FACTION OVERVIEW: THE WASTELAND COLLECTORS
Primary Identity:
A nomadic, militarized faction obsessed with ownership through acquisition. They believe that to own the past is to control the future. They strip, raid, barter, and dominate not just for survival—but for prestige.
Motto:
“What you abandon, we own. What you guard, we conquer.”
STRUCTURE: VARIANTS AND DIVISIONS
1. The Archive Core (High Command)
-
Role: Strategic leadership, artifact analysis, and doctrine enforcement.
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Appearance: Clean armor with integrated display modules, headgear made of ancient tech components.
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Belief: History must be catalogued and owned—those who bury the past are enemies of the future.
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Target Priorities: Vaults, Brotherhood tech, pre-war archives, unique historical locations.
2. Bonebrand Raiders
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Role: Aggressive frontline troops who specialize in raiding mutants, ghouls, and bandits.
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Appearance: Adorned with ghoul bones, super mutant tusks, and trophies.
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Combat Style: Melee-focused with brutal close-range weaponry and intimidation tactics.
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Special Tactics: Bonepit Duels (forced pit fights with ghouls and mutants for “collection rights”).
3. Iron Salvagers
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Role: Engineering-focused squads that strip settlements and bases for tech and steel.
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Appearance: Power-armor light rigs with hydraulics and welding torches.
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Tech: Deploy junk drones and magnetic harpoons to dismantle defenses or pull gear.
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Target Priorities: Raider bases, Minutemen outposts, BoS bunkers.
4. Flesh Scribes
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Role: Strange lore-keepers obsessed with collecting data, diaries, memories—even minds.
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Appearance: Robed in stitched-together ghoul skins and pre-war uniforms.
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Unique Trait: May “harvest” brains or memories from victims to extract “narrative trophies.”
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Tactics: Psychic interrogators, chem manipulators, memory splicing.
5. Collectors of the Behemoth
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Role: Giant-hunters who exclusively track Super Mutants, Deathclaws, and other large threats.
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Appearance: Mutant-skin cloaks, skull helmets, and heavy-caliber mutant rifles.
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Special Units: Use tamed Nightkin or blind Deathclaws.
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Objective: Collect unique specimens or trophies from massive creatures.
6. Pale Merchants
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Role: Shadow traders who sell stolen relics, gear, slaves, or even settlements.
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Appearance: Smooth-faced masks, clean desert cloaks, glowing blue optics.
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Behavior: Peaceful, deceptive—will “trade” entire villages for a single vault key.
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Subfaction Ability: Black Market Map UI unlocked if player infiltrates their ranks.
7. Totem Jesters
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Role: Mad scavenger cults that transform junk into deadly “art” or totems.
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Appearance: Painted faces, clown-like armor, and patchwork suits.
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Tactics: Psychological warfare with strange broadcasts, disturbing dΓ©cor, and “trick explosives.”
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Inspiration: Inspired by tribal raiders and Old World entertainment culture.
SETTLEMENT INTERACTIONS
Collector Attacks
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May happen at night or during scripted events.
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Settlements under attack can result in:
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Loot loss
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Slaves taken
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Important NPC deaths or hostage situations
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Unique "Collector Marks" tagged on walls or structures.
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Infiltration Events
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Certain Collectors (especially Pale Merchants or Flesh Scribes) may infiltrate under disguise.
-
Choices matter: harboring them can boost gear/knowledge, or result in betrayal.
Collector Takeovers
-
If not defended, some settlements become Collector outposts.
-
Converted settlements display:
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Hoarder architecture (spires of junk, relic totems)
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Militant patrols
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No-entry zones unless disguised or allied
-
UNIQUE SYSTEMS & LOOT
Collection Index (Player/Enemy)
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A dynamic relic tracking system (think PokΓ©dex for Fallout tech).
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Track and compare what relics or faction weapons have been collected by you or enemy Collectors.
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Competing for relics could initiate ambushes or chase scenarios.
Collector Reputation System
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Be feared, hunted, or recruited by different Collector branches.
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Example:
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High Bonebrand Rep → Offered Super Mutant bounty contracts.
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High Flesh Scribe Rep → Unlock memory-transfer side quests.
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High Pale Merchant Rep → Access to illegal faction-based goods.
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QUESTLINES & MISSIONS
Mainline Quest Example: “The Weight of What Remains”
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Track down a Collector Archivist hunting rare Vault-Tec prototypes.
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Choose to destroy, recover, or take their place as the new Wasteland Archivist.
Dynamic Quests
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“Settler Siege”: Defend or betray a town under Collector attack.
