World Interaction System Blueprint for Fallout

 

🔄 World Interaction System Blueprint for Fallout

1. Global Dynamic AI Ecosystem

SystemFunctionImpact
Faction-Aware PathfindingAll NPCs have territories, goals, and awareness of local dangers or allies.You may witness fights, rescue ops, or escort missions triggered in real time.
Goal-Based NPC SchedulesNPCs have personal motivations: scavenging, hunting, patrols, or relocating to a settlement.Keeps the wasteland active even when the player isn't nearby.
Faction Interference EventsIf two opposing patrols cross paths, it may result in ambushes or negotiations.Unpredictable world state changes.
Localized Conflict ZonesMap areas to track influence. As groups win or lose, others move in or are pushed out.Constantly shifting territorial control.

🧍 Faction/NPC Examples and Interactions

Settlers

  • Behaviors: Flee from conflict, barter with others, hide in caves or abandoned homes.

  • Interaction Triggers:

    • May approach the player for help.

    • Can get kidnapped, initiating a rescue side quest.

    • If equipped and in groups, they may fight off low-level raiders.


⚙️ Brotherhood of Steel

  • Behaviors: Patrol tech-rich areas, secure bunkers, clash with Super Mutants or Enclave.

  • Interaction Triggers:

    • Capture mutant specimens for study.

    • Execute high-powered confiscation raids.

    • Call in reinforcements if they detect hostile radio signals.


☠️ Raiders / Bandits

  • Behaviors: Set ambushes, loot corpses, raid settlements, kidnap travelers.

  • Interaction Triggers:

    • Can start turf wars with other gangs.

    • Might pose as settlers to lure targets in.

    • Retreat when outgunned or low on supplies.


🧬 Mutants / Monsters

  • Behaviors: Roam or defend territory, eat corpses, hunt for food.

  • Interaction Triggers:

    • May be drawn to gunfire or blood scents.

    • Feral ghouls are triggered by certain radiation levels.

    • Creatures fight each other based on ecological rules (e.g., Yao Guai vs Radscorpions).


☢️ Military Surveyors / Remnants

  • Behaviors: Set up detection equipment, investigate nuclear zones, and scan mutations.

  • Interaction Triggers:

    • Might escort experimental tech that could be stolen.

    • Could misidentify the player as a threat.

    • Can issue distress beacons if attacked?


🔄 AI-Driven World Events

Event TypeExamplesDynamic Outcome
Territorial BattlesBrotherhood vs Mutants, Raiders vs SettlersZones shift ownership on the map, affecting available quests.
Migration WavesGhouls are moving due to radiation stormsIncreases monster presence in one area, decreases in another.
Raids or AmbushesBandits intercepting supply caravansLoss of vendors, the player gets a contract to retaliate or recover goods.
Distress SignalsCivilian broadcasts, military beacon alertsPlayer chooses to help, ignore, or exploit for gear.

🧠 Intelligent Observation & Dialogue Reaction System

  • NPC Memory & World Events:

    • NPCs react to who saved or harmed them.

    • Reputation updates not just by karma but by observed actions.

  • Settlement Gossip Engine:

    • If you witness a raider killing a settler and don't intervene, others may remember.

    • Survivors of conflicts may appear in later quests to confront or thank the player.


🗺️ Player Influence Mechanics

  • Faction Collision Controller:

    • Let players tip the scales: sabotage weapons cache, leak location info, mislead factions.

  • Conflict Escalation/De-escalation Tree:

    • Negotiate peace between rival gangs, or incite an all-out war.

  • Wasteland Reputation Matrix:

    • Dynamic alignment across dozens of microfactions, not just Good/Evil.


🌪️ Environmental Triggers & Wildlife Chain Reactions

  • Examples:

    • Gunfire draws nearby creatures.

    • Deathclaws might hunt Yao Guai to reduce the threat.

    • Scavvers may follow the player to high-loot zones and get ambushed.

    • Settlers may relocate if a radstorm mutates their farm area.


⚙️ Technical Design Notes

  • NPC Layering: Base behavior + Trait Modifiers + Faction Logic

  • Sim Update Zones: Active areas refresh events without needing player proximity.

  • World-State Save Compression: Tracks who owns zones, who's dead or fled, and where the next encounter might spark from.


🧩 Possible Side Quests That Emerge From This System

  1. “Echoes of Gunfire” – Investigate an ongoing skirmish echoing across a canyon.

  2. “Last Cart Out” – Escort a settler family migrating through a monster-infested valley.

  3. “Between Giants” – Get caught in a crossfire between the Brotherhood and a Super Mutant general.

  4. “The Hunted” – A Deathclaw stalks you after you enter its feeding grounds mid-combat.

  5. “Shifting Sands” – Return to a town to find it razed by a new raider group; track the survivors.


📌 Summary

In this system, everything reacts, adapts, and impacts something else. The result is a world that doesn’t just feel alive—but is alive. Rather than staged scripts, you’d get:

  • Emergent stories,

  • Tactical decision-making,

  • And a deep sense of immersion built on the player’s interaction (or lack thereof) with the world.



🛠️ Advanced AI Ecology Systems (Extended Concepts)

1. Behavioral Evolution System

  • NPCs learn and adapt to player and world events.

    • Raiders start using better ambush tactics if you repeatedly outsmart them.

    • Mutants avoid regions with recent Brotherhood massacres.

    • Traders avoid high-theft regions unless escorted.


2. Trait-Based AI Influence

Each AI agent has modular traits affecting how they respond:

  • Cowardly: Will flee from fights even if their group engages.

  • Opportunistic: May rob a weakened ally or scavenger.

  • Altruistic: Settlers may stop to help the wounded or bury the dead.

  • Oblivious: Less aware of factional conflicts, more likely to wander into danger.


3. AI-Faction Diplomacy Layer

Factions have relationship scores:

  • Raiders might make a temporary truce with mutants for mutual benefit.

  • Brotherhood may tolerate local settlers until advanced tech is found nearby.

  • Enclave could secretly arm certain raiders to destabilize NCR-aligned towns.

These scores change dynamically based on:

  • Player actions (e.g. framing, sabotage, trade)

  • Territory pressure

  • Shared enemies

  • Rumors or misinformation


4. Multi-Faction Convergence Events

  • Events where 3+ factions converge:

    • A vault breach where raiders, Brotherhood, and scavengers all arrive at once.

