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They're all real Children of Atom mutation or not, it's a cult not a race.
NOW they don't use Radaway sure, because now they don't need to. The Children only just now developed that mutation, it's not something that is inherently given the moment someone converts if they're true believers or whatever ♥♥♥♥♥♥♥♥. And of course they took a ton and could survive. Rad-X is more potent in the lore than it is in the game, so even though Radaway is LESS effective than it is in the game (in addition to having some rather serious side-effects) a nice healthy supply of Rad-X and an occasional group pilgrimage back to somewhere not rad-laden is more than enough to keep a flock alive. If it weren't, they would have all died in their original incarnation and the cult wouldn't have continued.
And the fail rate for the FEV depends on the strain (I believe the Vault 87 strain has a higher fail rate than the Mariposa formula), but either way it's not *that* high. If it was, then there would never have been enough Super Mutants for them to have become a threat in ANY location they inhabit.
Of course not, Bethesda has never bothered to put that level of detail in something unless there's a quest connected to it or it's one of the older Elder Scrolls games. You never see what happens to the washouts because Bethesda doesn't give a ♥♥♥♥ and likely never thought that aspect through.
And, honestly, it's the Glowing Sea. Just because you don't notice any "suspicious craters" doesn't mean there aren't any, it means that you can't tell them apart from the rest of the craters dotting the place.
And they seem to have a contradictory view on what deaths are correct. They explicitly mention nuclear blasts, but then they do things like the Aqua Cura debacle that prove that an ordinary rad-death is perfectly acceptable and exactly what you need to do to join Atom and spread life or use the decidedly non-explosive Gamma Guns to forcibly join people with the Glow (which was another change I disagree with. I preferred them as crazy but ultimately peaceful churchgoers rather than religious fanatics on a nuclear crusade).
I was going to say that it was explictly stated to be a mutation, but a quick refresher on the wiki has confirmed my suspicion that I'm either insane or have shifted into an alternate dimension because that is the second thing today that I am 100% positive is in-game and the wiki says is not. It's sure as ♥♥♥♥ not divine blessings though. If a multitude of gods were real in Fallout, there would be much more evidence than there is now.
I'll give you that the Mother of the Fog is probably supernatural, but if you count the Dunwich stuff as hallucinations then she is too (and no, by the way, she doesn't pacify all enemies. The ferals are more than happy to attack you). I dunno about the Fog though, it's probably not supernatural. iirc (which today has proven that I probably don't, but whatever) there are even a few people on the dock who make a pretty convincing explanation for its existence (apparently the ocean off of Maine is wracked by radstorms pretty frequently, and the Fog is the runoff from the pockets formed by those constant storms. Kinda like how the radstorms of the Commonwealth are normal storms that scooped up bits of the Glowing Sea and are carrying them towards Boston).
Regardless, they are not hallucinations. They are FAR too specific for your character to just be tripping, and are pretty obviously visions of the past. Plus, frankly, there's no way you could hand-wave the obelisk and it's fire-wave thing as a hallucination. It's quite tangible, and actually kills something right in front of you.
The original incarnation had them sitting around trace radiation from a bomb that didn't extend very far; for those in the Crater of Atom and the Nucleus, it's more likely that most of them went there after discovering their special nature.
Super mutant numbers generally aren't that high, but even a 50% failure rate means a 2-for-1 trade that wouldn't be inconsistent with the numbers we see (there are plenty of raiders and wasteland folk, compared to the number of super mutants). And once you've got a super mutant, their survival chances are much higher than regular humans due to their increased strength and toughness, so the numbers don't drop as much from attrition.
I think that's shifted over time; the worshippers in Fallout 3 would see it differently since they actually can die from radiation exposure, while those in Fallout 4 are blessed by Atom in a way that makes a glorious explosion more fitting.
While it may not seem like there's much sublety in it, the issue is part of quests related to the Nucleus in a quite believable way, with religious doubt and different ideas set against the background of a past internal power struggle.
That's why it's important to check the evidence; I had a thing where I was sure I'd seen evidence of the Institute using FEV for making super mutant vegetables, which was sort of correct, but not directly in the way I'd been thinking (once I found the original reference).
If mysterious Lovecraftian beings are on the table, a deity of radiation providing a special bonus for his/her followers isn't much to imagine.
The ferals only attack you once you get to the end of your trip with her; at that point you're probably no longer under her sway. For the various Dunwich bits, there are both specific hallucinations and some rocks that make noise, both of which are passive sensory experiences. The Mother actually gives you proper guidance to an unknown location, responds to your presence (waiting for you if you don't keep up), and if I remember correctly, she can be hit by projectiles (but isn't harmed and doesn't flinch). The Dunwich hallucinations play like a default recording, as far as I remember.
Maybe, maybe not, but humming rocks don't have to be supernatural either.
How would we know that they're genuine visions of the past if they don't reveal information we couldn't otherwise know or invent? In the Mother's case, she leads us to an unknown location, and since what we're actually looking for is there, it's evidence that we received knowledge from her rather than just imagining it. But even if we consider them equal, that demonstrates they just have similar eivdence.
The obelisk burning you obviously isn't a hallucination, but it doesn't have to be supernatural either, since it results from contact with the book, and could be produced by reactive substances in the two objects (which would appear supernatural to the people not familiar with them).
It would have to be a different one to Ug-Qualtoth, of course.
I've noticed quite a few references to it.
Children of Atom .. taken to worshiping "Atom" ... reminds of "Beneath the Planet of the Apes".
Meh .. to me, they're all lunatics.
