Whoever made the mod for RE8 that removed the hair textures, thank you.
I’ve been looking for Vârcolac anatomy references but the hair got in the way, and my own speculations could only satisfy my curiosity so much.
It’s my fave depiction of a werewolf transformation
Look at this thing!
The way the jaw OPENS!!! Skin can only stretch so far so fast and the implication is the transformation was so quick that the skin didn’t have time to stretch is a detail I enjoy (even though that sort of drastic change in phisiology would take years, but this is a resi game)
The crease at the back of its neck and the way the throat sort of bulges! Human spines don’t connect to the skull the same way most quadruped spines do, meaning it’s technically looking “up” at all times to compensate
The extension of the maxilla (upper jaw) and mandible(lower jaw) its like somebody just pulled the face away from the rest of the skull, and it likely has larger, more sensitive olfactory bulbs as a result.
The extension of the forearms and increased muscle mass in the back and shoulders is more obvious too, adding to the uncanny valley effect due to the messed up proportions
Love this kind of shit
One of my favorite things in Fallout 4 was how synths can randomly replace settlers in your settlements. And people in real life all talked about how you could tell who a synth was by checking their energy resistance in VATS. Having energy resistance = you’re a synth.
Except this was completely made up by players trying to find an easy way to find synths. Settlers can just randomly have energy resistance for various reasons.
So in a game about paranoia and witch hunts, players created a real life equivalent of witch trials and plenty of random innocent NPCs were butchered over paranoia about synths, started by real life rumors.
tumblr mobile my beloathed. No I don't want to share people's posts with them... I was scrolling, you silly app....
A late Valentine’s Day project. Nick shows Hancock that there’s still value in those ‘old world antiques’
epilogue pic - link
Nick is playing this song! Takin’ a Chance - Hazel Scott
Synths! One of the most important concepts in Fallout 4, much of the game’s plot and thematic structure revolves around the Institute’s humanoid androids. The question of whether or not to regard synths as people is hugely important (and if you’ve been anywhere near my blog before, you’ll know I come down solidly on the “yes, duh” side of things.)
But that’s not why we’re here today!
There is a LOT of misunderstanding floating around about gen-3 synths. Many players miss basic facts about what synths are, what they can and cannot do, how they function and how they are made. Because this is such a massive game with so many perspectives and factions to explore (all with their own opinions,) it can be difficult to discern what’s true.
So the purpose of this post is to outline exactly what canon says about gen-3 synths-- the concrete facts as stated in the lore. Along with that, I’ll touch on a few concepts that canon doesn’t actually specify, open for interpretation however you see fit.
Massive Fallout 4 spoilers ahead, obviously.
Essentially, gen-1 and gen-2 synths are fancy robots. Fully mechanical, programmed to follow a set of orders, built to perform menial tasks for the Institute. The difference is the “skin” that covers gen-2s, where the gen-1s are just naked robotic frames and inner parts. There are a few gen-1s still kicking around the Institute and scattered throughout groups of synth enemies, but the majority of old synths you’ll see and fight in the game are gen-2s.
And so is our buddy Nick Valentine. As Nick tells us, he is a gen-2 synth in all but mind-- a special prototype to test if synths could operate with a personality. Nick received the brainscans of the human Nick Valentine to form his basic personality, while his “brother” DiMA was allowed to form a personality from scratch. Nick and DiMA both have free will, human-level intelligence, and are no longer bound to programming. All other old synths are mindless, programmed robots that attack all enemies of the Institute indiscriminately.
Nick tells us about his function and his experience as a gen-2 synth, such as the fact that he doesn’t eat, drink, or sleep. He mentions being immune to radiation and able to easily repair himself, advantages that come from existing in a fully mechanical body.
But I think a lot of misinformation about synths comes from people equating what Nick says about himself to ALL synths. In canon, gen-3 synths are different from gen-2s in every way but name. The ONLY thing gen-2s and 3s have in common structurally is the synth component, the hardware that allows the Institute to access their brains. You cannot take Nick’s mechanical advantages and apply them to a being who is made of flesh and blood, because it doesn’t make any goddamn sense.
So keep our dear Mr. Valentine’s mechanical nature in mind whenever he says something about synths, and recognize the difference between him and the more modern gen-3s. And with that, we shall continue!