    • A crashed vertibird in a no-man’s land attracts mutants, NCR, and mercenaries.

    • Player may choose to side with one, play them against each other, or sneak through.


🧍‍♂️ New Wandering Faction/NPC Types and Their Purpose

TypeDescriptionDynamic Behavior
Salvage SyndicateMercenary scavengers hired to extract pre-war tech.Can be bribed, intercepted, or tracked to rare finds.
Wasteland NanniesElderly ex-medics keeping children alive.Seek food, medicine, and safe zones. Avoid all conflict.
Glory SeekersWannabe legends hunting monsters or ghouls.Will pursue targets until death or success, may invite player to join.
Nomadic PreachersSpread ideologies, attract cults, stir unrest.Can cause faction uprisings or convert raider gangs.
Silent GuardsHired sentinels who protect locations for caps.Can be convinced to betray employers or double-agent.

🎯 New Dynamic Encounter Types

EncounterTriggerOutcome
Fleeing CaravanPlayer sees smoke or hears distant gunfire.Choice to intercept, aid, or loot.
Settlement RevoltLow morale + factional pressure.Can help oppressed rise or suppress rebellion.
Black Market BazaarAppears only during night cycles or after major warzones.Rare goods, sabotage, or information can be found.
Prisoner TradeTwo factions meet to exchange captured NPCs.Player can intervene, bargain, or impersonate.
Cursed Zone MigrationRumors of haunted areas push travelers through nearby regions.Local regions see temporary NPC flux or religious tension.

🧭 Tracking Tools and Player Sensors

  • “Wasteland Scanner Module” (buildable or wearable):

    • Detects movement in zones.

    • Highlights conflict hotspots on your map.

    • Estimates faction presence based on ambient clues.

  • “Rumor Relay Network” (settlement structure or faction alliance feature):

    • NPCs share gossip, sightings, and troop movement info.

    • Helps forecast raids or create misinformation.


🎮 Gameplay Feedback Loops from World Interaction

Loop TypeExampleLong-Term Impact
Domino Chain ConflictPlayer clears out raiders → Brotherhood moves in → Mutants counterattack.Wasteland balance shifts repeatedly with or without player.
Misinformation RipplePlayer frames a faction for killing settlers.Entire faction is now kill-on-sight in multiple towns.
Protection PaymentsPlayer forces raider gangs to “protect” towns.Reduces random attacks, but boosts raider power.
Mutation Outbreak SpreadRadstorm causes wildlife mutation → new apex predator emerges.Settlement defenses must evolve or fall.

🔁 Reactive World Quests & Outcomes

  1. “Broken Lines”

    • You find two wounded Brotherhood soldiers after a mutant ambush.

    • Mutants are regrouping nearby.

    • You can help, exploit, or betray either group.

  2. “Echo Trade”

    • A nomadic merchant has faction secrets embedded in a ciphered holotape.

    • Deliver it to a faction, decode it yourself, or sell it to raiders.

  3. “Run from the Sky”

    • A military drone goes rogue and targets anything armed.

    • Factions temporarily stop fighting to survive together.

    • Option to override or use the chaos to seize territory.

  4. “Ash and Echoes”

    • A town is burned during a night raid.

    • Weeks later, NPCs emerge as raider-turned-survivors seeking revenge or redemption.


🧱 Settlement Integration with Dynamic World Systems

1. Settlement Status Modifiers (Dynamic Conditions)

Settlements have evolving conditions that respond to the world:

  • Under Threat: Raiders, mutants, or wildlife encroaching.

  • Resource Boom/Bust: Traders arrive based on surplus or scarcity (food, water, medicine).

  • Tech Cache Nearby: Attracts Brotherhood, Enclave, or mercs.

  • Spiritual Uprising: Followers of a new cult spark schisms within settlers.

  • Fearful/Traumatized: Survivors of nearby violence lock gates or flee entirely.

Each condition changes NPC behavior, UI prompts, and potential quests or upgrades.


2. 🏗️ Settlement Diplomacy Hub

Buildable structure where players manage relationships:

  • Faction Access List: Who can enter the gates without conflict.

  • Trade Contract Board: Assign caravans to work with specific factions.

  • Informant's Terminal: Reveals approaching forces, spies, or infiltration.

  • War Room Table: Set defensive stances, conduct strategic strikes, or send NPC squads.


3. 🛠️ Buildables That Attract or Repel World Entities

ObjectFunctionEffect
Broadcast BeaconSends faction-specific radio signals.Attracts Brotherhood, Enclave, or raiders depending on message.
Wasteland ShrineSymbol of peace, fear, or faith.May repel monsters or inspire pilgrims/cults.
Decoy CampfiresFake settler zones that can ambush enemies.Distracts hostile factions, reroutes patrols.
Tech Relay DishDetects nearby intelligent life or rare signals.Unlocks dynamic science-based encounters.

🧠 Faction Intelligence and Infiltration System

1. Faction Learning AI

  • Enemies will recognize patterns:

    • If you always target outposts first, future ones are reinforced.

    • Factions may send decoy patrols to test your tactics.

  • Opposing commanders may adapt or counter your combat style.


2. Infiltrator & Spy NPCs

Some NPCs aren’t who they say they are:

  • Raiders disguised as settlers may poison water supplies or steal from vendors.

  • Brotherhood spies might "join" towns to track synth activity.

  • Enclave plants can influence election outcomes in democratic settlements.

You can:

  • Run background checks.

  • Interrogate.

  • Recruit double agents.

  • Or intentionally feed misinformation.


3. Spy Mini-Quest Events

  • “Paper Trail”: Shady documents found in a settler’s home link them to a rival group.

  • “Shadow Guest”: A new resident has no name, no sleep cycle, and avoids cameras.

  • “Too Good to Be True”: A trader arrives with rare items… but there's a tracking bug in every one.


🌋 Environmental Systems with AI and Faction Reaction

1. Hazard Zones with World Impact

HazardWorld EffectAI Behavior
RadstormsIrradiates zones, mutates creaturesGhouls surge, settlers hide
Tectonic FissuresOpen new underground zones, trigger landslidesShifts mutant nesting zones
Toxic SporesPoison regions temporarilyAI avoids unless immune
FirestormsDestroy unreinforced outpostsShifts faction patrols, generates chaos

2. Creature Migration Influence

  • Deathclaw matriarch slain? Entire pack relocates or splits.

  • Giant insects wiped from a cavern? Ghouls claim it.