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“Relic Rush”: Race Bonebrand raiders to a crashed pre-war satellite.
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“The Masked Trade”: Infiltrate a Pale Merchant bazaar and rig a slave auction.
CONCLUSION
The Wasteland Collectors add layers of:
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Narrative richness: Variant motivations and ideologies.
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Gameplay dynamism: Raids, takeovers, and unique loot mechanics.
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Moral complexity: Do you align, resist, or subvert their obsession with the past?
π§± MODULAR BUILDING KIT LIST
Each variant comes with a set of prefab pieces and props—designed for kitbashing into custom bases. Modular kits encourage non-uniform, lore-rich construction patterns.
πΉ UNIVERSAL COLLECTOR KIT COMPONENTS (Shared across all variants)
Category | Prefab Modules / Props |
---|---|
Structural Core | Rusted steel walls, collapsible scaffolds, modular catwalk segments, adjustable platforms |
Perimeter | Scrap wall segments (short, tall, spiked), burned signage barriers, bone-pike gates |
Utility/Power | Scavenged fusion cores, crank turbine generators, makeshift pipe grids |
Lighting | Skull lantern poles, flickering tube lights, fuel fire pits |
Environmental FX | Static haze emitters, flickering red fog lights, ambient whisper triggers |
Crafting Spaces | Custom Collector workbenches, black-market vendor tables, “Trophy Assembly” stations |
πΈ VARIANT-SPECIFIC ADD-ONS
1. Archive Core Kit: “Claimkeeper Tools”
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Server stack props, data nodes
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Neon “Territory Claimed” signs (interchangeable names)
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Pre-War style archive furniture (repurposed)
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Display podiums (glass cases, cryotubes, weapon pedestals)
2. Bonebrand Kit: “War Totem Set”
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Ghoul and mutant bone scaffolds
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Ritual pit floor (modular terrain insert)
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Hanging meat rack props
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Trophy spike walls (snap-fit on surfaces)
3. Iron Salvager Kit: “Scrap Lifter Rig”
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Junk cranes with cable physics
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Powered armor chains and hoists
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Mobile weld cart props
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Heavy alloy barricades (drag & place modular)
4. Flesh Scribe Kit: “Mind Alcove Parts”
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Neural data spikes (animated pulsing)
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Creeping wire vines (attach to ceilings/walls)
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Brain jar arrays (glow animated + UI triggers)
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Wall journals with whispering sound emitters
5. Behemoth Collector Kit: “Beastbone Chassis Set”
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Mutant ribcage archway pieces
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Skull gateframes (snap-rotate compatible)
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Trophy rack crossbeams
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Crude lift platforms using claw limbs
6. Pale Merchant Kit: “Trade Bazaar Pack”
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Fabricated silk canopies (color change variants)
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Concealed storage compartments
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Stall frames with dynamic lighting (merchant highlight)
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Hologram emitters for projection markets
7. Totem Jester Kit: “Laughing Effigy Kit”
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Bobblehead trap props (timed head-bang trigger)
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Painted wall tiles with rotatable symbols
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Clown cage variants (open, swinging, flaming)
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Sound marker objects (distorted jingles, screams)
πΊ️ MAP OVERLAY DIAGRAM: COLLECTOR OUTPOST LAYOUT TIERS
Below is a layered breakdown to aid in in-world placement and player interaction design.
π¨ Tier 1: Outpost Perimeter Overlay
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Color: Dirty Yellow
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Markers:
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Entry Gate (skull icon or gate icon)
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Watch Towers (triangles)
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Exterior patrol paths (dotted lines)
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Bone or totem markers at visual chokepoints
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π₯ Tier 2: Core Facilities Overlay
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Color: Blood Red
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Includes:
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Central Trophy Room or Throne (skull icon)
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Command Center / Archive Dome (terminal icon)
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Workbench Zone (wrench icon)
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Prison Cells / Cages (bars icon)
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π© Tier 3: Support and Utility Zones
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Color: Faded Green
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Structures:
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Generator shack (bolt icon)
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Water collector or chem pit (drop icon)
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Guard Barracks or sleeping area (bed icon)
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Mutant pens or beast holding area (paw icon)
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π¦ Tier 4: Collector Influence Radius
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Color: Pale Blue (dashed boundary)
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Indicates patrol zones, caravan ambush chokepoints, or settlements under threat.
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Can expand dynamically through quest progression or world-state shifts.
