FACTION CONCEPT: The Alabaster Ward
1) High-Level Pitch
An all-white, synth-like security swarm built to shield a single target: an “augmented human” scientist-engineer. The Ward field two complementary cadres:
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Binders (Physical Control): tackle, pin, and carry the threat.
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Lancers (Weaponized): precision energy and micro-munitions that exploit pinned targets.
They move like a sterile tide—silent, ceramic, surgical—escalating from warning to immobilization to neutralization if you don’t back off.
2) Visual + Audio Direction
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Palette & Materials: matte white ceramic shells with hairline panel seams; faint gray serial runes; exposed ivory cabling at joints. Occasional micro-LED status dots (soft teal).
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Silhouette: head-mounted “iris” sensors, narrow torsos, long forearms for clamps. Lancers carry forearm rail housings; Binders have wide hip pods for nets/flex-cuffs.
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Motion Language: glide-steps, synchronized head-turns, minimal flourish. Binders crouch-sprint; Lancers fan into chevrons.
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SFX: glass-porcelain foot taps, cloth-like servo hush, camera-shutter chirps, ultrasonic “tick” when locks engage, anti-riot speaker bursts instead of barks.
3) Lore Hook: The Composite they protect
Dr. Seraph Quell (The Composite) — a pre-War neural interface architect revived via synth lattice grafts. Ethically gray but not inherently cruel; believes the Wasteland needs “order by design.” Her genome and neural mesh make her unreadable by most scanners; she resides in The Palladium, a buried transit hub refit into a white-box lab.
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Motivation: stabilize power grids, rebuild transit, cull chaos—and survive.
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Dilemma: her Ward escalate too efficiently; “non-lethal” often becomes lethal in the wastes.
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Player Axis: foil, uneasy ally, or late-game recruitable technocrat.
4) Enemy Roster (Swarm Roles & Counters)
BINDERS (Physical)
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Clampers – sprinting tacklers; shoulder hits trigger a Grapple Test (STR+END vs Clamp Rating).
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Counter: leg shots to knee actuators; jump-roll timing; Shock/EMP.
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Hobblers – launch Monofil net or foam that hardens on contact.
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Counter: blade/melee to cut; Fire/Heat to soften; solvent grenades.
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Pallbearers – shield-frame units that body-block corridors, shove you into Lancer fields.
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Counter: flanks, explosives at feet, sonic to rattle plates.
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LANCERS (Weaponized)
4) Iris Lancers – beam/bolt volleys that spike damage vs. immobilized targets.
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Counter: smoke/soot to blind optics; reflective coatings; line-of-sight breaks.
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Needlers – ceramic flechettes causing Bleed + Accuracy Debuff.
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Counter: limb cripples; cover discipline; mid-range suppression.
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Thuribles (Support Drones) – orbit above, projecting white-noise shields & revive pings.
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Counter: VATS/target drones first; shotgun pellets; tether hack.
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Censers (Area Control) – burst concussive flash or tear-analog; corral you toward Binders.
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Counter: gas masks; long throws to detonate early; EMP chain.
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ELITES
8) Warden-Prime – commander with “Quell Protocol”: marks you, all Lancers get +crit vs. you for 8s.
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Counter: kill order priority; disrupt with sonic/EMP.
VULNERABILITIES (Design Notes)
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Ceramic is sturdy vs. ballistics but brittle under thermal shock & resonance.
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Optics suffer in particle-dense fields (smoke/ash/paint dust).
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EMP/Sonic disrupts grasp servos and drone coherence.
5) AI Playbook (How the Swarm Feels)
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Sighted: Binders spread into a pincer; Lancers hold angles.
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Commit: first Binder tackles; second Binder nets; Lancers fire only once a hold is confirmed.
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Escalate: if you break two holds in 10s, Wardens call Zone White: Censer spam + Thurible shields.