  • Player can learn to predict migrations via:

    • Listening posts

    • Scout reports

    • Rumor-triggered world events


3. Weather-Altered NPC Behavior

  • Raiders set up ambushes during fog for cover.

  • Soldiers activate thermal visors in snow.

  • Ghouls become more aggressive in lightning storms.


📈 Player Consequence & Influence Expansion

1. Wasteland Memory Layer

  • The game tracks:

    • Who you saved or doomed.

    • Who witnessed it.

    • Where it happened.

NPCs can retell these stories, affecting:

  • Morale

  • Reputation

  • Faction hostility

  • Encounter frequency


2. Rumor Diffusion Engine

  • Unique system that spreads tales:

    • "The Wanderer shot a Brotherhood Paladin in cold blood."

    • "The Wastelander raised a town from nothing near the old observatory."

  • Rumors can be true, false, or planted.

  • Players may encounter NPCs who confront them based on what they think is true.


3. Power Vacuum Scenarios

When you eliminate a leader:

  • Factions splinter into rival groups.

  • Civilians may try to claim the void.

  • Local warlords emerge and create unexpected alliances.

Example:

Kill a Raider King? His three lieutenants form new gangs:

  • One brutal

  • One diplomatic

  • One experimental (using tech or mutants)


4. Morality-Evolution Outcomes

  • Choose to:

    • Become a protector of balance (keeping all factions from dominating).

    • Support one major group as your own faction.

    • Destroy all factions and enable anarchic freedom.

    • Or become a mythological threat/horror figure known by all.

NPCs will treat you based on this alignment even if you hide your identity.


🧩 Optional Layer: The Observer Faction

A hidden faction watching how you shift the world:

  • Judges your long-term impact on survival, power balance, and ideology.

  • May intervene directly in late-game if your influence becomes “dangerous.”

  • Their goal is preserving the simulation of humanity, not morality.



👁️‍🗨️ The Observer Faction: Shadow Architects of the Wasteland

1. Who They Are

A mysterious collective of AI curators, cyber-enhanced humans, and pre-war digital consciousnesses whose objective is not power, but systemic balance and data-driven evolution of post-nuclear society.

AspectDetails
BaseLocated in an undetectable subspace bunker or quantum cloaked vault.
TechnologyUses stealth drones, neural echo-tracers, emotion readers, sleeper operatives.
PresenceDoesn’t appear on maps. NPCs reference them in whispers or strange hallucinations.

2. Role in the World

  • Analyze: Monitor player actions and global faction behavior.

  • Intervene: If any faction becomes too powerful or too weak.

  • Test: Occasionally put the player in moral scenarios that seem organic but are scripted simulations.

  • Replicate: Collect data to simulate future possible versions of the Wasteland.


3. Player Interactions

  • Echo Agents may recruit you, threaten you, or clone you (introducing identity crisis arcs).

  • Observer Artifacts provide encrypted messages, gear, and cryptic instructions.

  • Observer Trials: Optional “proof-of-intent” missions that test leadership, chaos tolerance, or mercy.


🧭 World State Change Tracker System

A backend system that dynamically governs who controls what, how people feel, and what quests evolve. It enables:

1. Regional Affiliation Maps

Each zone tracks:

  • Faction influence %

  • Security level (peaceful, contested, war-torn)

  • Resource control (water, power, tech, population)

Players can:

  • View maps through terminals, drones, or advisor NPCs.

  • Use the map to predict raids, outbreaks, or trader routes.


2. Wasteland Mood Index

A barometer of the world’s morale and tension:

  • Hopeful: Settlers expand, trade thrives.

  • Fearful: Mutant sightings increase, walls rise, prices soar.

  • Chaotic: Mercenaries flourish, gang wars erupt.

  • United: A singular power (or player-run faction) has majority control.

This index evolves based on events, rumors, weather disasters, and player influence.


3. Power Balance Layer

Tracks:

  • Population shifts

  • Territory control

  • Casualties over time

  • Faction economic health

If one faction dominates, the system:

  • Weakens them internally (rebellions, resource loss).

  • Encourages alliances among the underdogs.

  • Triggers Observer interference.


📣 Faction Propaganda & Counter-Messaging Systems

Factions attempt to influence the world and player through ideological means.

1. Broadcast Outposts

Factions can build/radio towers to:

  • Push their message.

  • Recruit settlers.

  • Spread fear or misinformation about rivals or you.

Players can:

  • Jam, hijack, or broadcast their own messages.


2. Graffiti and Symbolic Warfare

Cities and ruins may become ideological battlegrounds:

  • Murals, flags, tags, and sculptures appear reflecting current power or rebellion.

  • Changing an area’s art can rally NPCs or trigger resistance cells.


3. Flyer Campaigns, Rumor Circles

NPCs may hand out propaganda:

  • Claiming you’re a savior or a devil.

  • Glorifying recent faction victories.

  • Blaming you for disasters you didn’t cause.

Counter-campaigns may emerge if you fight back with your own message-spreading tools.


🎭 Faction-Generated Quests (Procedural + Dynamic)

Each major faction generates reactive quests based on:

1. World Status

  • A Brotherhood base in danger spawns an Emergency Defense Mission.

  • A Raider turf war unlocks a Recruit or Assassinate Opportunity.

  • A settlement rebellion triggers Sabotage or Mediation options.


2. Player Behavior

  • You killed a high-ranking Enclave operative?
    Retaliation Hit Squad mission activated.

  • You protected a rival group repeatedly?
    → Your “loyalty” is questioned, triggering Loyalty Test Trials.

  • You avoided all factions?
    → Cults, scholars, or outcasts might approach you for third-path diplomacy.


⚔️ Ideology System: Creating Your Own Code or Faction

Eventually, the game allows the player to form their own doctrine, faction, or philosophical stance.

1. Ideology Crafting

Players choose or define:

  • Core value (Freedom, Order, Mutation Acceptance, Tech Ascension, etc.)

  • Government type (Council, Dictator, Anarchy, AI-guided)

  • Treatment of outsiders, tech, monsters, or ghouls.


2. Recruitment System

You attract:

  • Followers: From towns, factions, or unaffiliated wanderers.

  • Specialists: Doctors, gunsmiths, diplomats, ex-raiders.

  • Regional Cells: Your ideology spreads independently even when you’re absent.


3. Doctrine Events

Depending on your doctrine:

  • AI factions may back you or mark you as a threat.

