty much immune to the effects of radiation, but your Charm is greatly affected You know, since Ghouls aren't exactly loved I like video games. User Info: BoundedEight BoundedEight 11 years ago 8 I always thought they would implement this, similar to becoming a vampire in oblivion. It is known that it is a result of a degeneration of the brain which is not affected by the regenerative mutation of the spinal cord and emerges following the atrophy of higher brain functions, accompanied by an increased level of aggression and appetite.
When the loss of capacity for thought is complete, a ghoul is considered feral. The factors that may cause a ghoul to enter this state are unclear, but anti-social or isolated ghouls are more susceptible to it. A lack of isolation does not consistently result in avoiding transformation, however.
Several examples of individuals living in groups yet still transforming can be seen, such as the co-workers and partner of Oswald Oppenheimer , while he himself did not transform.
Exposure to intense radiation may also be a factor — feral ghouls have no body heat and emit lethal levels of radiation, which sustain their functions. This allows them to survive for centuries, of which the process is irreversible. The transformation of a ghoul into a luminous necrotic post-human, or glowing one, occurs when the organism of a ghoul ceases filtering radioactive particles from the blood, resulting in bioaccumulation and the gradual appearance of bioluminescence as a result.
Ghoulification is not unique to humans and is a possible mutation for various families of animals. Animal ghouls seem to share all the disadvantages and advantages of becoming a ghoul as a human does, this includes rapid hair loss, the deterioration of the epidermis, severe cataracts and glaucoma of the eyes, elongated life-spans, as well as transforming into glowing ones through extended exposure to radiation. Known pre-War individuals include Ruzka , a circus bear that was performing around the Point Lookout area, and the Beast of Beckley , a legendary wolf known to roam Appalachia.
Roaming Alpha Mongrels can also be found to be wearing dog collars from their previous domesticated lives. Even non-native species, such as gorillas may become ghoulified. It is also believed by some caravan guards that blue ghoul whales exist. The attitude towards ghouls in the wasteland varies from acceptance, through apathy, to outright hostility.
This is predicated on a variety of factors — for example, in New California of the midnd century, ghouls were almost legendary creatures, as their population had isolated itself within Necropolis , leading to the rise of rumors about terrifying zombies living within its borders. Vault City is a textbook example of racial prejudice at work. Since the atomic reactor in Gecko did not operate properly, [66] waste from the power plant started leaking into the local groundwater around [67] and it eventually led to serious poisoning of the whole reservoir.
In regions away from New California, ghouls likewise experience a variety of attitudes. For example, in the Mojave Wasteland , ghouls are generally seen as equals and share both the misery of poverty [71] and the prominence of the stage [72] on equal terms with humans. Of course, not everyone is as egalitarian as the people of Freeside and New Vegas.
The New Vegas Strip doesn't permit the entrance of ghouls or other mutants unless under the supervision of a human visitor, [73] or with permission from a higher-up. A lot of anti-ghoul sentiment is caused by inexperience and ignorance. For example, some believe ghouls to be carriers of disease, without ever having examined one, [78] while others believe that all ghouls are inevitably bound to become feral and pose a threat to people around them, a sentiment with a lot of truth to it.
Sometimes, the situation is not helped by the ghouls themselves. Of particular note was the cause of Roy Phillips , a disgruntled ghoul from the Capital Wasteland , obsessed about seizing Tenpenny Tower for himself. His increasingly threatening behavior, when refused entry by Chief Gustavo , led to suspicions that he might attack the Tower directly, [80] only confirming the security chief's belief that all ghouls are walking ticking bombs.
That said, misconceptions and prejudice are not unique to humans. Some polities take steps to protect ghouls and other mutants, like the New California Republic , which extended legal protection to them in [Non-canon 14] and allowed a significant number of ghouls of both genders to serve in the ranks of the New California Republic Rangers , with the bulk of them being accorded veteran status due to their resilience and experience in combat.
Commonly referred to as ghouls, these men and women are no different from regular humans when it comes to intellect or personality. They are as stupid and as intelligent as regular humans — and share their capacity for compassion and cruelty as well. Intelligent ghouls have suffered little to no mental degradation from their condition and retain their full faculties from before their transformation.