Gen-3 synths are fully organic, made from lab-grown human bones, flesh, and organs. We can visit the Institute’s Robotics department and see the machine that pulls these parts out of cubbies and assembles gen-3s in a spooky sci-fi flesh vat. The terminals throughout the Institute give us details on the process and various things the scientists are working on, such as creating synthetic blood that’s more resistant to disease or improving eyesight. Other than these small adjustments (and Coursers, more on that later) gen-3 synths are physiologically no different from humans.
Furthermore, as we find out in the Covenant quest, synth flesh is indistinguishable from human flesh down to the cellular level. As the Covenant group found out the gruesome way, there are no tests, medical or psychological, that can tell a gen-3 apart from a human. The only physical difference is the “synth component,” a small piece of hardware in the head that allows the Institute to interface with the synth’s brain. Apparently, there is no (functioning) medical equipment in existence that can detect a synth component, as Danse spends well over 10 years under the medical supervision of the Brotherhood of Steel and they absolutely never catch onto the fact he has one. (The BoS clearly has access to X-ray machines, as you can see X-rays hanging up in the medbay on the Prydwen.)
So essentially, gen-3 synths are just 3D-printed humans with a piece of plastic in their brains. They’re not just really well-done androids. They’re not gen-2s with flesh stapled on, like the Terminator. They’re not mechanical at all.* *”But what about the synth from the Broken Mask Incident!?”
Though he looked and acted human on the outside, “Mr. Carter” was mechanical on the inside, which is how the residents of Diamond City discovered he was a synth. As we read on Institute terminals, Mr. Carter was a very early prototype for what would later become the gen-3 synths. He was not intended to be released onto the surface, nor was he the same as the gen-3s who came after him.
And yes, for the love of god, gen-3s have genitals.
“Hey uhhhh lukewarm take of the century... technically if you romance Danse or Curie the Sole Survivor is doing a incest with their grandchild hhhuhuhuhuhuhuhuhuhuhuhh”
Mmm, boy, that old chestnut. I sure do hate it. Good thing it’s also wrong.
Humans share 99.9% of their DNA with all other humans. The traits that make us different individuals come down to that measly .1% of other DNA.
Canonically, the Institute based the DNA for gen-3 synths on Shaun, the Sole Survivor’s son. However, Shaun’s DNA was only used as a framework for that 99.9%. Forced Evolutionary Virus (aka FEV- the same thing that makes super mutants) was used to create a variety of genes for the other 0.1%. Because of this, they can make synths of diverse body types, features, skin tones, and appearances, even though their “framework” DNA only came from one person. (Otherwise, literally every synth would just look like Shaun, and they would just be clones.)
Other than that shared original DNA (also shared with literally every other human in existence,) there is no special biological relationship between Shaun, synths, or the Sole Survivor. Except like, philosophically, maaaaaan.
Some gen-3s are created to replace a certain human person. Roger Warwick, Art, Sammy (Goodneighbor), and Mayor McDonough were built to exactly resemble their human counterparts and take their place after the human was abducted by the Institute (and experimented on and/or murdered.) These infiltrator synths are loyal to the Institute, aware of what they are and what their mission is.
However, the vast majority of gen-3s we encounter are not meant to replace anybody. They are created with their own individual appearances and genetics, meant to serve as experiments or laborers within the Institute. Some escape to the surface and either head out on their own or seek the Railroad for help. Unless it is obviously stated that the gen-3 in question is meant to be a replacement, every synth in the game falls under this latter category-- Sturges, Magnolia, Glory, Danse, G5-19 (Curie), etc.
The synth component allows them to receive programming in the form of data. The Institute uses this to assign synths the knowledge they need to perform certain jobs and otherwise mold and shape the synths into whatever task they need them for.
Apart from this initial programming, it’s apparent that gen-3s also develop their own personalities, thoughts, emotions, and free will. The Institute views this as a “malfunction” and if a gen-3 starts to seem too humanlike, they can be erased to return them to their “baseline” programming.
Each synth is also assigned a “recall code,” a verbal command that will “reset” the synth and leave them in an inert state. According to scumbag SRB scientist Dr. Ayo, after this occurs the gen-3 needs to be further “reconfigured” to complete the process. If the reconfiguration process is successful, the gen-3 won’t have any memories from before it happened. Ayo mentions that gen-3s on whom this process is unsuccessful are destroyed (so, either the process goes wrong, or if the synth develops free will again. Which, of course they do.)