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Failstate: if three Lancers fall or Warden-Prime dies, remaining units attempt Clean Retreat with smoke and dragging their damaged.
Micro-rule: Lancers never cross a Binder’s line—friendly-fire rules force smart repositioning.
6) Encounter Blueprints
A) Transit-Hub Approach (Mid-game)
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Narrow platforms with Pallbearers pushing you into sightlines; Iris Lancers posted across tracks; drones hovering under skylights.
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Win Condition: disable two Thuribles, create a smoke lane, leg-shot a Clamper, rush flank.
B) Whiteout Courtyard (Boss Prep)
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Three entry arches; Censer gas that funnels you; Warden-Prime marks & rotates cover.
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Puzzle: optional power box to overload thermal coils—stuns all Binders for 5s.
C) Settlement Raid: “The Whitening” (Dynamic Event)
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Non-lethal op gone wrong: Ward attempt “civil order” confiscations.
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You can parley (Quell’s standing rises), fight (Ward reputation drops), or reprogram local beacons (turn the raid into a recall).
7) Questline Seeds
1) “Pale Logic” (Intro)
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Track rumors of “white specters.” You recover a cracked Alabaster Plate and a Quell Sigil key. Decide to warn a town or follow the signal.
2) “Composite Ethics” (Midline)
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Reach The Palladium. Dr. Quell insists her Ward only protect infrastructure. She offers a contract: defend a test grid while raiders attack.
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Branch: expose how the Ward forced “compliance,” or help her patch the rules.
3) “Ceramic Hearts” (Climax)
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A rival faction hijacks a Warden-Prime to kidnap Quell. Choose to rescue (ally route), let them take her (anti-tech route), or double-cross both for the Ward’s command lattice.
4) Outcomes
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Ally Ending: Quell becomes a settlement vendor/companion-adjacent NPC; Ward patrols can be toned down near your holdings.
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Anti-Tech Ending: scrap the lattice—unlock unique armor recipes from the wreck.
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Control Ending: you seize Warden Keys—rare call-in of a micro-squad (long cooldown, moral hit).
8) Systems & Loot
Materials
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Alabasthane Shards: craft lightweight armor plating (bonus to grab resist; small energy weakness).
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Iris Optics: scope mod—bonus target highlight through smoke at short range.
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Foam Filament Canisters: craft Solvent Charges (breaks nets and sticky foam instantly).
Gear
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Whiteveil Harness (Chest): −20% grapple time when grabbed; +10% move speed while ADS.
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Thurible Node (Aid): deployable drone that grants brief damage reduction, then self-fuses.
Workshop
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Resonance Baton: sonic melee that staggers Binders strongly.
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Sootbombs: create dense matte cloud; Lancers lose crit and lock-on.
9) Counterplay & Player Builds
Perks
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Gripbreaker: faster escape from holds; melee break deals actuator damage.
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White Noise Familiarity: reduced disorientation from Censer blasts.
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Hacker’s Cadence: bonus to drone override windows.
Tactics
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Prioritize Thuribles → Lancers → Binders unless pinned; then flip to disable Binders fast.
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Thermal shock (incendiaries then freeze, or vice versa) to crack ceramic—reward smart sequencing.
10) Integration Hooks (optional tie-ins to your wider world)
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Vault X-21 / Kreel’s Forge: Quell once corresponded with Kreel; stolen designs explain Ward’s ceramic composites. Data fragments found here unlock Forge blueprints back at your workshop.
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Engineer Companion (from your Doomsday-bot thread): can craft a Non-Destructive Exploder mod that pops Censer canisters without killing civilians, improving reputation with settlements.
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Ashen Reign / Verdant Accord: both covet Quell—either to weaponize the Ward or outlaw it.