⚙️ OPTIONAL PLACEMENT HOOKS FOR DYNAMIC WORLD STATES
Hook Type | Use Case |
---|---|
Outpost Spawner Flag | Enables random Collector faction takeover in remote regions |
Reclamation State Token | Tracks if player has reclaimed or destroyed outpost |
Trophy Tracker Node | Used for quests tracking specific kills (e.g., “3 Super Mutant skulls”) |
Faction Visibility Parameter | Determines how visible the Collector is in world map UI based on exposure |
✅ SUGGESTED DESIGN TOOLS / TILESETS (FOR MODDERS)
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Snap Grid Template: 5x5 modular snap points for Collector building pieces
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Loot Rarity Zones: Color-coded layers showing loot cache density (Red = Rare, Green = Basic scrap)
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Ambush Point Nodes: Pre-marked areas to place hidden spawn triggers for Bonebrand or Behemoth raids
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Faction Emblem Decal Library: Includes unique logos for each Collector variant for wall placements or flags
✅ PART 1: COLLECTOR INVASION DEFENSE KIT
Designed for players and designers to counter the unique tactics of each Collector variant.
πΉ A. UNIVERSAL DEFENSE MODULES
Structure | Functionality |
---|---|
Modular Watchtower | Snap-fit wooden/metal hybrid towers with visibility and long-range turret ports. |
Scouting Sensor Post | Detects stealthy approaches (Pale Merchant spies, Flesh Scribe agents). |
Barricade Extension Kit | Junk barricades with rotating spike traps and snap-shield overlays. |
Emergency Alert Horn | Audible signal that warns settlers of incoming Collector raid (custom sounds). |
Faction-Specific Sirens | Customize to emit Bonebrand drums, Pale Merchant whispers, etc., to create paranoia. |
πΈ B. DEFENSIVE TURRETS & WEAPONRY
Turret Name | Variant | Counter-Type |
---|---|---|
Skullsplitter Gunner | Rotating minigun | Shreds Bonebrand melee charges |
Signal Jammer Beacon | EMP pulse node | Disrupts drone swarms from Iron Salvagers |
Light-Tracking Beam | Blue laser pulse | Reveals camouflaged Pale Merchant scouts |
Trophy Spike Mortar | Shrapnel + junk rounds | Area denial vs Behemoth/Mutant waves |
Neural Pulse Strobe | Flash+shock traps | Weakens Flesh Scribe memory hounds |
Totem Silencer Array | Sonic disrupter | Cancels Jester noise/chaos broadcasts |
π» C. SPECIAL STRUCTURES
1. Collector Raid Beacon Detector
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Tracks frequency and faction identity of incoming raids.
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Hooks into settlement UI with audio/visual faction warnings.
2. Claim Reversal Totem
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Decorative structure that signals settlement resistance.
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Disables Collector morale boosts during raid (via game flag).
3. Captured Trophy Cage
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Can display a stolen Collector mask, flag, or enemy body part.
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Demoralizes Collector attackers if built before invasion.
πΈ D. DEFENSIVE STRATEGY ZONES
Zone | Role |
---|---|
Kill Channel | Narrow entrance with overlapping fields of fire |
False Gate | Traps disguised as entrances |
Disruption Field | Chem spill + EMP + light barriers |
Vaulted Bunker | Emergency fallback zone for civilians |
πΊ️ PART 2: CUSTOM VISUAL MAP RENDERING GUIDE
A visual layout concept for a Collector Outpost called The Maw of Ashes, home of a hybrid Bonebrand/Iron Salvager faction.
π― OVERVIEW: “THE MAW OF ASHES”
Faction | Bonebrand Raiders + Iron Salvagers Hybrid |
---|---|
Location | Near a cracked highway overpass |
Environment | Ashfall region, burned trees, grey-red skies |
Core Identity | “We take what survives fire.” — Collector proverb |
π TOPOGRAPHY & LAYOUT ELEMENTS (Top-down Map Concept)
⛰️ Zone A: Perimeter Kill Ring
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Spike-fortified junk wall circle
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Totem towers with floodlights + bone flags
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Mutant cages along the entrance
π₯ Zone B: The Furnace Gate
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Entrance is a massive hinged gate made from two semi-truck fronts
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Guarded by flamethrower turrets + raider machine gunners
π️ Zone C: Scaffolded Lift Yard
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Cranes lifting Brotherhood armor pieces
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Salvager drone docks (modular turret towers)
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Active power lines exposed across floor
𦴠Zone D: The Bonebrand Pit
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Ritual fighting ring used for executions and rites
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Audience seating made from welded steel toilets and bones
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Interactive quest marker here for “The Last Laugh” (optional)
πΎ Zone E: Data Spire (Minor Archive Dome)
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Tall metal tower with pulsing beacons
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Main quest terminal inside with lore, loot tracking
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Stealth/tech faction raiders operate from here
⚠️ Zone F: The Scar Field
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Burned wreckage zone where loot is dumped and sorted
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Can trigger random creature spawns or flare traps
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Ideal for player infiltration/ambush route
π¨ VISUAL DESIGN NOTES
Palette | Charred black, blood red, rust silver |
---|---|
Lighting Effects | Ember ash particles, flickering red/orange lamps |
Sound Ambience | Howling wind, chanting Bonebrands, metallic echoes |
Key Visual Landmark | Giant melted Vertibird carcass used as roof cover |
π GAMEPLAY HOOKS
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Stealth Route: Crawl under broken overpass beams to enter The Scar Field and avoid gate.