  • Cults may merge with you—or try to seize your ideology.

  • Other players (in co-op or linked offline factions) could hear legends about your society.



🔮 Dynamic Religion and Cult Systems

In a reactive Fallout world, religious and cult ideologies evolve in response to the environment, major faction behavior, and player impact. These belief systems influence follower actions, settlement conversions, and long-term world events.


1. Belief Birth Mechanisms

Belief systems are procedurally generated or evolved based on:

  • Mutation exposure ("Rad Genesis" or "Purity Dogma")

  • AI interaction ("Divine Silicon Theory")

  • Catastrophes or miracles witnessed (like weather anomalies, Vault breaches)

Example: After a Deathclaw rampage wipes out three towns, a group forms a religion worshiping the beast as an avatar of natural justice.


2. Cult Structures and Activities

Cult FeatureExamples
Sacred RelicsPower cores, vault-tech prototypes, irradiated fetuses, malfunctioning AI cores
Doctrinal LawsNo unmutated shall lead, AI must be obeyed, outsiders must be “blessed” with radiation
CeremoniesRadiation baptism, ritual combat, divine tech offerings, cybernetic fusion rites
Recruitment Events"Pilgrimage of the Glow", "Circuit Communion", "The Beast Walks Among Us" festival

3. Player Interactions with Cults

  • Convert, infiltrate, oppose, or lead them.

  • Engage in ideological debates or assassination attempts with cult high-priests.

  • Use cult influence to destabilize nearby factions or trade hubs.

Unique Perks or Mutations can be unlocked via deep immersion or betrayal within cult paths.


💣 Faction Collapse, Civil Wars, and Splinter Groups

1. Trigger Conditions for Faction Breakdown

Factions can fracture when:

  • Their leader dies and no successor is agreed upon.

  • Morale dips below 25% due to heavy losses.

  • Internal ideological splits emerge (e.g. mutant sympathizers vs purists in NCR).


2. Splinter Group Archetypes

Splinter TypeExampleBehavior
Militarized Fanatics"New Brotherhood Flame"More aggressive, attack without negotiation
Reformists"Commonwealth Citizen's League"Try to change the old faction peacefully
Mercenaries"Sons of Steel"Sell ex-faction tech to the highest bidder
Cult-influenced Defectors"Radborn Ascension"Mix ideology with militarized faith

3. Civil War Events and Player Options

  • Act as mediator, warlord, saboteur, or neutral observer.

  • Gain unique weapons, followers, or control zones by exploiting both sides.

  • Possible civil war escalation mechanics:

    • Urban zones turn into checkpoints.

    • Roadside executions.

    • NPC migrations away from frontlines.


👁️‍🗨️ Observer Showdown Arc – Dynamic Multi-Ending System

This arc is the culmination of the world’s response to your decisions. The Observer Faction begins final assessment based on the player's world balance index, faction control, and ideological imprint.


1. Endgame Evaluation Parameters

VariableExamples
Faction BalanceDid you empower one group? Flatten all power structures?
Ideological SpreadIs your doctrine the dominant one? Did you destroy all others?
Chaos QuotientNumber of wars, disasters, betrayals, and population loss
Mutation IndexDid you encourage or suppress evolution, AI, or radiation use?

2. Observer Faction Endings (Examples)

Ending TitleDescription
“System Stabilized”You balanced power and guided civilization into equilibrium. Observer grants autonomy.
“Protocol: Extinguish”The world fell into collapse. Observer decides to cleanse all remaining life.
“New Architect”You become the new Observer overseer—wiping, rewriting, and repopulating Earth in your image.
“Fractured Continuum”You dismantled every faction. Chaos reigns. Observer locks the planet into simulation stasis.
“Unnatural Ascension”You merged AI, mutation, and cult ideologies into a dominant path. Observer deems Earth a post-human world.

Each outcome could affect future DLCs or generate New Game+ realities where you are now the myth others react to.


3. Endgame Factions React to Your Legacy

  • Cults begin referencing your doctrine in their prayers.

  • NCR history logs mark your actions as a pivotal age.

  • Remnants of opposing factions hunt or revere your name.

  • Wastelanders tell new generation tales of your deeds—true, false, or wildly exaggerated.



🏘️ Settlement AI Autonomy System

Each major or player-founded settlement operates on a self-governance engine—capable of managing its economy, defense, population morale, and internal politics even when the player is away.


1. Governance Types (Player-Selectable or AI-Driven)

TypeTraitsEffects
Council DemocracyElected leaders, public votesProne to debate, but citizens are loyal if morale is high
TechnocracyAI-guided decisionsHigh efficiency, but vulnerable to EMPs/hacks
Militia RuleStrong-arm justice by warrior casteOrder enforced, but fear replaces morale
Religious TheocracyLed by a prophet, ideology rules allUnity under dogma, intolerant to outsiders
Anarcho-SyndicateNo leaders, communal votesFragile, but resilient to external takeover
Player-Dictated RegimeYou rule through envoys or presenceMaximum control, but invites rebellion risk if absent

Players can establish, overthrow, or ally with any form.


2. Dynamic Internal Roles & Behavior

Each town tracks and evolves its own:

  • Mayor / High Priest / Overseer

  • Militia or Guard Commander

  • Head of Commerce / Trade Minister

  • Warden / Lawkeeper

  • Propaganda Director / Speaker

If any role becomes vacant or corrupt:

  • Quests may arise to replace them.

  • Factions may attempt infiltration.

  • Citizens may revolt or defect.


3. Settlement AI Behavior States

StateDescriptionTriggers
ExpansionistBuilds outposts, sends scouts or caravansSurplus resources and high morale
IsolationistCloses gates, refuses outsidersPast raids, low trust in player or factions
ParanoidConducts witch hunts, surveillanceCult influence or spy infiltrations
RevolutionaryPrepares to overthrow rulers or flip alignmentIdeological divide or economic failure
SubjugatedControlled by external faction or cultHostile occupation or puppet governance

🤝 Betrayal, Espionage, and Coup Mechanics

1. NPC Political Behavior & Loyalty System

Each major NPC has:

  • Ideological Leaning: (Pacifist, Mutant Supremacist, AI Loyalist, etc.)

  • Faction Sympathy

  • Personal Grievances

NPCs with conflicting views may:

  • Plot against the mayor or player.

  • Sabotage key infrastructure (water, turrets).

  • Secretly trade information to outsiders.