In a time where all is lost, and there's so little, people will draw towards things that they believe to be the cause of incidents, for example, Atom.
More or less just a cult, and considering Bethesda likes to play with the likes of Edgar Alan Poe, Lovecraft and the likes, I wouldn't doubt the reference.
Not true. Remember the Pitt, the radiation in the river had a unique effect that warped people into Trogs over the course of their lives, even if they weren't native to the city.
They absolutely are that high. The Master's Army would never have been possible if there was a 50% failiure rate, nor would the constant tide of Vault 87 mutants. Remember they don't just have to compete with crap settlers or Raiders, they also have to compete with the much stronger Deathclaws, Yao Guai, Brotherhood of Steel (who are human, but their Power Armor makes them superior to Super Mutants individually), Talon Company (who have superior tactics and equipment), etc.
Same goes for the Commonwealth. If only half of all the people kidnapped for the Institute's FEV experiments survived the process, then the Super Mutants in the region would have long since died out in the face of their MANY competitors.
I guess I never finished the Nucleus quests so I don't know the full repercussions of their change (or more accurately how it was handled by the writers), but I still don't think that out of all the possible returning factions to turn into semi-major players the Children of Atom should not have been the one they picked. That's a matter of opinion though I guess.
Ug-Qualtoth is in a whole different league than Atom though. He/it is a Pre-War god, probably predating civilization as we know it. He's something more along the lines of whatever Lorenzo Cabot found. Atom is a post-war invention, brought about by the shock of the bombs falling and with no obvious proof of his existence.
Humming rocks, no. Whispering rocks, absolutely.
You mean like the very specific scene of the sacrificial altar and the knowledge given about who the people involved were even after they turned into Ghouls, the talking spirit in the Dunwich Building, and the doors opening and closing of their own volition in said building as well?
And I'm gonna be blunt. If you push a book made of what is probably human skin into a rock that whispers, and a blast of fire comes out that ONLY damages feral ghouls, it's ♥♥♥♥♥♥♥ supernatural. There is no chemical reaction that ignores humans and only harms mutants, that's just not a thing.
But like I said, the Mother of the Fog is almost certainly supernatural. The supernatural is proven to exist in Fallout time and time again. There's even a ghost in Fallout 2! There is not, however, any evidence whatsoever that the Mother is actually tied to Atom. If a Christian priest told me that a comet in the sky was a sign from God, that doesn't make it true and neither do the Children automatically assuming that something tied to radiation is a messenger from their made-up god.
It's Fallout, EVERYTHING is tied to radiation. Ug-Qualtoth is tied to radiation, Ghouls are tied to radiation, mutant insects are tied to radiation, but NONE of those are tied to Atom.
That's not coincidence, both of those are deliberate references.
the rad immunization isnt from atom a human shop keepering geeko beck in 2 had the same thing and decided to love in a radioactive town with ghouls after vault city gave him the boot for being a mutant. they just got lucky with the genetic lottery they arent blessed
The settlers and raiders also have to compete with those creatures, and they do alright, despite not being as tough as super mutants, and the few records from the Institute do indicate a high failure rate. The numbers we see in-game (in Fallout 4) are actually somewhat inflated, since the evidence we can find suggests that the Institute didn't actually produce that many (their lab is small, and outside evidence from Dr Rosyln Chambers only indicates numbers in the hundreds for a project that ran for around 100 years). That difference between game and lore is also supported by the fact that they respawn, in spite of there not being any source for them.
Which contenders would be better? One of the good things about the Children of Atom is that they're a group based on radiation, so they can reasonably turn up almost anywhere and still be relevant, and they can serve as a nice way to show off any past technology related to radiation (relating to the past being good for a post-apocalyptic setting).
The existence of Atom as a divinity worshipped under that name is certainly post-war, but as for his exact existence, who knows? Even beings like Ug-Qualtoth presumably spent eons completely unknown if only because no humans had evolved, and what difference does a few millenia make to eternity?
Depends on how they're whispering. It's all about airflow in the end, unless it's purely mental, which then is more in the realm of a hallucination.
That's based on the assumption that there isn't anything chemically differeny about the feral ghouls; did you test them? But a look at video of it suggests that it's also harmful to the player.
If he's a deity of radiation, you could equally say that they're all tied to him. The Children have a specific name for him, but what they worship is his direct manifestation as it undeniably appears: Radiation.
It's hard to say which exact beliefs are correct, but there's considerable evidence of radiation producing supernatural results, and having a divine/Lovecraftian being behind it would make quite a bit of sense. The feral ghouls and ghouls in general do have a degenerative theme in common with certain Innsmouth residents, for example.
What if it's pre-war society that was misled by an ancient being shaping their works towards his dominion over the world? They gathered the sacred stones full of Atom's blessing, and in return they were granted power, but at a terrible cost. Just because science was involved doesn't mean it didn't also have supernatural implications. Remember that the Children don't deny that radiation exists, just what it means; for all that they're sometimes called "otherworldly", those kind of entities underpin this reality, woven into its very fabric.
The "monster" would just have been another side on the Island with no existing connection to Fallout 4's story, and likely one with an unchanging goal (just as the Children and Harbourmen have the goal of annihilating each other). Part of what makes DiMA better than most of the core factions, on or off the Island, is that there's actually variation in how things can turn out, even while working with him; your actions have an influence.
Mysterious Lovecraftian entities aren't likely to support the level of interaction that would make them interesting as characters. They're good to hear about, but not to serve a main role in a story containing any kind of real choice.
Except that there are Children of Atom in the Commonwealth who have been there for over a century. So this is not true.