The Strawman



๐Ÿง CHARACTER OVERVIEW: The Strawman

Role: Enigmatic wandering figure or semi-mythical boss
Faction Affiliation: None (possibly tied to rogue agricultural tech or a dark cult)
Reputation: A ghost story in some settlements, a demon in others. Some say he's a man turned into a husk. Others whisper he’s a prototype scarecrow gone rogue.


๐ŸŽจ VISUAL DESIGN

1. Silhouette & Shape

  • Tall, gaunt, elongated limbs

  • Lurching or hunched walk—spindly like a broken scarecrow

  • Straw protrudes from joints: wrists, ankles, spine

  • Wears a stitched-together coat or cloak that flutters unnaturally in the wind

2. Head & Mask

  • A sackcloth mask with faded paint markings (smile, frown, or stitched mouth)

  • Buttons, welding glass, or blood-covered bottle caps for eyes

  • A noose still hangs loosely around his neck, dragging rope behind him

3. Armor and Fabric

  • Old pre-war farmer overalls fused with rusted armor plating

  • Farming tools turned into weapon grafts (e.g., rusted sickle arm, embedded hoe blades)

  • Barbed wire wrapped around his forearms or chest

  • Tattered Vault-Tec material stitched into his cloak (hinting at a twisted origin)

4. Environment Interaction

  • Carries a small cloud of insects (flies, crows, or radroaches)

  • Wherever he stands too long, crops die or mutate grotesquely

  • Crows flock to him—or flee in terror, depending on lore path


๐Ÿง  ORIGIN OPTIONS (Pick One or Use All as Myths)

A. The Experiment Gone Wrong

Created by Vault-Tec in Vault 74B as a psychological terror deterrent—part of a project to study fear conditioning using mythological constructs. He escaped during the vault breach.

B. The Ghoul Farmer

A peaceful farmer turned ghoul, crucified by raiders and left in a cornfield. Something unnatural brought him back—but now he only remembers vengeance and fear.

C. The Folklore Entity

Settlers whisper that The Strawman is summoned when a town betrays its own—especially when they scapegoat someone innocent. He's vengeance embodied.


๐Ÿ”Š AUDIO DESIGN

  • Voice: Muffled, warped whispers—his voice echoes like someone speaking through a radio buried in straw.

  • Idle Sounds: Windchimes made of teeth, creaking ropes, crow caws

  • Combat Growl: He speaks only in nursery rhymes, folk verses, or ominous riddles.


๐Ÿงจ ABILITIES AND COMBAT STYLE

1. Crowstorm

Summons a wave of radioactive crows that peck and blind enemies for a short duration.

2. Straw Decoy

Creates a burning straw dummy to distract or draw fire. It explodes on contact.

3. Fear Gas

Releases an agricultural pesticide mix that causes hallucinations in players or NPCs (screen distortions, false enemies).

4. Harvester Slam

Slams his sickle-arm into the ground, creating a shockwave that causes bleeding effects and knocks down weaker targets.


๐Ÿ“œ QUEST HOOKS

“Burn the Field”

Settlers claim their crops are cursed. Investigating reveals signs of old Vault-Tech tech and a strange figure watching from the fields at night…

“The Strawman Cometh”

A seasonal event where Strawman sightings increase around harvest time. Entire caravans vanish. A traveling cult worships him as a protector against hypocrisy.

“Ashes to Straw”

Betraying a companion or failing to protect settlers may randomly cause The Strawman to start stalking the player—he becomes a personal haunting mechanic.


๐Ÿ•ฏ️ SYMBOLISM AND THEMES

ElementMeaning
StrawHollow men, false heroes, fallibility of memory
Scarecrow MaskHidden identity, forgotten pain, dehumanization
Farming toolsTwisted productivity turned into violence
NooseBetrayal, scapegoating, injustice
CrowsHarbingers of truth, death, or manipulation

OPTIONAL VARIANTS

  • The Burning Strawman – Appears engulfed in flame during a firestorm event or near certain irradiated zones.

