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==Characteristics== |
==Characteristics== |
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This subspecies was highly intelligent, about the equivalent of an eight-year-old, with some individuals on par with average adult humans. Their learning capacity was very high and they were capable of abstract thought and reasoning. Although they did not have vocal cords, the deathclaws seemed to mimic human speech the same as a parrot does. Socially, they had rigidly hierarchical, peaceful, pack-based ethical code. They were extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families. Fights within a pack are unheard of, and the pack's leader controls many aspects of life, such as choosing and matching female and male deathclaws for reproduction. Oddly enough, Deathclaws are not subject to sterility from FEV exposure; this trait is not explained. |
This subspecies was highly intelligent, about the equivalent of an eight-year-old, with some individuals on par with average adult humans. Their learning capacity was very high and they were capable of abstract thought and reasoning. Although they did not have vocal cords, the deathclaws seemed to mimic human speech the same as a parrot does. Socially, they had rigidly hierarchical, peaceful, pack-based ethical code. They were extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families. Fights within a pack are unheard of, and the pack's leader controls many aspects of life, such as choosing and matching female and male deathclaws for reproduction. Oddly enough, Deathclaws are not subject to sterility from FEV exposure; this trait is not explained. |
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==Known intelligent deathclaws== |
==Known intelligent deathclaws== |
Revision as of 12:39, 10 January 2011
Talking deathclaws are a variety of the dangerous reptilian species that was experimented on by the Enclave, which gave them higher intelligence and the ability to speak.
History
In 2235, the Enclave captured many deathclaws and exposed them to FEV. This boosted their intelligence, giving them the ability to talk with varying degrees of erudition and articulation.
While the Enclave hoped that the Deathclaws would be intelligent enough to obey orders without being so intelligent as to question them, the Enclave's deathclaws began to doubt the morality of their masters. While they helped the Enclave in storming Vault 13 in 2242 and kidnapping the population, they later abandoned the Enclave, adopting the now-empty vault as their new home under the leadership of Gruthar.
Several humans from the surrounding area moved into the vault to live under the protection of the deathclaws, but not all were pleased with these new neighbors. One human, Matt, struck against the deathclaws by bombing the mother and hatchlings (the deathclaw mother survived, but security was tightened from then on). The deathclaws faced other problems adapting to life in the vault, as well: after the overthrow of the paranoid Overseer, the dwellers of Vault 13 had turned day-to-day operations of the vault over to a Brotherhood-technology based computer. The only way the deathclaws could interact with it was by voice commands; this became a severe problem when the computer's voice module malfunctioned. Fortunately, a traveling tribal known as the Chosen One had a replacement voice module, and was willing to install his in exchange for Gruthar's help in finding a GECK, one of which Gruthar had within the vault's storage area.
The deathclaws paid a high price for their rebellion, however: an Enclave team, lead by Frank Horrigan, attacked Vault 13 and massacred the deathclaws (and presumably those humans under their protection). Of Vault 13's inhabitants, only Goris, who had accompanied the Chosen One on adventures outside Vault 13, survived.
Depending on the actions of the Chosen One, Xarn, a deathclaw kept in Navarro under the custody of Dr. Schreber, and Goris were the only intelligent deathclaws in the whole Fallout Canon to survive the end of Fallout 2. According to some reports, they did not, however, reproduce, and were the last of their kind[1]. Whether this will hold true in the future remains to be seen.
Characteristics
This subspecies was highly intelligent, about the equivalent of an eight-year-old, with some individuals on par with average adult humans. Their learning capacity was very high and they were capable of abstract thought and reasoning. Although they did not have vocal cords, the deathclaws seemed to mimic human speech the same as a parrot does. Socially, they had rigidly hierarchical, peaceful, pack-based ethical code. They were extremely loyal to the pack as a whole, treating it as a family unit rather than having individual families. Fights within a pack are unheard of, and the pack's leader controls many aspects of life, such as choosing and matching female and male deathclaws for reproduction. Oddly enough, Deathclaws are not subject to sterility from FEV exposure; this trait is not explained.
The talking deathclaw dose not exsist in fallout 3 or new vegas
Known intelligent deathclaws
- Gruthar, the pack leader
- Kerith, the pack mother
- Jul, the nest guard
- Goris, a scholar
- Dar
- Thearn
- Valdis
- Xarn, held captive in Navarro
References
- ↑ The Fallout Bible is mixed as to whether Xarn and Goris could reproduce and save the intelligent deathclaw breed. In a March 11th, 2002 update, John Deiley (the creator and designer of much of the talking Deathclaw content) wrote:
- In any case, there is a chance that two intelligent deathclaws survived to continue on the species. I realize that they are both males, but that is fine. When they were engineered by the Enclave, the intelligence gene was made male specific and dominant. What this means is: Any intelligent male that mated with a non-intelligent female would (most likely) produce intelligent offspring.
- BTW, the talking deathclaws were destroyed at the end of Fallout 2. Xarn and Goris did not go on to create a new species. They are gone. Kaput. Goodbye. In fact, any mutant animal that talks can safely be assumed to have died at the end at the exact minute that Fallout 2 was over.
- Any last words, talking animals?
- I thought not.
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