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Power Puzzle: Reactivate the lift to access the Data Spire.
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Boss Encounter: Final encounter with dual-leader unit (Bonebrand berserker + Iron drone pilot).
π― MISSION TITLE
“Ashes to Owners”
Reclaim what was burned. Break the chain of collection.
πΊ️ LOCATION: THE MAW OF ASHES
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Region: The Scorchbelt — a burned-out industrial stretch filled with charred husks and fire-scarred trees.
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Coordinates: Marked after intercepting a Pale Merchant trade route or receiving a tip from a Brotherhood survivor.
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Visibility: Hidden on map until player completes “Signal in the Cinders” or hacks a Collector tracking terminal.
π MISSION UNLOCK CONDITIONS
Trigger | Result |
---|---|
Rescue captured settler from nearby Collector patrol | Reveals coordinates of The Maw |
Reach Rank 2 in “Wasteland Defender” reputation tree | Unlocks reclaim mission board option |
Discover burned remains of a BoS team | Triggers unique dialogue and mission marker |
⚙️ OBJECTIVE FLOW
PHASE 1: INFILTRATION & ENTRY
π§ Objective: Enter The Maw without triggering full alert
Approach Options:
-
Stealth Route – Scar Field Infiltration
-
Entry Point: Broken terrain behind the outpost
-
Challenges: Radiation pockets, Ash Crawler creatures
-
Advantage: Access to rear maintenance tunnel with bypass options
-
-
Disguise/Deception Route – Bonebrand Impersonation
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Requirements: Bonebrand Armor + Speech check or collected war chant from “Totem Memory Stick”
-
Effect: Temporarily bypass first gate and gain access to The Pit
-
-
Assault Route – Frontal Raid
-
Tactics Required: Deployable allies (BoS, Minutemen), heavy firepower
-
Turrets to Watch: Dual flamers, bone-shard mortar, mounted minigun salvager
-
PHASE 2: OBJECTIVE SPLIT (Dynamic)
Once inside, players choose or are forced into one of three sub-objectives:
π» Path A: Take Down the Dual Commanders
Boss 1 – “Gorakh the Binder” | Bonebrand champion, dual rebar clubs, berserker rage |
---|---|
Boss 2 – “Mek-77 Salvager Core” | Iron drone pilot in a custom exo-frame with welding lasers |
-
Battlefield: Central furnace hall. Environmental hazards include:
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Molten slag pits
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Dropped girders (triggerable by player or AI)
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Crumbling walkways
-
-
Tactics:
-
Split-focus needed: Gorakh charges you, Mek-77 harasses from mid-range
-
Optional Environmental Kill: Trigger furnace arm to drop on Mek-77
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πΈ Path B: Trigger the Collector Rebellion
Steps: | Results: |
---|---|
Hack the Claim Terminal in the Archive Spire | Turns off morale boosts for enemy forces |
Free caged mutant and settler prisoners | They riot, creating chaos in outer zones |
Broadcast “Ashes Reclaimed” signal from tower | Sparks rebellion across other minor outposts |
-
Bonus Result: Disables reinforcements for final wave
-
Challenges: Stealth navigation, robot-hacking mini-game, morality decisions
πΈ Path C: Secure the Trophy Vault
Vault Contents: | Interaction Outcome: |
---|---|
Brotherhood tech (railgun prototype) | Option to return or keep (BoS rep changes) |
Ghoul heirlooms & Vault-Tec data logs | Gain XP + audio logs unlockable in Pip-Boy |
Super Mutant alpha skulls + Behemoth bones | Grants rare crafting materials (unique power armor mods) |
-
Environmental Trap: “Trophy Room Lockdown” — fire suppression gas (must escape or use Strength to break out)
PHASE 3: FINAL SHOWDOWN
π₯ Wave Defense or Escape (Player’s Choice)
-
Reinforcement Arrival (if rebellion not triggered)
-
Bonebrand raiders, flamers, drone dogs, and Flesh Scribe field medics flood in.
