Glowing one

Glowing ones or luminous necrotic post-humans are ghouls who have absorbed so much radiation that they emit a strong green glow. Glowing ones have become living conduits of radioactivity and emit radiation involuntarily, so they can still be dangerous to normal humans, even after dying.
Feral glowing ones are generally stronger than normal feral ghouls. They are radioactive to the point of being able to voluntarily release it from their bodies in a brilliant burst. This burst of light harms their enemies, and may heal and even revive feral ghouls in their vicinity. Non-feral glowing ones are not known to be capable of radiation bursts.
==Background==
=== In New California ===
Although most glowing ones encountered across the wastes have become feral, those encountered in New California are generally civil (if not sane).
Until Necropolis was overrun by the super mutants in 2162, glowing ones lived quietly in the remains of Vault 12, separate from the normal ghouls on the surface. Just above ground, several were kept in evenly-spaced cages lining the Hall of the Dead, apparently as a source of lighting.Hall of the Dead interior All glowing ones at Necropolis were kept within the church or the Vault. Those who dwelt within Vault 12 were all capable of articulate speech, and expressed themselves in strange, poetic declarations.Glowing one: "{102}{}{The liquid clear no longer flows. Without the flow we all take final rest.}"(VALTGLO.MSG) Those imprisoned at the church seemed to mumble and drool.Glowing one: "{103}{}{The glowing one mumbles something and is then silent. He is drooling uncontrollably}"(GLOWONE.MSG)
Nearby, a separate population of peaceful ghouls were forced to take refuge in a sewer by the ghoul warlord Set.The Vault Dweller: "{1000}{}{Set}"Ghoul leader: "{1100}{}{He tries to control Necropolis, and has forced us underground.}"(Ghoul leader's dialogue) Despite his brutal ways, he neglected to kill these peaceful ghouls, so they could help defend Necropolis should the need arise.Ghoul leader: "{101}{}{Thank you for not shooting first. Can I help you with anything?}"The Vault Dweller: "{102}{}{Yes, I'm looking for water.}"Ghoul leader: "{111}{}{The surface of Necropolis and the water is controlled by Set and his Ghouls. We are a much more peaceful group - which disgusts Set.}"The Vault Dweller: "{171}{}{How do you survive down here without water?}"Ghoul leader: "{119}{}{He does not speak of it, however Set is afraid of not having enough people to defend Necropolis if it ever needed it. So, he gives us what water we need.}"(Ghoul leader's dialogue) The placid glowing ones of Necropolis may have been kept for similar purposes. They also guarded and maintained the Vault's water processing system, which was still operational. 
As they are not feral creatures, the glowing ones of Vault 12 are mentally ill elderly people. They require water, and without the Vault's water processing functionality, they will die. They will not attack the Vault Dweller unless the player assaults them or removes Vault 12's water chip. In both scenarios, the glowing ones act in self-defense against someone who has entered their home and attempted to murder them. There are no other encounters with glowing ones in the original Fallout. The destruction of Necropolis resulted in the Bakersfield ghoul population scattering to the surrounding areas, such as Los to the east, where they founded the Church of the Lost, a ghoul cult dedicated to the protection of the Corporate Vault. Glowing ones are seen among their ranks.
To the north, several glowing ones would go on to find work in the nuclear plant at the metropolitan settlement of Gecko, performing complex labor in the reactor area. The named character Hank is one of these glowing technicians. If the Chosen One fixes the reactor's radiation leak, ghouls will remark that the plant feels "chilly." Additionally, two glowing ones live at Broken Hills, a settlement where all humans and mutants are invited to live in cooperation.