  • The Wooden Strawman – Built by cultists, possessed by tech-ghosts or AI fragments from old farming robots.

  • The Feral Strawman – A primal variant who stalks the woods or Deadcorn Fields, only appearing at night.




๐Ÿงฉ IN-GAME FUNCTIONALITY & INTERACTIONS

๐Ÿ”ป 1. World Presence Types

TypeLocation TypeFrequencyBehavior
Wandering MythFarmlands, ruined silosRare (low spawn rate)Non-hostile unless provoked; watches silently
Boss Encounter VariantDeep in Vault 74B ruinsOne-time eventCombat-focused, fear-based powers
Phantom VariantNight-only ghost formChance after betrayalCannot be damaged; disappears if stared at
Cult EffigySeen near cult shrinesStatic environmentEmits passive radiation or hallucinatory fog

๐Ÿ—จ️ 2. DIALOGUE SYSTEM: Strawman's Riddles & Broken Mind

Strawman’s dialogue should be cryptic, poetic, and reactive. Depending on player choices, some lines may subtly change meaning.

๐Ÿ—จ️ Sample Dialogue Snippets:

๐ŸŸซ “The wheat bows when it knows... treason grows.”
๐ŸŸซ “I was the bones beneath the bread. Now I break the ones who fed.”
๐ŸŸซ “Scapegoat? No. Straw. I carry the weight of your guilt.”
๐ŸŸซ “The soil remembers. The harvest never forgets.”

๐Ÿ”€ Dialogue Tree Outcomes

  • If you try to apologize:
    “Forgiveness is for the living. You buried me too deep.”

  • If you try to join his cause:
    “Then be hollow like me. Burn your name and follow the crows.”

  • If you mock him:
    “The fire that lit your smile will feed my field tonight.”


๐ŸŒพ 3. SETTLEMENT RUMORS AND NPC DIALOGUE

Strawman’s legend should ripple across the Wasteland, with NPCs in various towns offering contradicting tales:

๐Ÿ‘ฅ NPC Rumor Examples

RegionNPC Quote
Dry Husk Town“My granddad said the Strawman comes when you sell out kin. That’s why I keep my rifle pointed at family too.”
Harvest Vale“We leave a plate of blood corn every red moon. Just in case.”
Shale Gulch“I saw 'im! Standing right by the silo! Didn't move till I blinked.”
Brokenfield“They say he was made by Vault-Tec… others say we made him. With our lies.”

These rumors may trigger dynamic “Strawman Sighted” mini-events.


๐Ÿ”ฎ 4. CULT MYTHOLOGY AND FACTION (THE CROOKED ROW)

๐Ÿš️ Faction Name: The Crooked Row

Beliefs:

  • The world ended because of betrayal: family turned on family, politicians lied, Vault-Tec sowed false hope.

  • The Strawman is not a monster—he’s a judge.

  • Every lie adds straw to his body; when he’s full, the world burns.

Practices:

  • Wear sackcloth masks to "purge ego."

  • Build effigies and sacrifice crops to avoid "The Harvest."

  • Indoctrinate children with twisted lullabies and agricultural metaphors.

๐Ÿ“œ Cultist Chant Example:

“The stalk bends to the blade, the liar to the flame.
We plant truth and reap ash. So let it be.”

Unique Equipment:

  • "Huskhood" (mask armor)

  • "Scarecrow Staff" (flaming pitchfork weapon)

  • "Whispers of the Hollow" (perk: enemies lose AP in fear radius)


๐Ÿงฉ 5. QUEST OUTCOMES & ENDINGS

The Strawman should be a thematic mirror. Whether you confront him, ally with him, or reject him, the outcome reveals something about your own sins or loyalties.