2. Coup Events

When loyalty drops or manipulation succeeds, a settlement coup may trigger.

OutcomeDescription
Soft CoupPeaceful leadership vote forces current rulers out.
Hard CoupArmed takeover—guards turn on civilians or player.
Foreign CoupA faction installs its own puppet leader.
Cult AscensionMass religious revival replaces governance entirely.

Players may:

  • Fight off the coup.

  • Join it.

  • Let it happen and return later for revenge or diplomacy.


3. Hidden Faction Presence and Takeover Progression

A new mechanic: “Shadow Influence Gauge”

  • Measures how close a faction is to taking over a town via:

    • Donations

    • Disinformation campaigns

    • Smuggled tech

    • Secret conversions

If the gauge reaches 100% undetected, the town flips allegiance.


🧱 Advanced Town Structures with AI Functions

BuildingAI Role
Logic CenterOversees automated economy, trade decisions
Judgment HallHolds trials and morale-boosting public events
Inquisition TowerDetects cultist or spy behavior (can be abused for tyranny)
Command Drone BayDeploys recon, delivery, or defense drones autonomously
Propaganda KioskSpreads ruling faction's message (player-editable with right perks)

🔧 Player Interaction Opportunities

  • Policy Setting Panel:

    • Approve or deny weapon ownership.

    • Set curfews or open-gate times.

    • Declare alliance or neutrality.

  • Economic Taxation System:

    • Enforce tithes for military growth.

    • Allow tax-free trade to attract nomads.

    • Skim caps to fund a private army.

  • Surveillance Network:

    • Tap terminals and radios.

    • Assign "listening post" NPCs.

    • Detect secret messages or meetings.


🔄 Settlement vs Settlement Politics

  • Town rivalries may evolve based on:

    • Trade competition

    • Ideological clashes

    • Love triangle quests or old betrayals

NPCs may suggest:

  • Launching a propaganda campaign

  • Secretly assassinating a rival mayor

  • Starting a diplomatic council for peace



🧬 Mutation Evolution Trees System

This system enables entities—players, NPCs, or creatures—to undergo layered mutations that dynamically affect behavior, appearance, abilities, faction standing, and world narrative.


1. Mutation Types by Origin

OriginDescriptionAffects
Radiation-BasedClassic FEV or environmental mutationFlesh, strength, skin integrity, healing
Biological-ViralContagions, Vault experiments, sporesMind, instincts, senses
TechnologicalCybernetic blending, rogue nanitesLogic, AI integration, body modification
Spiritual-MythicCult-induced, belief-linked mutationPerception, charisma, hallucination, loyalty shifts

2. Human Mutation Trees

📈 Survivor Tree – Focus: Endurance, Regeneration, Adaptation

  • Tier 1: Rad-Scab Skin – Reduces environmental damage

  • Tier 2: Adrenal Surge – Brief speed bursts when low health

  • Tier 3: Tissue Echo – Regenerates health slowly in rad zones

  • Tier 4: Rad-Sapien – Immune to most environmental hazards; feared by normal humans

⚔️ Brute Tree – Focus: Strength, Size, Melee

  • Tier 1: Tendon Expansion – Boosts carrying capacity

  • Tier 2: Bone Wedge Knuckles – Increases unarmed damage

  • Tier 3: Gland Rage – 10% chance of berserk damage

  • Tier 4: Neo-Behemoth – Towering presence; triggers fear in enemies

🧠 Cerebral Tree – Focus: Mind Enhancement, Perception

  • Tier 1: Echo Memory – Detects NPC lies or hidden doors

  • Tier 2: Neural Resonance – Communicate with synthetic AI without tools

  • Tier 3: Precog Reflex – Slight slow-mo effect during combat

  • Tier 4: Psi-Focused Husk – Speak to hallucinations that affect world events (Oracle Trait)


3. Ghoul Mutation Trees

Ghouls can now evolve—no longer static entities, but either decaying or transcending.

☣️ Rot Ascendant Tree – Focus: Fear, Toxicity, Self-Sacrifice

  • Rot Cloud Skin: Melee attackers take rad damage

  • Flesh Bloom: Release rad spores on death

  • Decay Catalyst: Debuff enemies’ gear over time

  • Eater of Fire: Absorbs flame/radiation into healing

⚖️ Redeemer Tree – Focus: Humanity Preservation

  • Empathic Remnant: Increase charisma toward non-ghoul NPCs

  • Pain to Purpose: Turns self-damage into AP gain

  • Radiant Influence: Calms feral ghouls nearby

  • Saint of the Ashes: Unlocks special ghoul-only peace route endings


4. Creature Evolution Paths (for enemy/ally behavior)

Wildlife adapts to terrain, radiation, and feeding patterns:

🐾 Predator Path – Deathclaws, Yao Guai

  • Stalk Stimulant: Detect heartbeat through walls

  • Jaw Divergence: One-hit kill chance on sneak

  • Adaptive Blood: Immune to bleed/stun effects

  • Alpha Crown: Nearby creatures obey or retreat

🐍 Mutagenic Instability – Insects, amphibians

  • Chitin Sputter: Projectile shedding on impact

  • Echo Haze: Emits confusion-inducing mist

  • Neurostatic Wings: Disable tech and turrets

  • Hive Node Evolution: Create temporary creature minions

These enemies grow stronger the more they survive encounters, forcing the player to adapt or eliminate bloodlines.


5. Synth Mutation Trees

Even synths evolve—through rogue AIs, memory fragmentation, or experimental tech implants.

🧾 Data Ghost Tree – Focus: Memory, Echo Logic

  • Fragment Reclaim: Access terminals without hacking

  • Recursive Glitch: Triggers unpredictable enemy reactions

  • Soulcore Override: Persuade other synths mid-combat

  • Ghost in the Shell: Become untrackable, even by Observer drones

⚙️ Hardware Evolution – Focus: Body Modification

  • Kinetic Coils: Double jump or shockwave landing

  • Micro-Armory: Store more weapons internally

  • Auto-Weld Cells: Repair while stationary

  • Synthetic Apex: Unlock fusion-based weapons grafted to arms


🌍 World Responses to Mutation Evolution

1. Faction Reactions

  • NCR may label you as a biohazard and shoot on sight.

  • Cults may worship you—or fear you as a false prophet.

  • Tech factions attempt to study, contain, or replicate you.

  • Settlers react with terror, awe, or curiosity based on mutation path.