-
Fight waves for 5 minutes or activate perimeter defenses if previously hacked.
-
-
Escape Under Fire (if rebellion was triggered)
-
Sneak or sprint out as chaos erupts.
-
Optional: Escort rescued NPCs back to the gate.
-
π PHASE 4: OUTPOST CONVERSION OR DESTRUCTION
Player Choice | World-State Impact |
---|---|
Reclaim for Settlers/Faction | Establishes a defensive outpost with reclaimed modules |
Convert into Player Base | Use modular Collector kits to customize (defensive build mode) |
Destroy and Salt the Ground | Prevents any future Collector spawn in region, but loot is lost |
π REWARD STRUCTURE
Tier | Rewards |
---|---|
Base Tier | Legendary armor mod (Fireproof Collector Plate), map marker of next outpost |
Optional Tier | Settler Prisoners join player settlement as unique named characters |
Hidden Tier | Collector mask “Ashbrand Mask” – increases Intimidation and Perception |
π EPILOGUE OUTCOMES (Dynamic)
Choice | Narrative Result |
---|---|
Save prisoners, convert base | Nearby towns send tribute; reputation rises |
Keep Collector relics | Brotherhood will eventually send a warning or strike force |
Leave Gorakh alive (if spared) | He may appear again as a raider warlord with Collector remnants |
Free mutant captives | New ally "Thog" becomes a super mutant bodyguard companion |
π§♂️ PART 1: COMPANION QUESTLINE — THOG, THE BONE-BREAKER
𧬠ORIGIN:
Thog is a captured Super Mutant Gladiator, formerly imprisoned in the Bonebrand Pit Arena within The Maw of Ashes. Most assumed he was brainless—but he was silent by choice, listening and learning.
π― RECRUITMENT QUEST: “The Strong Remember”
Trigger:
Free Thog from his electrified chains during the rebellion or Trophy Vault sequence. Requires:
-
Strength 8 or
-
Collector “Neural Spike Key” or
-
Persuasion check: “You're not their animal. You’re their nightmare.”
Result:
Thog joins you at your base. Initial demeanor: Quiet, brooding, but loyal.
π COMPANION QUESTLINE: “Honor Bound in Ash”
Quest Phase | Objective |
---|---|
Phase 1 – “Blood of the Pit” | Track down Bonebrand Champion Rektar the Scar-Wielder, who humiliated Thog long ago. |
Phase 2 – “The Old Pact” | Help Thog reclaim a Super Mutant artifact called the Hammer of B’lorgh, stolen by Iron Salvagers. |
Phase 3 – “Thog's Trial” | Thog is challenged by other mutants for “acting like a human’s dog.” Help him fight or talk through it. |
Final – “Unbroken” | Thog makes peace with his violent past. Unlocks special “Protector” stance that buffs nearby companions. |
πͺ COMPANION BONUSES (EVOLVING)
Level | Bonus Perks |
---|---|
Tier 1 | Mutant Shield – Thog absorbs 20% damage for nearby allies |
Tier 2 | Enforcer Shout – Briefly stuns raiders or Bonebrand enemies with a roar |
Tier 3 (maxed) | Honor Warden – Thog executes finishers on weakened enemies; morale bonus to followers |
π§ PERSONALITY QUIRKS
-
Refuses to wear helmets ("My head sees. My head breathes.")
-
Paints bone symbols on walls where he's slept ("It guards me.")
-
Respects Brotherhood only if you prove they respect you
π UNIQUE GEAR
-
Hammer of B’lorgh (Heavy Weapon) – Slam with minor shockwave, can bash turrets
-
"Chain of the Freed" – A neck band made from his old collar, gives immunity to paralysis and fear
⚔️ PART 2: RETALIATION QUESTLINE — “Echoes of the Claimed”
If you reclaim The Maw of Ashes, surviving Wasteland Collectors don’t forgive. They adapt.
π QUESTLINE NAME: “Ashes Whisper Back”
This chain spans 5 dynamic events, escalating across the region as you rise in prominence.
πΈ EVENT 1: “Marked”
-
Occurs 1–3 in-game days after reclaiming the outpost.
-
Player finds a skull effigy nailed to their settlement door, wrapped in Pale Merchant silk.
-
A minor Bonebrand squad ambushes a traveling merchant route near your home base.
πΈ EVENT 2: “Relic Reclaimed”
-
A Collector agent breaks into your base at night and steals a relic from the Trophy Room or Display Wall.
-
Quest: Track their trail to a temporary camp and retrieve it before it’s traded.