11) Dev-Facing Notes (AI & Gameplay)
Grapple/Pin Loop (pseudocode)
OnBinderContact():
if TargetNotImmune:
ApplyState(GRAPPLED)
StartStruggleTimer(T = base - perks + limbDamageMod)
if StruggleSuccess: breakHold()
else: if LancerLOS: FireFocusBurst()
Squad Brain
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Roles picked at spawn: 40% Binder, 45% Lancer, 10% Drone, 5% Elite.
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Rule: Lancer only fires FocusBurst if target is GRAPPLED/NETTED or Warden-marked.
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Retreat trigger: (alive < 35% && Warden dead) → smoke wall + drag-carry wounded.
12) Dialogue & Flavor
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Warden-Prime (marking): “Designation acquired. Minimize variance.”
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Binder (grab): “Hold achieved.”
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Thurible (deploy): “Integrity veil online.”
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Dr. Quell (pleading in ally route): “I built them to hold the line, not to write the law. Help me fix the math between the two.”
13) Tunables (for encounter designers)
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Binder Clamp Rating: 1–5 (affects struggle window).
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FocusBurst Crit Multiplier: 1.25x–2.0x when target is immobilized.
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Censer Density: impacts AI lock-on cone by −20% / −40%.
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Retreat Thresholds: adjust for difficulty modes.
The Alabaster Ward — Expansion Pack
14) Named Units & Leaders
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Warden-Prime Z3 (“Zeal”) – elite commander; can deploy a temporary Reflect Lattice (briefly returns 20% ballistic damage). Drops: Prime Lattice Node.
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Sub-Wardens (A–D) – mini-leaders with one twist each:
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A: “Anchor” – Binders gain +1 Clamp Rating within 15m aura.
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B: “Beacon” – places recall pylons; fresh squads can warp in.
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C: “Cleanroom” – emits periodic scrub pulse that clears DoT from nearby Ward.
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D: “Daedal” – pathfinding booster; flanks more aggressively.
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Specialists
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Articulators – Binders that upgrade mid-fight into Pallbearers if not killed in 30s.
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Lumens – Lancers that tag you with Photometric Paint (negates one Smoke).
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Hemostats – drone-anchored medics; tether to a downed unit and rapidly restore plates.
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15) The Palladium (Stronghold Blueprint)
Layer 1 – Vestibule (Public Myths)
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Museum-style foyer with propaganda holos.
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Puzzles: pressure pads sync to Ward patrol routes; step in cadence to open side caches.
Layer 2 – Conduit Spine
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Parallel catwalks over power trunk lines; Pallbearers patrol.
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Hazard: overcharge nodes (stun both sides); Tunable: 3–6s arc cycle.
Layer 3 – Whitebox Labs
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Quell’s prototypes; disable or hijack test rigs (turrets, gas neutralizers).
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Side Objective: steal Ceramic Sinter Recipes (opens new armor tree at workbench).
Layer 4 – The Diode Garden (Boss Arena)
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Circular chamber with rotating cover pylons; floor vents can fog the room.
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Warden-Prime Z3 and two Sub-Wardens spawn here on Hard+.
16) Questlines (Journal-Ready)
Q1: Pale Logic (Intro | Radiant hook → Palladium lead)
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Stage 10: Investigate settlement “whiteout” incident; collect Alabaster Plate.
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Stage 20: Track Quell Sigil to a relay; defeat Beacon Sub-Warden; loot Sigil Key.
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Stage 30: Decide: warn settlements (Gain Civic rep) or go straight to Palladium (Gain Operative rep).
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Fail States: Kill 3+ civilians during a whiteout → Orderly Hostile tag (harder Ward spawns).
Q2: Composite Ethics (Midline | Alignment fork)
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Stage 10: Parley with Dr. Seraph Quell; accept to defend an infrastructure test.
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Stage 20 (Defense Variant): 4 waves; waves end early if you disable two recall pylons.
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Stage 30 (Audit Variant): Gather 5 blackbox snippets proving over-escalation.
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Branch Rewards:
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Defend: Whiteveil Harness + settlement patrol toggle.