===Elsewhere===
Outside of New California, the term "glowing one" carries different connotations. Almost universally feral, the glowing ones seen in the Capital and elsewhere can discharge a wave of radiation at will from their bodies, which they use to heal themselves and any surrounding feral ghouls while damaging their enemies.The radiation attack emanated from feral glowing ones since Fallout 3.Fallout 3 loading screens: "A Glowing One is a unique Feral Ghoul that has become a living conduit of radiation.""A Glowing One uses its special ability to deliver radiation to its enemies, and heal any nearby Feral Ghouls."Fallout: New Vegas loading screens: "A Glowing One is a unique Feral Ghoul that has become a living conduit of radiation.""A glowing one uses its special ability to deliver radiation to its enemies and heal any nearby feral ghouls." Other ghouls seem to follow them, attracted to the radiation they emit.Isabella Proud's camp terminal entries; Isabella Proud's terminal, Day 68
In Underworld, Doctor Barrows holds two of his former patients, "Meat" and Ethyl, in a locked isolation room to study their condition.Fallout 3 Official Game Guide Game of the Year Edition p.72: "EthylWhen he's not operating on Ghouls with a variety of odd ailments, Doctor Barrows is closely studying a small collection of patients who have succumbed to massive amount of radiation, turned feral, and become Glowing One subjects, such as Ethyl (whose picture was taken before she 'turned'). Ethyl is housed in an inaccessible containment chamber adjacent to his Chop Shop surgery."(Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)>Fallout 3 Official Game Guide Game of the Year Edition p.84: "MeatWhen he's not operating on Ghouls with a variety of odd ailments, Doctor Barrows spends his time learning the exact medical reasoning for Feral Ghouls 'turning' into Glowing Ones. For this, ex-patients who succumbed to massive amounts of radiation are placed inside an inaccessible containment chamber adjacent to Barrows's Chop Shop surgery. 'Meat' (shown here prior to transformation) is one of these subjects."(Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census) They cannot be visited without the use of console commands.
Feral glowing ones are often encountered in subway tunnels, mines, and other industrial spaces. Non-feral glowing ghouls, while common in New California, are very rare elsewhere. A few sentient glowing ones, like Jason Bright and Oswald the Outrageous, have managed to maintain their faculties. Others, such as Ethyl and the Sun of Atom, are non-hostile to humans, but have lost their ability to communicate, and share the appearance of their feral counterparts. One person who ultimately went feral, Freddie Lang, was capable of typing for some time after her skin began to glow.Blackwater Mine terminal entries; Blackwater Bandits terminal, Help
====In Winter of Atom====
The Great Glowing One is a unique ghoul titan who once roamed the region south-west of Boston. She seeks out radioactive waste and creatures so she can grow ever larger. She can also metabolize non-irradiated creatures. Smaller glowing ones within her abdomen occasionally break through and fall to the earth; those who survive the fall will get up and attack blindly. 
The legendary creature was once a Child of Atom named Dawn. Under the orders of Isolde, her grieving mother, Dawn was slain by travelling warriors in the Winter of 2086, and their guide put her to rest with a prayer.
Towards the end of the adventure, the entire Glowing Sea falls under psychic disturbance. At this time the player party may discover thirteen glowing ones gathered around a ruin decorated with the holy symbol of the Last Son of Atom. They growl hungrily, stomping and dancing wildly around the symbol for some ten minutes, unable to look away. Then, one at a time, they fall asleep.Thirteen Glowing One ghouls gather around a ruin decorated with the holy symbol of the Last Son of Atom. They growl hungrily, stomping and dancing wildly around the symbol for ten minutes, unable to remove their eyes from it. Then, one at a time, the ghouls fall asleep.-Winter of Atom, p. 194
== Biology ==
The distinctive luminescence that is the trademark of the glowing one can be best attributed to an unusually high amount of radioactive material that builds up in the bloodstream and muscle tissue of a typical ghoul. Sometimes, upon the transformation into a feral ghoul, the neurological systems of the body cease filtering these particles from the blood and tissue, instead of causing them to build a distinctive bio-luminescence that is a characteristic of the glowing ones. In daylight, they simply appear to be incredibly pale feral ghouls, but in the darkness, they glow with a vivid yellow-green hue, their opaque skeletons clearly visible as in an x-ray. Approaching a deceased glowing one can cause minor radiation exposure. Underworld terminal entries; research terminal, Neurology of Luminous Necrotic Post-Humans
==Notable glowing ones==
==Notes==
*Oswald the Outrageous is a glowing one magician able to disappear and reappear.