The Railroad uses the synth component as a way to erase a gen-3’s memories and implant new ones to better hide from the Institute, a process called a “mindwipe.” Per Desdemona, this is an optional procedure, and we also have several examples of synths who chose not to undergo it (Glory, Jules, and others). It is a controversial practice in several ways-- some believe that to erase a synth’s memory is “killing” the original synth (DiMA.) Mindwiped synths are free to develop their own personalities and make their own choices, and those choices aren’t always good ones (Gabriel.) There is also an argument that synths might feel pressured into having their minds wiped, or may not fully understand what they’re consenting to. These issues are raised in the game for players to ponder on, not given a canon answer.
Honestly, this one is bizarre, because the evidence we have in game is very contradictory. But to begin with, synths are completely capable of eating, drinking, and sleeping, just like humans.
Gameplay-wise, not only do synths consume resources (a synth integrated among your settlers DOES sleep in a bed and consumes your food and water,) but it is diagetically nonsensical to assume they can't. It's possible for a gen-3 not to know they are a synth, which means that they have to function as humans in terms of getting tired, injured, hungry, etc. Someone would obviously know something was wrong with them if they spent their entire lives never feeling hungry or needing to sleep.
Additionally, Curie tells us they do. Transitioning from her robotic body to her synth body, Curie complains about the sudden physiological needs that she feels for the first time:
Curie: All of these bodily functions. How do you keep track of them all? I am hungry, I am sleepy. The list goes on.
So gen-3s can eat food, drink water, and dispose of waste like humans do. We also know they feel drawn to certain foods, as all gen-3s share some unexplained affinity for Fancy Lad Snack Cakes (canon!) We know that they can sleep.
The question is, do they need to do any of that stuff?
Most of the info on this topic comes from Dr. Loken in the Institute Robotics department. The phrasing of that conversation is kind of confusing, as Loken speaks about the accomplished work of the Robotics department, but he is clearly boasting and seems to be mixing in "big picture" statements about what he believes synths COULD do someday.
Loken: Our third-generation synths are a true breakthrough, the culmination of centuries of research. It's no exaggeration to say that they're superior in almost every way to human beings.
Player Option: No robot is superior to me.
Loken: You might think so now, but just wait. You've only seen a fraction of what our synths can do. Their potential is limitless.
Player Option: What makes them superior?
Loken: The list of improvements is exhaustive. I can talk for an hour and still not cover all of it. Imagine what you could accomplish if you could live without fear of hunger or disease. Imagine what you could create if you could use every waking moment of your life as you saw fit, with no need of sleep?
I believe "could" is the operative term here. Synths obviously are not immune to hunger, and Institute terminals suggest they are merely more resistant to disease than humans. Synths feel the need to sleep and are known to do so (in the exact same sequence in the Robotics lab, Alan Binet mentions Eve sleeping and even dreaming.)
There's some further logistical things to consider here. Per Glory, we know that Institute synths are kept in "barracks" (suggesting they are given "beds," or at least a space to rest/be kept when not working.) We have no evidence that Institute synths are fed, but given everybody in the Institute subsists on a diet of food pills, it's possible that gen-3s get handed theirs in the barracks. The Institute is also planning to replace all their gen-2s with gen-3s, a process that would be seemingly very stupid if it means moving from robotic machines with no needs to organic synths with many needs. Particularly as they are planning to increase gen-3 production. It's either not an unbearable resource strain for the Institute to provide for gen-3 needs, or it's something they are planning to remedy in the future.
So I think there's two real possibilities here, and you can pick which one you like better:
1. Synths do need to eat, sleep, etc, but there is a possibility to eventually "improve" them so they don't need to.
OR:
2. Synths don't need to eat, sleep, etc at the same rate as humans to survive, but have the capability and are programmed to feel the physiological need for these things anyway.
I admit option #2 sounds pretty stupid to me, but let us not forget that the Institute is extremely stupid and frequently do things "for science" just because they can (let us not forget that per Nick, even gen-2 synths are programmed with all five senses and to feel pain.) Programming physiological needs into your synth workforce and then making them work through it does not even slightly register as strange given the rest of their track record.