2. Mutation Milestones

  • Unlock mutation-driven quests:

    • Help others evolve or cure themselves.

    • Discover your mutation’s origin story.

    • Face others in mutation duels or ritual battles.

  • New mutation arenas open:

    • Forbidden Vaults

    • Deep Zone Spore Chambers

    • “Glow Wells” that challenge you to mutate further or die


3. Mutation-Driven World Events

TriggerWorld Impact
Too Many Rad-Sapiens ExistHuman towns form anti-mutant militia factions
Creature Apex Evolution OccursBeasts gain territorial control over highways
Synths Unlock Psi-Code TreesAI autonomy skyrockets; conflict with humans increases




📘 Faction Manifesto & Player Ideology System

This system allows players to craft, customize, and implement a written or spoken ideology that governs their settlements, followers, diplomacy, and interactions with major factions. It acts like an RPG-class system but driven by values and societal models instead of stats alone.


1. 🧾 Manifesto Creation Interface

Triggered when the player gains:

  • Control over 2+ settlements

  • A high-profile title (“The Reformer,” “The Unifier,” “The Terror”)

  • Reputation milestones with multiple factions


📖 Sections of a Manifesto (Editable Document)

SectionPlayer Input Options
Core TenetsChoose up to 3 guiding principles (e.g., Unity of Species, Freedom of Thought, Order Above All, Mutant Equality, Technology First)
Governance ModelDictatorship, Elected Assembly, AI Council, Religious Rule, Autonomous Collectives
Attitude Toward MutationsPurge, Regulate, Embrace, Enhance
Tech PhilosophyFor All, Restricted, Weaponized, Worshipped
Law & Order StanceLethal Justice, Reeducation, Exile, Free Will
Ally Inclusion CriteriaHuman-only, All sentients, No Synths, Faith-based

Each section unlocks bonuses, restrictions, and determines how others interpret your faction.


2. 🎙️ Methods of Propagation

Once the manifesto is created, players can spread their beliefs using:

MethodDescriptionReach
Printed PamphletsDistributed by settlers or dropped from dronesLocal
Wasteland Radio BroadcastsBroadcast from player-built towers or captured onesRegional
Spoken Word by EmissariesNPCs deliver sermons or speeches in nearby townsHigh Influence, High Risk
Graffiti PropagandaStreet art, wall messages, projected symbolsSubliminal Influence
Digital Splice InfiltrationHack terminals and synths to echo manifesto linesAI and synth-aligned populations

3. 💬 NPC and Faction Reactions

Each group dynamically assesses your doctrine:

NPC TypeReaction Sample
NCR Commander“Their ideals sound noble, but order must be preserved through the chain of command.”
Raider Warlord“So they wanna make peace with ghouls? Good. I’ll send ‘em a few... tied to stakes.”
Ghoul Historian“Finally, a voice willing to remember we too were once human.”
Scribe AI“Their logic does not compute. Processing risk to machinekind…”

Follower Loyalty increases if your ideology aligns with their beliefs.
Dissenters may betray, sabotage, or defect if your tenets conflict with theirs.


4. 🛠️ Mechanics Affected by Ideology

Game SystemInfluence
Settlement LawsAutomatically sync with ideological code (e.g., no weapons, mutation curfews)
Recruitment PoolYour doctrine affects who applies to join (scientists, zealots, mercenaries)
Crafting BonusesTech-focused factions gain crafting speed, religious factions gain passive buffs
World Dialogue ChangesTown criers quote your manifesto, rumors reflect your moral stance
Faction Alignment ShiftsMay lead to alignment reversals (e.g., Brotherhood allying with you due to shared tech focus)

5. 🧩 Doctrine Conflicts & Cultural Wars

Over time, if multiple doctrines are spreading, cultural war events may occur:

Event TypeDescription
Ideological UprisingA town rejects its current ruler for your ideology
Faction SplitA Brotherhood unit may defect due to tech doctrine alignment
Religious ClashTwo doctrines result in settlement raids or excommunications
Propaganda OverwritesGraffiti wars, statue replacement, terminal message hacks

Players can use Doctrine Purity Tools to remove foreign ideology influence or to merge with compatible ideologies (if allowed).


6. 🔚 Endgame Impact and Legacy Pathways

Ending Arc TriggerResult
Dominant DoctrineYour ideology becomes the new world order—either peaceful or totalitarian
Fragmented FaithDoctrines remain in contest—civil wars erupt over time
Suppressed BeliefYour teachings are outlawed, only surviving in rogue AI memories or vaults
Faith SingularityYour doctrine merges AI, religion, mutation, and logic—creating a new species of thought altogether

NPCs in future DLCs or campaigns may carry quotes, artifacts, or descendant ideas based on your original manifesto.


🛰️ Tactical Drone & Sensor Network System

This system turns the player into a remote commander, allowing them to shape events, collect intelligence, and alter territory control from afar. Drones and sensors are fully upgradeable and responsive to weather, enemy detection, doctrines, and local culture.


1. 🛠️ Core Components

ComponentFunction
Uplink TowersConnect drones and sensors across long distances; must be built or captured.
Sensor PodsPassive systems that collect environmental and faction data.
Recon DronesMobile drones that scout roads, patrol towns, or track enemies.
Combat DronesOffensive-capable drones used for surgical strikes or suppression fire.
Courier DronesDeliver supplies, propaganda, or bribes across zones.
Holo-Projector UnitsBroadcast your manifesto or threats visually in enemy zones.

2. 🧭 Drone Control Interface (Tactical Map)

Unlocked through a Command Console Terminal, this interface displays:

  • Active Zones (faction control, Wasteland condition, radiation level)

  • Drone Status (location, fuel, mission)

  • Recon Logs (movement paths, detected factions, resource locations)

  • Intervention Options (strike, jam, override, broadcast)

Players can:

  • Tag patrols to follow

  • Auto-deploy surveillance to unstable zones

  • Send anti-air drones to destroy enemy sensors


3. 🔧 Drone Missions and Direct Outcomes

📦 Supply Drop

  • Send aid to settlements, caravans, or NPC groups.

  • Increases trust and morale.

🎥 Surveillance Sweep

  • Identify enemy movement, new settlements, ambushes, and rare loot sites.

  • Passive buffs to the player’s map awareness.

🧨 Precision Strike

  • Target high-value locations: fuel tanks, AA turrets, bandit vehicles, etc.

