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Fallout中文維基
關於the gameplay mechanic in Fallout 76,參見Fallout 76 mutations
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A mutation is an alteration in the nucleotide sequence of the genome of an organism, virus, or chromosomes.[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 insertion or deletion of segments of DNA due to mobile genetic elements.[2][3]

The amount of radiation and biochemical agents[4] released during, before, and after[5] the Great War led to major changes in the biosphere. New species of both flora and fauna being created almost overnight, the impact of these spices combined with the latent contaminants impacting where and when life could grown and heal.[6]

The Great War[]

Radiated
主页面: Radiation

The amount of radiation and biochemical agents[7] released during, before, and after[8] 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 1][9] 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.[10][11]

Absorption, decay, and diversification[]

The presence of such mutations induced widespread developments in flora and fauna, leading to amongst other divergencies, the emergence of giant versions of regular species, such as radscorpions, geckos, and brahmin.[12][11] Another example would be the mirelurks of New England, originating from the Commonwealth these crustaceans are a result of the region's widespread environmental pollution and devastation.[13][14][15] Humans were not universally immune to such developments.

FO01 NPC Set
主页面: Human, Ghoul, Dwarf

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.[16] 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.[17] 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.[18]

Another albeit not as widespread diversification was the genetic altering of creatures. Some, like the spore plants were created for unknown purposes, while others were being developed as a means of food production.[3]

References[]

  1. Merriaum Webster definition
  2. Mutation on Wikipedia
  3. 3.0 3.1 The Institute terminal entries; BioScience terminal, Warwick Homestead Initiative
  4. Vree's autopsy report
  5. Safety barrels, chemical barrels and general toxic waste are hazards of the wasteland.
  6. 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)
  7. Vree's autopsy report
  8. Safety barrels, chemical barrels and general toxic waste are hazards of the wasteland.
  9. 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)
  10. 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)
  11. 11.0 11.1 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)
  12. 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)
  13. Nahant Oceanological Society terminal entries; research terminal, Lobster growth
  14. Nahant Oceanological Society terminal entries; research terminal, Increased Toxicity
  15. Nahant Oceanological Society terminal entries; research terminal, Samples from Lake Quannapowitt
  16. Lumpy, Marie
  17. 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)
  18. Glowing creatures in Fallout 4 and Fallout 76

Non-game sources[]

  1. 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."
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