πΈ EVENT 3: “Memory for Memory”
-
The Flesh Scribes retaliate by kidnapping an NPC tied to the mission (settler, tech scribe, or Thog if ignored).
-
You receive a holotape message with distorted audio of the NPC's voice being warped.
Mission Type: Rescue / brain-protection time limit. (Optional: Use Scribe Helmet to survive Memory Latch trap.)
πΈ EVENT 4: “Beast of the Burn”
-
A genetically altered mutant abomination, bred from stolen Behemoth DNA and scorched ghoul tissue, is sent after you.
-
It arrives during a major story quest, creating unpredictable combat chaos.
-
If defeated, you gain “Heart of the Burned” — used to unlock rare crafting recipes or power armor mods.
πΈ FINAL EVENT: “The Last Collection”
| Setup:
A Collector warband has established The Ashmark, a mobile fortress built atop a pre-war crawler truck powered by salvaged reactor cores.
| Trigger:
Occurs once all 4 retaliation events are completed.
| Objective:
Destroy The Ashmark or hijack it.
| Outcomes:
-
Destroy: Eliminates Collector presence from your region permanently.
-
Hijack: Gain a fast-travel fortress with limited build options, allows raids on other factions.
π§ ADDITIONAL HOOKS
World Impact | Result |
---|---|
Keep The Maw as a player base | Increased risk of future faction assaults |
Convert it to a Brotherhood or Minutemen outpost | They'll assist you in one future Collector retaliation mission |
Recruit Thog before Event 3 | Unlocks a special dialogue chain where he predicts the Scribe ambush |
π° PART 1: THE ASHMARK – Mobile Fortress Visual Layout
A roving monstrosity of metal, smoke, bone, and brute engineering. The Ashmark is the final retaliation weapon of the Wasteland Collectors—a symbol of reclamation and destruction on wheels.
π§ ARCHITECTURE & STRUCTURE OVERVIEW
π Core Design
-
Built atop a pre-war Heavy Crawler Transport Platform (think oil-rig hauler or NASA crawler).
-
Reinforced with Brotherhood armor plating, salvaged Vertibird rotors, and Super Mutant spine pillars.
-
Height: 4 levels
-
Length: ~100 ft
-
Movement: Tread-driven, slow-moving, but heavily armored
πΊ️ VISUAL LAYOUT DIAGRAM
πΉ LEVEL 1 — “The Undergrind” (Engine Bay + Holding Cells)
Sections | Details |
---|---|
Reactor Bay | Glowing blue chamber—used to power mobile systems. Dangerous radiation zones. |
Slave & Specimen Cells | Prisoners held for trade, ritual, or mutation trials. |
Scrapyard Grinder | Converts stolen gear into Collector materials. Hazardous rotating teeth floor. |
Beast Pen | Houses a captive deathclaw (optionally unleashed during attack). |
πΈ LEVEL 2 — “The Maw” (Processing + Armory)
Sections | Details |
---|---|
Bonebrand Arsenal | Racks of melee and makeshift weaponry. Includes an armory mini-boss. |
Iron Salvager Forge | Smelting station for converting tech and power armor parts. |
Memory Extraction Alcove | Flesh Scribe chamber with brain-harvest terminals. |
Mutant Trophy Wall | Displays collected heads, bones, and IDs—interactive logs. |
πΊ LEVEL 3 — “Command Ridge” (Control & Strategy)
Sections | Details |
---|---|
Navigation Deck | Interactive console with map table (like Railroad HQ in FO4) |
Claim Codex Archive | Collector logs detailing territories taken, factions defeated |
Throne of Ash | Seat of the Ashkeeper Commander (final boss). Enshrined in molten metal |
Drone Hangar | Launch area for Salvager recon drones (enemy respawn waves) |
πΉ ROOFTOP — “The Totem Crown” (Ceremonial / Heavy Defense)
Sections | Details |
---|---|
Signal Spire | Controls mobile jamming / map fog in nearby region |
Flame Totem Tower | Bonebrand ritual torch structure, causes morale debuffs |
Mounted Autoturrets | Pulse laser, minigun, chem sprayer stations |
Raider Jump Points | Collector attackers leap down onto player if boarding via rooftop |
⚔️ INTERACTION NOTES
-
Entry Methods:
-
Board via undercarriage grapple line (stealth)
-
Launch frontal raid on tread port doors
-
Hijack drone during hangar bay event (tech check)
-
-
Player Choices:
-
Hijack (turn Ashmark into fast-travel mobile base)
-
Destroy (detonate reactor core)
-
Upload Brotherhood virus (locks Collectors out of its systems)
-
π§© PART 2: “ASHES WHISPER BACK” — EVENT FLAGS & DIALOGUE TREES
π EVENT FLOW RECAP
Event | Trigger | Game Flag Set |
---|---|---|
Event 1 – Marked | 1–3 days after Maw Reclamation | collector_flag_marked = TRUE |
Event 2 – Relic Reclaimed | Key item placed in trophy vault | collector_flag_relic_theft = TRUE |
Event 3 – Memory for Memory | Settlement rep > 50, or Thog recruited | collector_flag_kidnap_trigger = TRUE |
Event 4 – Beast of the Burn | Two of three above events complete | collector_flag_beast_spawn = TRUE |
Final – The Ashmark | All prior flags true | collector_flag_ashmark = ACTIVE |
π£️ DIALOGUE TREE EXAMPLES (Event-Based)
π Event 1: Marked (Effigy appears in settlement)
Effigy Inspection Interaction
Player Examines Effigy
-
π¦ “This was nailed in... recently.”