==Gallery==
===Fallout 2===
Fo2 Hank.png|Glowing one Hank
===Fallout 3===
Taft tunnels with ghouls.jpg|A glowing one along with various other feral ghouls in the Taft Tunnel
FO3 CA SOTM Irradiated Metro.jpg|A glowing one in the flooded area of the irradiated metro
White House mini nukes.jpg|A glowing one wandering the ruins of the White House
Keller Senior.jpg|Mr. Keller, a feral glowing one in the National Guard depot bunker
Meat and Ethyl.jpg|Tame glowing ones: Meat and Ethyl in The Chop Shop
Glowing ones emitting rads.jpg|Glowing ones emitting a radiation wave in the White House
Samuel.jpg|Samuel, an alpha-male glowing one
Stefan friendly.jpg|Stefan, a feral glowing one in the Red Racer factory
Sun of Atom.jpg|Sun of Atom, a friendly glowing one in the Holy Light Monastery in Broken Steel
Fallout3GlowingOne.jpg|Glowing one emitting a radiation wave (Fallout 3)
File:PL Glowing One burst.jpg|A glowing one at Point Lookout shortly after emitting a burst of light
===Fallout: New Vegas===
Jason Bright.jpg|Jason Bright, a glowing one that hasn't become feral
===Fallout 4===
FO4NW Oswald the Outrageous.png|Oswald the Outrageous, a non-feral glowing one in Nuka-World
First_Mate_ghoul.jpg|The first mate, a feral glowing one aboard the Yangtze
FO4-AbandonedHouseCharleston-RAPeters.jpg|A glowing one in an abandoned house in Charlestown
Fo4 glowing one.jpg|A glowing one at Wildwood Cemetery
FO4 Kingsport Lighthouse (7).jpg|A glowing one at the Kingsport Lighthouse
Tannery key ECT.jpg|A glowing one at the Eagle's Cove Tannery
FO4FH Beaver Creek Lanes office.png|A glowing one in the office of Beaver Creek Lanes
FO4 Longneck Lukowski's Cannery (9).jpg|A dead glowing one in Longneck Lukowski's Cannery
FO4 Longneck Lukowski's Cannery (5).jpg|A glowing one in the catacombs of Longneck Lukowski's Cannery
FO4 Atlantic Offices 02.png|A glowing one on the top floor of the Atlantic Offices
Fo4VW Vault 88 Construction Site.jpg|A glowing one in Vault 88's incomplete atrium
Patrick Gibbons.jpg|Patrick Gibbons, a feral glowing one encountered at the Cranberry Island Bog in Far Harbor
Fo4 Wally Mack Tunnel Snakes Rule! CC.png| Wally Mack after mutating into a glowing one in the Fens Way station
Rod Stoddard.jpg| Rod Stoddard, a feral glowing one at Hub 360
Putrid glowing one.jpg|A putrid glowing one, a higher level variant of glowing one.
Bloated glowing one.jpg|A bloated glowing one, a higher level variant of glowing one.
Fo4-putrid-glowing-one.png|Putrid glowing one model
Fo4-bloated-glowing-one.png|Bloated glowing one model
FO4-Mounted-Glowing-One-Head.png|A mounted glowing one head
Fallout Magic Glowing One.png|Magic: The Gathering card
===Fallout 76===
F76 Garrahan Estate 15.png|A glowing one at the Garrahan Estate
Freddie Lang.png|Freddie Lang, a former raider turned feral glowing one in Blackwater Mine
FO76NW Billy.png|Billy, a corroded glowing one in Vault 94
FO76NW Lucas.png|Lucas, a corroded glowing one in Vault 94
FO76NW Red.png|Red, a corroded glowing one in Vault 94
FO76WL Agent Kensington.jpg|Agent Kensington, a feral glowing one at Solomon's pond
76 WL Radiation Rumble NPC in combat.png
FO76 Legendary Perk What Rads Art.png|A glowing one, as shown on the What Rads? perk card
===Fallout Shelter===
FoS Glowing one.png|Glowing one
===Fallout: Wasteland Warfare ===
FOWW,Putrid&GlowingOnesSet.webp|Bloated and putrid glowing ones
===Magic: The Gathering===
MTG Vault 12 crop.png
Fallout Magic Putrefy.png|Putrefy
==References==
Non-game
Category:Fallout creatures
Category:Fallout 2 creatures
Category:Fallout 3 creatures
Category:Fallout: New Vegas creatures
Category:Fallout 4 creatures
Category:Fallout Tactics creatures
Category:Fallout: Brotherhood of Steel creatures
Category:Fallout Shelter creatures
Category:Fallout: Wasteland Warfare creatures
Category:Ghouls
de:Leuchtender
es:El Resplandeciente
fi:Glowing One
it:Lo Splendente
pl:Świecące Ghule
pt:Glowing one
ru:Светящийся гуль
uk:Сяючий гуль
zh:發光種