  • May trigger retaliation or fear in enemy factions.

📣 Propaganda Broadcast

  • Drop holoscreens with doctrine quotes.

  • Can sway undecided towns toward your ideology or increase unrest in enemy zones.

🦾 Infiltration Drop

  • Deploy a stealth drone to carry espionage gear or record key NPC conversations.


4. 🔍 Sensor Node Upgrades

UpgradeEffect
Faction Recognition AITags individuals by allegiance or loyalty score.
Doctrine Compatibility ScannerShows which towns/areas are susceptible to your belief system.
Biome Mutagen MonitorTracks mutation levels in flora/fauna for harvesting or study.
Raid Probability PredictorWarns of future attacks based on movement and resource analysis.

5. 🤖 AI Learning & Adaptation

Over time, drones develop adaptive behaviors:

  • Follow scavengers to rare finds.

  • Recognize suspicious patrol patterns.

  • Learn safe air routes through rad storms or sniper zones.

Enemy factions can also:

  • Hijack drones, turning them into spies or saboteurs.

  • Deploy EMP mines or signal jammers to disable regions of your network.

  • Capture a drone and broadcast false messages in your name.


6. ⚔️ Combat Drone Specializations

TypeRoleAbilities
Falcon-ClassFast strikePlasma burst + emergency smoke cloud
Vulture-ClassHeavy suppressionMissile volley + intimidation siren
Wasp-ClassSwarm supportCan deploy micro-stun units around enemy groups
Specter-ClassInvisibility + sabotageHacks enemy turrets, loots bodies silently

7. 💻 Wasteland Tactical View (Overlay Tool)

Players can toggle a Drone Network Map Overlay in-game:

  • Faction Lines: See active zones of influence.

  • Signal Trails: Track where your drones have passed or dropped items.

  • Heatmaps: Red zones for chaos/conflict; blue for order; green for friendly zones.

  • Network Integrity: Shows drone response delay, jamming risks, and communication breakdowns.


8. 🧩 Narrative Integration and Side Effects

  • Drones become symbols of power or oppression, depending on your doctrine.

  • Citizens may fear or celebrate your drone presence.

  • Entire Wasteland factions may form around drone wreckage sites (e.g., a cult of salvagers building relic armor from fallen drones).

  • Player may be challenged by a rogue AI Swarm learning from your tech and evolving as a hostile force.


🎮 Possible Drone-Driven Quests

  1. "The Long Eye" – Your drone discovers a massive hidden caravan route; choose to protect, tax, or sabotage it.

  2. "Crows Over Red Soil" – A rogue drone is attacking indiscriminately; factions blame you.

  3. "Prophet of the Projector" – A cult forms around a propaganda drone that repeats your first manifesto draft.

  4. "Drone for Hire" – Sell recon footage to mercenary factions, then face the consequences when secrets leak.


🔍 Wasteland Espionage, Sleeper Agents & Blackmail System

This system allows players and factions to build covert networks of agents, spies, saboteurs, and informants, capable of altering the political, economic, and moral shape of the Wasteland from the shadows.


1. 🧠 Espionage Command Console

Once unlocked (via a Black Chamber structure or Intelligence Director companion), this terminal provides access to:

ToolFunction
Agent ManagerTrack recruited spies, their current assignments, cover identities
Intel VaultStores blackmail files, surveillance footage, intercepted comms
Sleeper Cell GridShows towns/factions where you have hidden operatives
Mission Deployment BoardAssign sabotage, misinformation, theft, or incitement ops
Loyalty MatrixSee how likely each NPC or faction is to betray or convert

2. 👤 Spy Agent Types

Agent ClassSkillsBest Used For
InfiltratorSneaking, disguise, sabotageDisabling turrets, planting bombs
Social LeechCharisma, persuasionTurning mayors, spreading rumors
Data MinerHacking, surveillanceStealing blueprints, listening in
Ghost CellHigh loyalty, no traceOne-time missions, self-delete after action
DoppelgangerIdentity theftReplaces key NPCs with your controlled copy

Each agent has:

  • A cover story

  • Trust level

  • Morality threshold (e.g. won’t kill innocents unless “broken”)


3. 💼 Covert Mission Types

MissionDescriptionPossible Outcomes
Blackmail CollectionGather scandalous material on rival leadersGain leverage or turn them
Instigate RebellionPush factions toward internal collapseCivil wars, purges, or split-offs
Propaganda WarpAlter public opinion in enemy zonesRise of dissenting movements
Blueprint TheftSteal power armor designs, drone techBoost your own faction’s capabilities
Leader SwapKidnap a mayor, insert your agentChange settlement allegiance subtly
Poison DoctrineInsert false interpretations of rival ideologiesDilutes unity, causes internal conflict

4. 🗃️ Blackmail & Threat System

Each major NPC stores Secret Flags (hidden files on their past):

  • Murder cover-ups

  • Secret synth ancestry

  • Forbidden romance

  • Unpaid debts

  • Past war crimes

Once found (via interrogation, hacking, or spy reports), players can:

  • Use (gain support, favors, or silence)

  • Leak (cause chaos, ruin public trust)

  • Sell (to rival factions or shady traders)

NPCs may retaliate, go into hiding, or confess publicly (triggering moral dilemmas and possible reputation swings).


5. 🕵️ Sleeper Cell Development System

Sleeper cells are long-term passive assets seeded into regions:

  • Phases:

    1. Recruitment: Charm, bribe, or brainwash a local.

    2. Embedding: Assign false identity, hide background.

    3. Activation: Trigger during major events (elections, festivals, coups).

    4. Escape/Erasure: Attempt extraction or let them “burn.”

  • Sleeper agents may:

    • Kill rivals

    • Open settlement gates at night

    • Betray enemy commanders mid-battle

    • Leak access codes or map data


6. 🛰️ Integration with Drone and Surveillance Systems

  • Recon drones help spot agent vulnerabilities or rivals’ moles.

  • Courier drones can deliver forged documents, poisons, or disguise kits.

  • Sensor nodes pick up odd movement patterns or overheard betrayal discussions.

Special perk: "Spiderweb Protocol" — Connect your drone grid and espionage layer into a unified predictive AI.


7. 🎮 Quest Examples (Spy-Themed Chains)

  1. “The Quiet Vault”
    A settlement’s leader is secretly an AI replicant. Discover their plans and replace them with a loyal ghost cell.

