Glowing one (Fallout)

Glowing ones are creatures in Fallout and Fallout 2.

Background
In the ghoul settlement of Necropolis in the former American Southwest, the glowing ones lived in the remains of Vault 12, and there was an animosity between them and the "normal" ghouls led by Set, who inhabited the ruins of the town. After Necropolis was overrun by the super mutants, the glowing ones who left the town lived much more harmoniously with the other ghouls (not to mention normal Humans and super mutants).

Characteristics
They are former humans who absorbed enough radiation to the point that they are luminescent with it. Unlike their less fortunate counterparts in the Mojave Wasteland and the Capital Wasteland, the glowing ones in the former American Southwest are rarely feral and usually completely sane.

Glowing one
A standard glowing one, found across the wastes.

Mad glowing one
Found mostly in the remains of Vault 12 these ghouls can take a good amount of punishment but do not deal much damage and should not be a problem past level 5.

Reactor glowing one
These glowing ones are working in nuclear power plant in Gecko. The radiation doesn't have much effect on them. If the Chosen One fixes the reactor's radiation leak, the ghouls in the plant (not just the glowing ones), will comment on how the plant feels "chilly".

Named glowing ones

 * Hank - Glowing one in Gecko.
 * Refinery supervisor - Glowing one in Broken Hills.
 * Typhon - Glowing one in Broken Hills.

Appearances
Glowing ones appear in Fallout and Fallout 2.