-
π₯ “Skull’s painted with ash and tar. Collector ritual.”
Dialogue Options:
-
πΉ “They want a response.” → [Activates minor morale buff in settlement]
-
πΉ “We send a response. Tonight.” → [Sets optional bounty on nearby Collector patrol]
-
πΉ Ignore → [Increases chance of next raid being sudden/stealth-based]
π£️ Event 2: Relic Reclaimed
NPC Companion: “Something’s missing…”
Choices:
-
π© “Track them. I want my history back.” → [Quest: Track Footprints in Ash, unlock ambush node]
-
π§ “It’s just an object. Let them have it.” → [Lowers Collector aggression but increases influence]
-
π₯ “We’ll trade for it—once we burn their flag.” → [Diplomacy path with Pale Merchant emissary]
π§ Event 3: Memory for Memory
Hacked Holotape Broadcast
“Your people belong in our archive. Memories fade, but we carve them deeper.”
Dialogue Options:
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π₯ “I’m coming. And I’m bringing fire.” → [Unlocks Rescue timer questline]
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π¨ “What do you want for them?” → [Triggers false trade setup — ambush]
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πͺ “I’ll trade a memory for a memory.” → [Unlocks optional “brain-dive” segment into Collector VR]
π² Event 4: Beast of the Burn
Beast roars. Thog growls beside you:
“That... thing ain’t natural. That’s Collector work.”
Response Options:
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π¦ “We trap it. Use the landscape.” → [Leads to dynamic battlefield setup opportunity]
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π₯ “We fight it head-on.” → [Direct confrontation. Higher XP, more risk.]
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π« “I want it alive.” → [Very high difficulty, unlocks mutated pet/trophy display later]
π Final: The Ashmark
Upon breach of Command Ridge:
Ashkeeper Commander:
“You stole our pit. You stole our flames. But you will never steal our truth.”
Final Choices:
-
π© “Then I write the next truth.” → [Kill. Claim Ashmark.]
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πͺ “Let’s end the collection. Burn it all.” → [Destroy. End Collector retaliation permanently.]
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π¦ “Your collection… now serves the Wasteland.” → [Hijack. Mobile base unlocked.]
π ️ PART 1: ASHMARK MOBILE BASE UPGRADE SYSTEM
Once the Ashmark is hijacked and converted into your personal mobile fortress, it unlocks a dynamic system that allows modular upgrades, world event control, and crew assignments.
π§ UPGRADE CORE SYSTEM OVERVIEW
System Name | Function |
---|---|
Ashmark Core Console | Located in Command Ridge, acts as central hub for upgrades and deployment. |
Energy Allocation Grid | Players redistribute reactor power between defense, travel, utility systems. |
Crew Station Assignments | Assign rescued or recruited NPCs (Thog, Scribes, Engineers) to stations. |
π§© UPGRADE TIERS & MODULES
πΉ A. Mobility Enhancements
Upgrade | Effect |
---|---|
Reinforced Treads | Unlocks ability to traverse mountainous terrain or rubble zones. |
Silent Haul Mode | Reduces fast travel sound trigger—enemy ambush chance lowered. |
Reactor Efficiency Suite | Lowers energy use; more power available for defense or jammers. |
πΈ B. Defensive Systems
Upgrade | Effect |
---|---|
Auto-Turret Network | Mounts turrets on top deck for ambush protection during idle deployment. |
Deployable Drone Swarm | Launches recon or assault drones during attacks. |
Reactive Smoke Dispenser | Releases smokescreen when under siege (player must trigger manually). |
π© C. Utility & Economy
Upgrade | Effect |
---|---|
Trade Bay Installation | Pale Merchant contacts may visit; opens black market inventory |
Collector Memory Forge | Allows crafting of special “memory-bound” weapons or armor traits |
Mutation Stabilizer Field | Enables bio-lab crafting (modding pets or beasts captured in raids) |
πͺ D. Cultural Customization
Upgrade | Effect |
---|---|
Totem Personalization Deck | Change Ashmark's banners (settler faction, Brotherhood, personal sigil) |
Trophy Wall Expansion | Display key victories (boss kills, relics, companions) |
Audio Beacon Broadcast | Plays faction anthems or propaganda (morale boost in region) |
π₯ CREW ASSIGNMENT STATIONS
Station | Assignable NPC Roles | Bonus Effect |
---|---|---|
Engine Core | Technician, Brotherhood Scribe | Improves travel & reactor efficiency |
Drone Deck | Salvager or Synth Ally | Enhances recon & raid defense |
Trophy Vault | Raider, Bonebrand turncoat | Unlocks relic synergy perks (e.g., intimidation boost) |
Memory Chamber | Flesh Scribe or player | Unlocks AI behavior control & hallucination traps |
πΊ️ WORLD DEPLOYMENT OPTIONS
-
Fast Travel Node +: Adds mobile fast-travel point in regions where base can park.