๐Ÿงช Quest Outcomes:

OutcomeTriggerResult
๐Ÿ”ฅ “The Harvest Burns”You side with him and betray key settlementsThe Strawman torches whole fields, disabling food production across the region
๐Ÿง “The Strawman Stands”You let him go, never fightingHe stalks raider camps, leaving only feathers and silence
๐Ÿง  “The Hollow Truth”You uncover his origin and deactivate his neural coreHe collapses silently into dust—crow feathers and static whisper a final warning
๐Ÿ’€ “The Scapegoat’s End”You kill him in battleHe curses you with nightmares—Strawman visions appear randomly while sleeping or resting

๐ŸŽญ 6. VISUAL THEMES & SYMBOLIC SCENES

  • A field of mannequins that mirror player choices

  • A silo with a breathing sound—turns out to be built on top of a long-dead Vault entrance

  • A field of crows, frozen like statues, all facing the player

  • A memory replay device showing past betrayals reenacted with straw figures


๐Ÿง  7. LORE ENTRIES & TERMINALS (Vault 74B or Cult Temples)

๐Ÿ“„ Terminal Log Example:

Vault-Tec Experimental Log 74B-12
"Subject STR-012 has begun speaking in nursery patterns. Neural cohesion stable. Purpose of myth-fusion conditioning is yielding results. Overseer recommends ‘Strawman’ as codename."

๐Ÿ“„ Cult Scroll Fragment:

“The Hollow Man walks when a truth dies. He was not made. He was bound in lies. Burn the fields. Salt the roots. He listens.”



 

⚙️ 8. DYNAMIC EVENT TRIGGERS & WORLD INTERACTIONS

The Strawman isn’t just a static boss—he lives within the world’s psychological and thematic systems. Players may trigger his presence through actions, location, or moral choice.

๐Ÿง  Dynamic Triggers

Trigger TypeDetails
BetrayalIf the player betrays a companion, sells a settler into slavery, or fails a loyalty mission, there’s a % chance the Strawman begins stalking them.
LyingDialogues where you lie to allies, especially to protect yourself, stack "Hollow Points" — a hidden Strawman meter.
Wandering FieldsEntering farmlands at night, especially with scarecrow props nearby, might cause hallucinations or vision-based events.
Cult ProvocationDestroying a Crooked Row shrine or killing masked pilgrims triggers a roaming version of the Strawman to begin tailing the player.

๐Ÿง‍♂️ 9. COMPANION REACTIONS & STRAWMAN'S EFFECT ON YOUR PARTY

Companions will have individualized reactions to The Strawman based on their backstories, fears, or sins.

๐Ÿค Sample Companion Reactions

  • Cipher (ex-spy):
    “He knows what I did in Anchorage. That… wasn’t a war crime, was it?”

  • Grub (former raider):
    “Man, I’ve seen ghouls stitched with wire, but that thing? He’s like guilt with a grin.”

  • Darla (settlement leader):
    “It’s not a man. It’s a message. I buried the wrong man once. He must know.”


๐Ÿ“ฃ Fear System

When Strawman appears, companions might:

  • Lose AP temporarily from fear

  • Refuse to enter certain fields or barns

  • Attack shadows during hallucinations

  • Enter a panic loop (if untrained in "Mental Fortitude")

You can use “Companion Willpower Modifiers” or perks to reduce or counteract this.


๐Ÿงฑ 10. ENVIRONMENTAL STORYTELLING

Without even showing himself, The Strawman leaves an impact through the world:

๐Ÿš️ Setpiece Locations:

  • The “Field of Names” – Dozens of makeshift crosses and scarecrows, each labeled with a name from a local town. One is the player’s name if triggered late-game.

  • Burned Effigy Town – A whole farming village burned down in a perfect circle. Straw dummies hang from every doorway.

  • Vault 74B Nursery – A child's learning room. Strawman's mask painted on a chalkboard with the words: “He watches who watches others.”

๐ŸŒพ Creepy Details:

  • Corn that bleeds.

  • Scarecrows that twitch when stared at too long.