These ghouls possess the ability to talk, and they normally wear clothing, as well as carrying and using weapons. Some may have hair on their head, but not a lot. Ghouls often refer to humans as "smoothskins. Hostile intelligent ghouls, violent even without provocation, do exist, the most noteworthy being the Chinese remnants , Chinese spies, soldiers, and special forces units trapped in the United States following the Great War.
Remnant forces are wholly unaware or perhaps in denial of the worldwide nuclear destruction that has occurred and believe that they are still in a state of war, continuing to follow old objectives sent to them pre-War by the People's Liberation Army. Remnant forces have retained much of their intelligence and training, and attack all those they encounter without hesitation.
A highly irradiated ghoul that has absorbed enough radiation to develop bioluminescence, glowing a ghastly green color that's especially visible in the dark. They are colloquially known by most as "glowing ones," and are often considered outsiders even by other ghouls.
Glowing Ones are predominantly feral, due to isolation and the time it takes to acquire that much radiation. Although uncommonly they may transition into this state before losing their faculties. See this section for more details. From Fallout 3 onwards, Glowing Ones are particularly difficult in combat due to their resilience and the ability to suddenly discharge radiation from their body in a room sized "blast" that harms non-ghoul targets and heals ghouls.
People have seen on more than one occasion a feral glowing one fighting or being chased by "normal" feral ghouls. Although very rare, it is possible for a glowing one to retain their intelligence and cognitive functions, such as Jason Bright , Oswald the Outrageous , and several unnamed ghouls in Necropolis and most of the technicians at the Gecko power plant.
These are ghouls who have irreversibly transitioned to a feral state, sustained only by radiation they absorb. Ferals are invariably hostile to living creatures with the exception of other ghouls and tend to cluster together in packs. Feral ghouls are among the more unfortunate mutants whose minds have deteriorated from prolonged radiation poisoning, becoming instinct-driven savages, attacking anyone and anything relentlessly, save for other ghouls.
They are roughly divided into groups according to the danger they pose:. A unique subtype of the ferocious necrotic post-human, marked men are indigenous to The Divide area. Wounded by the subterranean nuclear detonations of and flayed alive by the resulting storms of the Divide, marked men are sustained only by the high background radiation that permeates the area, which keeps the regeneration going despite otherwise fatal damage to their bodies.
As a result, the marked men cannot leave the Divide, and have developed a unique culture due to retaining a semblance of cognition. Despite still being cognitive enough to carry weapons and utilize advanced tactics such as constructing outposts and utilizing guard towers, they are still immediately hostile to any and all outsiders that venture near.
Ghouls exposed to the harsh conditions of the American Southwest for too long will become what is known as an endless walker. Years of the desert sun has cooked their brain, destroying the cerebrum and turning any normal ghouls that undergo the process feral. They are cursed to endlessly walk, forever searching for something to quiet their insatiable appetite.
Their skin has hardened into a natural leather, making them more resilient. Through cruel experimentation on humans by Dr. Sebastian at the Reservation , born ghouls were created. They are ghouls who have not mutated from humans, but who were actually born into ghoul-dom. There are only three known born ghouls. Fallout Wiki. Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility.
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Main article: Glowing one. Main article: Feral ghoul. Main article: Marked men. Main article: Endless walker. Main article: Born ghoul. Survival anywhere. We surpass the norms. We're all sterile, see, but we're incredibly long-lived. We're the first and last generation of ghouls. Severe radiation. How do you think? Harold is a ghoul.
He's also a little special. Super Mutants are humans with no or minimal radiation damage who have been exposed to FEV. Ghouls are humans with significant radiation damage exposed to FEV. Harold is, well, Harold. He may have been irradiated before or after. All I remember was that he went in there with the guy whose name I forget the one who fell into the vat and became the Master , and only Harold came out. Harold's memory is totally whacked, btw.
I do know that radiation and FEV do not mix. Mutants are immune to radiation effects, but an irradiate human is killed by exposure to FEV.
So one thing is sure: Harold is not a mix of radiation and FEV. He's got to be one or the other, and I think he's a ghoul. Bloodman - early ghoul concept art for Fallout. Set 's talking head. Feral ghoul. Glowing one. Chinese remnant.