-
Settler Drop Zone: Deploy supplies to allied settlements (triggers morale and safety boosts).
-
Mobile Raid Beacon: Launch preemptive strikes on enemy outposts from the Ashmark.
π PART 2: COLLECTOR CODEX LOGBOOK SYSTEM
A full catalog of the Wasteland Collectors' history, relics, factions, bosses, and mythology—built dynamically as the player defeats them and claims their artifacts.
π SYSTEM OVERVIEW
Access Point | Location |
---|---|
Claim Codex Terminal | Found inside Command Ridge of the Ashmark, or placed as a Pip-Boy upgrade. |
Visual Format | Stylized like a museum catalog, with 3D relic models and voice logs. |
π CODEX SECTIONS
π§± 1. Factions & Variants
Each section unlocks as you defeat or recruit from that branch:
Name | Description | Unlock Trigger |
---|---|---|
Bonebrand Raiders | Brutal melee-focused warriors obsessed with bones and blood | Defeat Bonebrand commander |
Iron Salvagers | Engineers who strip power armor and mechanize relics | Raid Iron Salvager Forge |
Pale Merchants | Shadow traders manipulating memory and reputation | Interrogate a Pale Merchant or bargain |
Flesh Scribes | Mind-harvesters and memory architects | Survive brain-spike trap / VR segment |
Totem Jesters | Chaos cult using sound, hallucination, and traps | Capture or destroy their sonic tower |
Behemoth Collectors | Apex hunters of massive creatures and mutant trophies | Kill mutant abomination or tame Thog |
π§ 2. Relic Records
Log rare weapons, devices, trophies, and gear taken from Collectors.
Relic Name | Type | Codex Effect |
---|---|---|
Hammer of B’lorgh | Weapon | Unlocked Thog’s Honor Quest + Melee Slam Skill |
Neural Chain Crown | Apparel (Head) | Unlocks hidden dialogue with Flesh Scribes |
Ashbrand Totem | Misc. | Allows map-marking of lesser Collector caches |
Heart of the Burned | Component | Used in bio-crafting mutated armor set |
Claim Codex Keycard | Quest Item | Grants full access to the Ashmark terminal |
π 3. Leadership Tree (Hierarchy Chart)
Title | Faction | Status | Details |
---|---|---|---|
Ashkeeper Commander | Central Command | [Dead / Captured] | Oversaw The Maw and Ashmark |
High Archivist Elandra | Archive Core | [Unknown] | Possibly escaped during Memory Raid event |
Totem Voice "Glittergnash" | Totem Jesters | [Dead] | Defeated via sonic emitter war |
Pale Merchant Xel-Onyx | Pale Merchants | [Infiltrator] | May still be among settlement NPCs (plotline open) |
πΊ 4. Mythology & Rituals
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Unlocked through journal pages, murals, and decoded brain-wave audio.
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Details Collector philosophies, such as:
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“All memories must be claimed.”
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“To name it is to own it.”
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“The flame purifies ownership.”
-
π BONUS: COLLECTION COMPLETION REWARDS
Percentage | Reward |
---|---|
25% | "Collector Hunter" title + minor XP/perk boost |
50% | Unlock a secret Collector Trial simulation inside the Ashmark |
75% | Gain the relic "Crown of the Ashes" (charisma + intimidation) |
100% | Unlock ending variation: “The Archive Burns” or “The Claim Stands” |
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