  • A bed where a companion wakes screaming—"I saw him in the mirror!"


๐Ÿ› ️ 11. STRAWMAN-THEMED GEAR & PERKS

Defeating or aligning with the Strawman unlocks rare psychological or scare-themed equipment.

๐Ÿงค Unique Equipment

NameTypeEffect
"Cloak of Crows"Chest Armor+10 Sneak, enemies occasionally panic and flee when you enter combat
"The Crooked Blade"Melee WeaponSickle that applies Terror Bleed – enemies hallucinate for 10s
"Strawmask"HeadgearIncreases Charisma by 1 during intimidation, reduces trust from companions
"Rope Memory"Aid ItemPsychotropic toxin that reveals one lie spoken by a named NPC
"Crooked Crop Seed"Placeable ObjectPlant in settlements—attracts Strawman cult followers, boosts defense, but reduces morale unless faith is high

๐Ÿงฌ 12. POST-ENCOUNTER WORLD CHANGES

The Strawman encounter should change the world depending on how the player handled him.

๐ŸŒ Regional Consequences

OutcomeWorld Effect
Strawman killed publiclyCrooked Row cults become hostile across the Wastes; Strawman becomes martyr-legend
Strawman absorbed or controlledYou gain the “Voice of the Hollow” perk: occasional random hallucinations, but enemies hesitate to attack you
Strawman ignoredStrawman randomly appears during foggy weather, sometimes just to watch—even at major towns
Strawman convertedHe becomes a Wandering Ally, only appearing when the player faces betrayal, heavy odds, or is near death

๐Ÿ“ป 13. RADIO BROADCASTS (IN-GAME LORE DELIVERY)

In true Fallout fashion, the Strawman should be heard through cryptic radio signals:

๐Ÿ“ก Wasteland Radio (Static Interference Messages):

“In today’s news: scarecrows walked in Shale Gulch again. Must be the wind… or regret.”
“Remember, kids. Tell the truth. Or the Strawman’s gonna wear your face to church.”

๐Ÿ•ฏ️ Cult Channel (Findable Frequency):

Low chants, field recordings, phrases like:
“He was made of what you left behind. Straw, shame, sin, and silence.”


๐Ÿง  BONUS: PLAYER NIGHTMARE SYSTEM (IF CURSED BY STRAWMAN)

If players trigger a curse or hallucination effect, sleeping or resting may randomly launch nightmare sequences:

Nightmare TypeDescription
Mirror DreamYou wake up as the Strawman in first-person, committing actions you can’t control
Field DreamYou’re surrounded by whispering mannequins, all reciting lines you’ve said in lies
Guilt DreamYour companions appear lifeless, crucified with straw limbs replacing their own


๐Ÿงช 14. VAULT 74B — ORIGIN DUNGEON DESIGN

๐Ÿ“ Overview:

  • Location: Buried under a ruined agro-combine silo complex

  • Theme: Psychological experimentation + agricultural automation

  • Vault Purpose: Vault-Tec project to test fear-based population control using mythological avatars

๐Ÿงฑ Layout:

ZoneDescription
Entrance: The Cornlock SiloAboveground silo with sealed hatch, blocked by mechanical vines (hacked with agri-terminal)
Level 1: Reclamation FloorBroken robotics, dead scientists, flickering “Grow Clean, Fear Clean” signs
Level 2: Nursery WingIndoctrination rooms: children were shown scarecrow avatars as discipline tools
Level 3: Observation HallTerminals show psychological test logs. Chambers full of “patient tapes” where settlers describe dreams of “him.”
Level 4: Growth ChamberThe true body of the Strawman grew here—an amalgam of straw, tech, human remains, and AI subroutines
Final Zone: Mirror FieldA hallucination sequence where the player walks through a holographic field of past lies they’ve told; culminates in a boss or surrender option

๐Ÿ‘ฅ 15. COMPANION STRAWMAN TRANSFORMATION ARC (OPTIONAL PATH)

If the player mistreats or betrays a companion, there’s a branching arc where that companion becomes “The New Strawman”—not as a villain, but as a tragic justice vessel.