So this one's kind of muddled, honestly, and there's a few different conclusions we can draw. Though gen-3s DO get hungry and tired and experience all the other wonderful joys of a human body needing maintenance, it's a bit unclear whether or not this is a necessity for their survival. It's possible that gen-3 bodies can simply run on empty longer than a human could (it's stated in an Institute terminal that synths can’t gain/lose weight, so their metabolism functions differently than a human’s... at the same time as their cells are identical to natural flesh... Jesus, Bethesda, please throw me a bone here...)
The following topics are often discussed in fandom, but there aren’t any conclusive answers given in canon. I have provided a bit of discussion around each topic as well as my own interpretations (if I have one.) But basically, these questions are either vague or open-ended, so you can come up with whatever the hell theories or ideas you want.
Can synths have children, either with a human or with another synth?
The only allusion to this in canon is in Deacon’s story about his wife (if you believe that this story is true at all.) Deacon says that he and Barbara were trying to have children, and implies they were struggling to conceive. There is some implication this is because Barbara was a synth. But there are other reasons why Deacon and Barbara could have fertility troubles-- this is a setting covered in radiation, so low fertility is likely a society-wide problem. Or perhaps Deacon or Barbara had personal medical issues that made having children difficult. This doesn’t really say anything conclusive about synths and their ability to procreate.
The real question here is whether you believe that the Institute would create synths capable of reproducing.
On the one hand, some scientist must have thought about this at some point, and it’s not ideal to have your experiments freely breeding with each other. Sterilizing synths could be done easily on a cellular level, either disabling the synths’ internal reproductive organs, or making it so they can’t produce viable gametes (“shooting blanks.”) There might also be the desire to avoid the existential horror should a synth give birth to a child (which would be 100% human, by definition.) Whoops! There goes our comfy cognitive dissonance!
On the other hand, the Institute may have not bothered making synths sterile. Maybe the scientists don’t believe synths feel sexual urges. It is also extremely unlikely that synths could be sexually active within the Institute, given the amount of scrutiny they are under, so maybe the scientists assumed that was enough birth control. And of course, the Institute is extremely stupid.
You could safely take this in any direction you want.
My personal take: I believe synths, at least within the Institute, are sterile for comfy cognitive dissonance reasons. But it's very possible that synths are merely kept sterile, and once escaped their bodies could naturally resume that function over time.
I guess it depends on whether a bouncing babby is necessary for the self-indulgent fic I’m reading or writing at the time.
Can synths grow and change and age like normal humans?
This one’s popular, and a lot more canonically vague than people think it is.
Synth and human flesh are meant to be identical at a cellular level, so it seems wild that the difference wouldn’t be obvious if synths couldn’t age. Wasteland wear and tear plainly leaves scars and wrinkles on synths. We also have cases like Danse, who has been in the Brotherhood for well over a decade-- someone would have noticed if he had somehow not aged at all in over 10 years. We would also have a rash of Railroad synths getting found out in their new lives when it becomes apparent that they don’t age over time.
Perhaps given slightly more resilient cells, better healing, etc, gen-3s age more gracefully than humans, if you’d like. But it seems unlikely that regular gen-3 synths cannot age at all.
In fact, the only source we have that synths don’t age is a random woman in the hallway at the Institute-- and she is speaking specifically about Shaun, the child synth. Because Shaun is the first and only child synth, it’s unclear what she means by this. Does Shaun really not have the capability to grow up? Perhaps he wasn’t built with the correct glands to undergo growth. Perhaps these organs are being stifled somehow, or the process needs to be “kicked off” by some treatment. It could also be that Father just never intends for him to grow up, planning to keep him around as a child with the same whimsy with which he created him. With so little information to go on, you could really go any way you like with little Shaun, how he works, and what his future will look like.
But since Shaun is so new and special, we really can’t apply what’s said about him to your average gen-3 synth. We have to consider him separately than we do the adult gen-3s and there is room for interpretation on both.
My personal take: Yes, gen-3 synths age normally, if slightly more graceful/healthier than humans.
I go back and forth on this, again, depending on the whims of whatever story I’m writing/reading, but I do believe that little Shaun will grow up. Perhaps being removed from the Institute will allow his body to kick into gear, or it needs to be started with some sort of hormone treatment, but if he’s been built with the organic synth body just like the adults are, there’s no reason why it shouldn’t be possible.