Mister Crowley. Roy Phillips. The wearable ghoul mask. Raul Tejada , a ghoul companion. Jason Bright , a friendly glowing one. Kyle Edwards. John Hancock , a ghoul companion. Bobbi No-Nose , a female ghoul. Vault-Tec rep , a ghoul settler. Billy Peabody , a child ghoul. Oswald the Outrageous , a glowing ghoul who worked as a magician. J47 , a feral ghoul. Sara Samir , a dead ghoul. Harvey Tinley , a feral ghoul added in Wild Appalachia.
Lucas , a glowing one added in Nuclear Winter. Bethy Mangano , a female ghoul added in Wastelanders. Chase Terrier , a male ghoul added in Wastelanders. Penelope Hornwright , a female ghoul added in Wastelanders. Generic female settler ghoul, added in Wastelanders. Fallout: Brotherhood of Steel "psycho" ghoul render.
Cain artwork Fallout: Brotherhood of Steel. Glowing one concept art Fallout: Brotherhood of Steel. Jeff Jumper concept art Fallout: Brotherhood of Steel. Ghoul concept art Fallout Tactics. A ghoul in superior ghoul armor render Fallout Tactics. Van Buren ghoul render from design documents. Project V13 male and female ghoul concept art. Ghoul in Fallout Shelter. The same radiation that turned their flesh into parched leather has given them an incredibly long life-span. Those closest to the blast zones are still so radioactive that they continue to glow.
These Glowing Ones, as they're called, have had some of their intellect burned away as well. Shunned by the people of the Wastes, most Ghouls have little to live for.
I came into this town about Had a smooth set of skin back then. While I was busy making myself a pillar of this community, I would go on these I was young Any chems I could find, the more exotic, the better. Finally found this experimental radiation drug. Only one of its kind left, and only one hit.
Oh man, the high was so worth it. Yeah, I'm living with the side effects, but hey, what's not to love about immortality? Ghouls just age really, really slow. Something about the rads, maybe? Who knows Prone Squanderer , Sep 27, SarcasticGoodGuy , Sep 27, Ghoulification has been treated pretty inconsistently throughout the franchise. The process has been depicted as anywhere from near-instantaneous Moira Brown, the ghoul private at Camp Searchlight in New Vegas to taking weeks or months.
Not everyone even has the potential to become a ghoul, with there necessarily being some sort of selective possibly genetic factor that determines whether you die of radiation poisoning or get to live forever as a particularly lively scarecrow, though the mass ghoulification of the Vault 12 residents at Necropolis seems to complicate this question.
In the end, the only real consistency with canon would probably be to make sure that you keep things in consistent, with each individual that actually ghoulifies doing so under circumstances particular to their genetics and their level and duration of radiation exposure.
As with the transformation itself, it can be a bit of a crap shoot. In all cases, though, the subject is so irreparably damaged that they're reduced almost entirely to their basal instincts, and even those are inconsistent. It would seem, as borne out in the games without being contradicted or explicitly confirmed, that the process of going feral only occurs when the mind or physical brain of a ghoul degenerates enough that they "lose themselves" and regress to reliance on their instinctual function.
These conditions are most likely to be met in ghouls transformed by an extremely damaging amount of radiation over a very short period of time, as opposed to by gradual accumulation in their system. Ghouls need nutrition just as well as intact humans, and long-term malnutrition can have severely damaging effects on the brain. Neurons don't seem to enjoy the same hardiness and rad-regeneration as a ghoul's other tissues or at least, not nearly at the same level of effectiveness , and over a lot of lean and unsuccessful years or one or more shorter spans of extreme deprivation , a functionally immortal creature is eventually liable to rack up a lot of brain damage that way.
Incidentally, I'd bet dollars to donuts that a lot of the ferals you see in the games went this route-- slowly, slipping away in the weeks and months after the bomb, when the world was a nuclear hell incapable of supporting them. Instead of starving to death, they starved to death-of-self, as it were, and got to watch any surviving friends and loved ones do the same.
It's a hell of a sorry way to go, and it adds a lot of poignancy to these otherwise throwaway shamblers.
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