๐Ÿ” Quest: “You Left Me Hollow”

  • Trigger: Betrayal, failure to rescue, or emotional rejection

  • Quest begins with a nightmare message:

    “You said I mattered. Then you left me in the dirt.”

๐Ÿ“˜ Sequence:

  1. Act I: Companion disappears.

  2. Act II: Strawman sightings increase—his voice sounds like the missing companion.

  3. Act III: Find companion in a corrupted Crooked Row ritual.

  4. Final Choice:

    • Save Them (requires max empathy/speech): They regain themselves, unlock “Warden of Hollow” perk.

    • Let Them Go: They become a roaming neutral Strawman entity.

    • Kill Them: Final line: “At least you didn't lie this time.”


๐Ÿš️ 16. CROOKED ROW STRONGHOLD — CULT BASE DESIGN

๐Ÿ“ Overview:

Hidden deep in a mutated apple orchard, this twisted monastery is the home of Crooked Row fanatics.

๐Ÿ”€ Entry Options:

  • Stealth: Use “Mask of the Hollow” disguise + navigate fruit fermentation tunnels

  • Combat: Assault through front gate—guarded by hallucinating zealots and straw-based traps

  • Diplomacy: Bring them a Strawman artifact or betray a town publicly to earn trust

๐Ÿงฑ Key Areas:

RoomDescription
The Root ChapelCentral altar, sacrificial field, choir of masked children humming scarecrow hymns
Hall of HarvestMuseum of "traitors" turned into effigies; includes one with your face if reputation is low
Cider PitsMutated fermentation tanks; high-radiation stealth zone
The Loom of LiesWeaving machines that spin straw into ceremonial clothing while spouting false headlines and quotes from terminal logs
The Hollow ChamberFinal inner sanctum: ritual seat of the current cult leader, surrounded by Strawman parts and mimicry tech

๐Ÿ“œ 17. FULL QUESTLINE — “The Hollowing Harvest”

๐Ÿ“– Main Narrative Arc:

Summary: A sequence of interconnected quests where the player must face the consequences of their lies, betrayals, and silence—culminating in the confrontation or acceptance of The Strawman.


ACT I: Seeds of Silence

  • Talk to whispering NPCs about "someone watching from the corn"

  • Investigate fields with dead crops and distorted scarecrows

  • Discover Vault 74B blueprints in old AgroRobotics terminals


ACT II: Truths Buried Deep

  • Descend into Vault 74B

  • Survive hallucinations, memories, and guilt-echoes

  • Learn about the "Myth-Fusion Avatar Program" and failed prototypes

  • Confront a Strawman projection that speaks in your companion’s voice


ACT III: The Crooked Row

  • Cult makes contact: they view you as a “Prime Liar”

  • Choose whether to ally, infiltrate, or destroy them

  • Recruit an ex-cultist companion: Sheaf, a defector who’s stitched her past to her coat

  • Learn the final Strawman was meant to be a collective conscience trigger—now corrupted


ACT IV: The Hollowing

  • Strawman begins appearing dynamically

  • Whole town vanishes overnight—leaving only masks

  • Dream-walking begins unless player confesses past lies to companions


ACT V: Harvest’s End

Final confrontation options:

PathDescription
DestroyStrawman dies; you hear children laughing in static. Cult splinters.
EmbraceAbsorb his memory; gain “Scarecrow Soul” perk (enemies hesitate, but trust is harder to earn)
ReplaceYou become the new avatar; fast travel now has hallucination events and moral changes
UnravelReveal the truth to the Wasteland; lies now carry public consequences (reputation system upgrade)

๐ŸŽ OPTIONAL ADD-ONS

  • Settlement Defenses Perk: “Field of Fright” – Install Strawman effigies in your town; increases fear-based defense bonus but lowers morale

  • Mini-DLC Expansion Title: “The Hollow One” – features full voice pack, animated dream sequences, and Strawman as a potential Dark Ending companion

  • Audio Journal Series: "Voices in the Straw" – 10 collectible tapes scattered across the Wastes, chronicling the spread of the Strawman myth


The Strawman in Fallout 5 should be a complex Antihero with dynamic alignment potential, shaped by player actions, faction alliances, and thematic decisions.