Are synth lifespans longer than human lifespans?
Honestly, we don’t know! Unlike the above points, there is no discussion at all about the lifespan of synths. But we have a few things to consider in this equation.
First, it will depend on your thoughts about how synths age.
Second, we know that the Institute makes small and subtle improvements in synths all the time. Because synths are meant to blend in with the general human population, these improvements aren’t on the level of superhuman strength or abilities (except on Coursers-- who are in no way expected to pass for human.) It’s small things like resistance to disease in the blood, improved eyesight, heightened reflexes and neural signals. Healing a little quicker, avoiding getting sick, and more easily fighting off infections are all massively helpful in the longterm goal of not dying.
The Institute seems to want to use the synth body as an improvement on humans, which could include a longer and healthier lifespan. It’s totally up to interpretation how close they’ve come to accomplishing that goal, and if any synths you may be writing or headcanoning about have those advantages.
My personal take: If so, I think it’s just the impact of a slightly more efficient body that works ever-so-slightly better than a natural human’s.
Coursers, elite gen-3 synths used by the Institute as hunters and special agents, are on a whole other level from other gen-3s. But we know from scumbag SRB scientist Dr. Ayo that Coursers are not simply made that way. A lot of people miss the detail that Coursers don’t just come out of the vat ready to course-- they have to be made and modified from other gen-3s.
Ayo: The SRB constantly monitors our gen-3 synth population, looking for specific traits. Those who show tenacity, fearlessness and independence undergo a rigorous training regimen. We teach them armed and unarmed combat, investigative techniques, psychology and mechanical skills. Those who pass a final evaluation become Coursers. The rest have their memories wiped and return to their former duties.
Of course, what exactly happens to “become” a Courser is unclear. We know that the candidate has a Courser chip implanted in their brains, so there is at least a brain surgery involved, but then why are Coursers so much faster and stronger than normal?
RAMPANT SPECULATION HERE:
Given their near superhuman combat abilities, it is highly likely that Courser “training” also involves physical alterations to their bodies-- either via genetic alteration on a greater scale than the average gen-3, or maybe via the cybernetics that we see used on Kellogg. (Though a terminal states that Father eliminated the program to create cybernetics for humans, there is nothing to suggest anybody has qualms about installing it on synths.) Installing these cybernetics is said to be quite painful, as is, likely, the process of having your physical body altered via whatever magic science the Institute uses.
Also note that Coursers are chosen for their tenacity, independence, and fearlessness-- traits that come dangerously close to “free will” in the eyes of Institute scientists. But rather than being simply mindwiped, these candidates undergo a particularly severe transformation-- having their brains surgically opened and rewritten with a more fittingly loyal personality.
Seems to me like becoming a Courser is as much of a punishment as an honor-- a way to keep “questionable” synths in line and permanently put them to use as the Institute’s enforcers.
(I had to put this down in this section because this is speculation on my part… though not at all unwarranted. And hey, look how juicy and angsty it is!)
By the way, the fact that the alleged “machines” (mass-produced, able to be programmed or built however is needed) have to be “auditioned” for Courserhood (suggesting an inherent array of skills, talents, and individuality) is an absolutely staggering display of cognitive dissonance, like… even for the Institute. I keep saying this but god damn, holy fucking shit, Institute.
As with many subjects in Fallout, the lore about synths is spread out all over the game in many locations and sources, so it can be hard to put together what’s true. There is so much amazing storytelling potential in the concept of synths, and so many people run around completely confused about it! But I hope that this post has been helpful in informing you about the basic and inarguable facts, while also giving you some liberty and wiggleroom for your own headcanons and ideas.
So in conclusion, oh my god holy shit gen-3s aren’t fucking robots they’re organic human bodies and they absolutely have genitals, STEVE-
My personal favorite use of the standard fantasy tropes is that all the stock characteristics of fantasy races are the stereotypes/caricatures the other races use for them. For instance:
Goblins
Stereotyped as thieving little tricksters with big noses and ears, but in reality they are extremely diverse, often to the point of not being related at all. Hobgoblins, Bugbears, traditional Goblins, Gnomes, Halflings, etc have all been called ‘goblin’ at one point or another, despite having very little in common. The thieving hordes idea comes from the fact that Goblin society is super socialist and they really don’t have a concept of personal property. The idea of locking a door in goblin society is alien, as everyone shares what they have. A goblin walking away with a set of silverware is less to do with greed, and more to do with the fact that their neighbor was complaining the other day about losing all their forks, and the goblin in question saw how many forks this tavern had, and decided to equal the scales a bit.