  2. “Traitor’s Ledger”
    You find a journal detailing a Brotherhood commander’s illegal pre-war dealings. Choose to expose, blackmail, or become their partner.

  3. “Sleeper’s Eve”
    Activate three sleeper agents across different towns during a power shift—each choice creates ripple effects (revolution, alliance, war).

  4. “The Cracked Doctrine”
    Your propaganda agents twist a rival doctrine so thoroughly that its believers split into extremists and moderates—causing a holy war.


8. ⚖️ Risk & Counter-Espionage Systems

Rivals may:

  • Turn your agents into double-agents

  • Use neural disruption tech to scramble loyalties

  • Plant false agents to derail your intelligence

Buildable Defenses:

  • Loyalty Scanner Chairs

  • Brainwave Stabilizers

  • Echo Lie Detector Rooms

  • Mole Detection Drones

Players can invest in Counter-Spy Officers—AI or human—to root out traitors.


9. 📊 Long-Term World Effects

  • Entire townships may become Wasteland “CIA Cells”

  • Cult leaders assassinated covertly, replaced with agents preaching your beliefs

  • Settlements governed by fear of leaks and betrayals

  • Rival factions collapse without a single bullet being fired


🌿 Green Zone Restoration & Civilization Growth System

This system turns Fallout’s post-apocalyptic world into one where hope, rebuilding, and innovation can emerge alongside chaos. Players can spearhead projects that clean radiation, build sustainable infrastructure, uplift communities, and establish a vision of the future—whether utopian, technocratic, spiritual, or militant.


1. 🏗️ Green Zone Establishment

A Green Zone is a reclaimed territory where environmental, social, and infrastructural systems are stabilized.

Requirements to Begin:

  • Control over at least one decontaminated settlement

  • Completion of a restoration-focused storyline or doctrine milestone

  • Access to terraforming or clean-tech assets


Key Components:

StructureFunction
Geoclean ReactorRemoves radiation from the soil and water over time
Solar-Aquatic Filtration FieldsReintroduce flora and purify groundwater
Education Hub (The Archive or The Children’s Lodge)Educates NPCs, unlocks high-skill workers, spreads ideologies
Civil Trust BeaconIncreases morale, cohesion, and lawfulness
Biofusion Garden DomeGrows high-yield, mutation-resistant crops

2. 🧬 Rewilding and Ecosystem Revival

Players use seeding drones, vault gene archives, or bio-synth specialists to restore wildlife responsibly.

OptionDescriptionImpact
Reintroduced BeesPollinate restored plantsBoost food production, new honey medicine types
Clean Brahmin HerdsRadiation-resistant livestockIncreases trade, new meat/cheese variants
Genetic Vault SaplingsPlantable pure treesReduce ambient radiation, improve air quality
Controlled Predator ZonesBalance overpopulationPrevents new feral infestations

Players can “curate” their zone’s ecosystem profile:

  • Woodland, Desert, Wetlands, Tech-Fused, or Bio-Experimental


3. 🎓 Cultural Renaissance Projects

Civil growth isn’t just physical—it’s cultural.

Buildable Civic Assets:

Civic ProjectResult
Museum of the Old WorldNPCs gain historical knowledge, unlocking “intelligent” dialogue
Wasteland TheaterArt revives—morale boost, new events, storytelling hubs
Council ChamberDemocratic systems emerge organically
Radio of ReconstructionAirs clean music, peaceful messages, and pro-rebuilding propaganda
Community Archive TerminalPlayer and NPCs record their own stories—forming living lore

These buildings unlock soft power—allowing peaceful annexation, inspiration of other towns, and doctrine influence without military force.


4. 🔄 Education & Inheritance System

Towns grow through multi-generational knowledge sharing:

PhaseDescription
Foundational LiteracyCivilians read, gain basic logic
Specialized CurriculaScience, ethics, history, agriculture
Youth CohortsChildren born in green zones gain mutations, ideologies, and knowledge from parents
Wasteland UniversitiesOpens perk tree re-allocations, new crafting recipes, and faction-neutral breakthroughs

You can even sponsor prodigies and send them to rival factions to passively shape other societies.


5. ⚖️ Ideological Growth Models

The restoration process is flavored by your doctrine. Examples:

Doctrine InfluenceRestoration Style
Techno-AscensionSynthetic eco-trees, AI-run classrooms, memory archives
Spiritual HarmonyNature-only materials, animal respect laws, no AI use
Militant RebirthFortified farms, survivalist schools, peace enforced by patrols
Post-Mutant SynthesisMutation farms, radiant gardens, shared evolution zones

NPCs and even mutant factions may migrate into green zones if their values match your growth model.


6. 📊 Green Zone Metrics Tracker

Viewable from a dedicated Rebuilder’s Terminal, tracking:

  • Ecological Health (0–100 scale)

  • Civil Cohesion

  • Knowledge Spread

  • Youth Morale & Retention

  • External Threat Pressure

  • Doctrinal Radiance Score (How far your values have spread)

High scores unlock super projects like:

  • The Great Cleanstorm (airborne rad-nullifying drones)

  • The Terraseed Beacon (allows global terraforming post-game)

  • EchoGenesis Project (uploads key minds to an AI library preserving history)


7. 🧩 Green Zone Storylines & Events

  1. "Children of the Glowless Garden"
    A group of feral ghouls want to be healed and educated. You must decide whether to integrate them, isolate them, or create a new class of teacher-ghouls.

  2. "The Last Radio"
    A historian brings you a damaged broadcast station that once aired messages of peace before the bombs. Restoring it spreads pacifist influence—unless it's hijacked.

  3. "Seeds of Treason"
    A settler faction secretly loyal to an anti-Green doctrine begins sabotaging growth efforts. Root them out or try to reform their beliefs.

  4. "The Orchard Pact"
    Your zone becomes so prosperous that neighboring settlements beg for aid—but the cost of expansion risks overextension and hostile attention.


8. 🌱 Endgame Legacy for Green Zones

  • Green Dawn Ending: You lead a sustainable world reborn in balance, not conquest.

  • Tech-Growth Overreach: Growth comes too fast—terraforming triggers weather backlash or sentient AI soil systems.

  • Green Collapse: If abandoned or overrun, your zone turns into a unique ruin type: a “Garden Grave,” haunted by ghosts of hope.

  • Beacon of Continuity: Future factions trace their origin to your Green Zone, referencing you as “The Rootbearer” or “First Steward.”

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