Here’s a detailed breakdown of the Friend–Foe–Antihero framework for The Strawman, tied to gameplay, narrative depth, and moral systems.


๐Ÿงญ CORE ALIGNMENT: The Strawman as Antihero Judge

The Strawman is not inherently good or evil. He is:

“The consequence of silence. The avatar of repressed guilt. A reaction, not a revolution.”

Instead of being a static villain or savior, he functions like Fallout’s version of the Grim Reaper—delivering judgment based on how the world fails its own morality.


๐Ÿฉธ OPTION 1: FOE — The Harvester of Hypocrisy

Trigger:

  • Player lies frequently in dialogue

  • Betrays or sells out companions

  • Aligns with exploitative factions (e.g., Slavers, Corrupt Merchants)

Strawman’s Behavior:

  • Stalks the player in fog-heavy areas or farms

  • Haunting events escalate (hallucinations, crow attacks, effigies of your allies appear at campsites)

  • Eventually launches an ambush boss event

    “You planted your words like seeds… now reap what you’ve sown.”

Endgame:

  • A final battle deep in the Hall of Lies (cult’s corrupted orchard)

  • You can kill, banish, or consume him via experimental Vault-Tech chair (dark ending)


๐ŸŒฟ OPTION 2: FRIEND — The Silent Ally of the Lost

Trigger:

  • Player protects innocents, resolves conflicts peacefully, tells hard truths

  • Refuses to scapegoat others during key quests

  • Sides with settlements against corporate factions or exploiters

Strawman’s Behavior:

  • Appears passively during storms or attacks

  • May save you silently in battle: enemies explode in crow swarms or drop dead with straw in their mouths

  • Can be summoned with special ritual totems made from burned lies (items acquired through quests)

Companion Variation:

  • He becomes a non-verbal summon in critical moments

  • Will not follow you like a traditional companion, but helps when justice is required

  • Whispers in your sleep if you begin straying from your values


⚖️ OPTION 3: ANTI-HERO — Mirror of Your Morality

Trigger:

  • Mixed alignment: you've done good, but also compromised or manipulated others

  • You engage in moral gray zones (e.g., lied to save a life, betrayed for the greater good)

Strawman’s Behavior:

  • Speaks only in mirrored versions of your own past lines

  • Appears in dreams and moral choice moments

  • Gives you a choice of reflection—he becomes a waking conscience mechanic

Antihero Outcome:

  • You can merge with him via Vault ritual or Crooked Row rite:

    • Gain "Hollowed Insight": enemies hesitate before attacking; companions become wary

    • Dialogue options gain a new category: "Echo" (lets you invoke guilt, fear, or empathy)

๐Ÿ—จ️ “You made me. I’m your silence, stitched and set aflame.”


๐ŸŽญ IN-GAME CONSEQUENCES BY ALIGNMENT

Player PathStrawman RoleOutcome
Ruthless LiarFoeBecomes your executioner
Honest ProtectorFriendBecomes your savior from the shadows
Moral GrayAntiheroBecomes your fractured mirror and intermittent guide

๐Ÿง  DESIGN INTENT

The Strawman elevates player morality into gameplay stakes. He is:

  • A shifting mirror of what you've done

  • A consequence, not a cause

  • A legend who becomes truth only if you fit his myth

Think of him as Fallout's answer to:

  • The Nameless One (Planescape: Torment)

  • The Wraith (Shadow of Mordor)

  • Red Hood (Batman lore: not villain, not hero—just consequence)

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