Dwarves
Dwarves are stereotyped as hard-drinking, dirt eating, greedy, hotheads. When you live underground rickets, anemia, and scurvy are all common, and displays of physical robustness become a cultural sign of status. At the end of the day Dwarves work well together, and drink a fairly normal amount, generally only drinking heavily among company. Dwarves are hospitable to a fault, and the way they show that is by engaging in eating and drinking in excess, to encourage similar behavior of their guests. A successful Dwarven feast ends with empty flagons and plates, and still full serving bowls. Stereotypes regarding digging greedily only come about from the twin facts that space is limited underground, necessitating regular expansion into newly built caverns, and in a magical world there are monsters all through the ground. And honestly, while the most famous Dwarven cities are subterranean, most live in hills, on cliff-sides, or on the rocky shores.
Orcs
Orcs are often stereotyped as unintelligent ravaging hordes who roll up to towns and wreak havoc. They steal away with women and children, rob livestock, and burn homes. Orcs in reality are generally nomadic. In the wide open plains, where water and food are scarce, to stay in place would mean certain doom, as their herds overgraze and soil water sources. Traditional Orcish clans have ancestral grazing lands millions of acres across. Distant corners may be visited only every decade. To graze on another’s land is a high crime among the orcs, as ever bite of browse is one stolen from the lifeblood of another clan. To prevent accidental trespass, Orcs have markers, large stones carved with jagged Orcish script. When humans (etc) wander into Orcish Land, they build farms and towns, and the Orcs feel they are in their right to remove them. Humans who are ‘stolen’ by Orcs are often just guests. In the open desert, Orcs can find water easily, and have plentiful food. They are eager to trade their fine leather goods and horn bows for goods from afar. Orcs also maintain cities, far flung and small, based on elaborate commerce. Each clan maintains a Great House in the city, and any Orc unfit to ride a Warg will stay there taking care of the family finances, trading goods, and teaching the young. Orcs of any gender ride, hunt, and herd with equal success, as a result an Orcish patrol might look very much like an army of large men to a human settlement, especially when that same party demands they leave their home and offer some settlement for their robbery.
Elves
Elves are stereotyped as haughty, distant, and immortal. While Elves are long lived, they are anything but immortal. The myth comes from Elvish naming conventions, and their religious connection to family history. Elves have given names, but rarely use them after the death of a parent, at which point the eldest same-gender child of a nuclear family will almost always adopt the ancient family name, and carry it, along with the history it is tied to. Elves think very generationally, always seeking answers in the future and past, digging through ancient tomes and burying themselves in study. Elvish librarians and scholars keep extremely detailed notes on present goings on, and as a result Elvish scholarship has a very black-and-white view of the past, informed by very deliberate attempts to remove bias. Elves generally don’t correct folks who think they are centuries or millennia older than they are, because the Elvish idea of the self is a very dispersed one, where every individual is, in a way, their ancestors. Perceived haughtiness of emotional distance arises from the fact that, to an elf, the past is settled, and the present is best lived through a mindset of calm, stoic inspection. To react with sudden, poorly thought-out, or overly emotional haste is to betray your ancestors, past and future.
bible: angels are actually wheels of eyes and flames me: cool my mind visualising this:
*doom music starts to play* I actually kindof like scheduling these kinds of appointments now...
but seriously Fellas, don't forget to schedule a pap smear every couple of years just in case. If you still have a cervix you can still get cervical cancer. ilu
this has been a psa
Introduction
Just a warning, this will be an extended read. If you’re going to invest in reading this longwinded analysis, I suggest you go get a nice beverage and come back with a cozy chair. This will be relatively spoiler free (unless you aren’t aware of any of the new races I guess?) so if you’re still at the beginning of the game like I am, no worries there! This analysis will have some pictures for comparison, and some edits that I’ve made myself.
Link to the EA ask board version [x]
Keep reading