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Audit: Warden Protocol Scrambler (craftable EMP that forces Clean Retreat).
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Q3: Ceramic Hearts (Climax | Kidnap or Coup)
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Stage 10: Rival faction hijacks Warden-Prime; you can:
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Rescue Quell (Ally Route),
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Let hijackers take her (Anti-Tech),
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Hijack lattice yourself (Control).
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Stage 20: Boss fight in Diode Garden (see §20).
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Stage 30: Resolution setpiece + global rules change (see §18, Settlement Integration).
17) Hacking/Override Minigame (Moment-to-Moment)
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Wardlink Lattice (short puzzle): radial ring with 6 glyphs; align two moving glyphs to the Quell Sigil beat within a timed window (in-world UI → no menus).
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Perk Hooks: Hacker’s Cadence slows one ring; Tactile Savant widens hit window.
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Drone Tether Jack: hold position 2s → rotate three tumblers (A/B/X). Failure spawns a Censer burst.
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Outcomes:
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Soft Override: Lancers lose FocusBurst for 15s.
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Hard Override: flips one drone (Thurible) to your side for 30s (long cooldown).
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18) Settlement Integration (Systemic)
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Patrol Contract (Ally Route): place a Ward Beacon in a settlement → passive +Defense, +Order; −Happiness if Anti-Tech settlers present.
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Recall Switch: toggle “Zero-Lethal” mode (Binders pin, Lancers stand down) to prevent collateral in towns.
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Quartermaster: Quell vendor unlocks Alabasthane kits, Solvent Charges, Resonance Baton upgrades.
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Event Hooks:
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Inspection Day: if Ward patrols active, they confiscate contraband; you can intercept for rep changes.
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Sabotage Night: rival faction plants a Beacon; disarm to avoid a raid.
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19) Crafting & Research Trees
Armor (Ceramic/Cloth Hybrids)
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Tier I: Whiteveil Light (−10% grapple time, +5% move)
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Tier II: Whiteveil Scout (+Smoke capacity, −Lancer lock-on)
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Tier III: Prime Lattice (brief reflect on perfect parry, +grab resist)
Weapons
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Resonance Baton Mk I–III – scaling stagger vs. Binders; perfect-timed swing interrupts Clampers.
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Sootbombs Mk I–II – denser cloud radius; Tier II lingers longer indoors.
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Solvent Charge – quick-use to break nets/foam (also frees NPCs → civic rep).
Utilities
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Thurible Node – placeable cover-drone; lvl 2 grants brief DR, then self-fuses for small AoE.
20) Boss: Warden-Prime Z3 (3 Phases)
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P1: “Survey” – marks target (Quell Protocol). Spawns Lumens + Articulators.
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Tactic: break two Lumens → remove Photometric Paint debuff.
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P2: “Whitewall” – drops Reflect Lattice, calls Censer storms (rotating safe lanes).
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Counter: trigger floor vents (fog) or overload two spine nodes to stun (5s).
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P3: “Recall” – tries to beam in reinforcements via three pylons; destroy pylons or fight adds.
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Finisher Window: perfect parry on Zeal’s rush shatters ceramic core (big stagger).
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Drops: Prime Lattice Node, Zeal Optic, chance at Warden Keys (Control Route only).
21) Loot Tables & Drop Rates (Tunable)
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Clampers/Hobblers: 35% Foam Canister, 10% Solvent recipe scrap.
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Lancers: 28% Iris Shard, 8% Photometric Paint ampule.
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Drones: 30% Drone Capacitor, 5% Thurible Node (consumable).
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Elites: 100% named part + 20% blueprint roll.
(World state can bias +5–10% when Operative rep is high.)
22) Radiant Events & Contracts
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“White Sweep” – Ward sweeps a ruin; decide to escort (safer loot), ignore, or ambush.
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“Beacon Hunt” – track down 3 clandestine pylons; each one alters local spawn mix.
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“Recall Gone Wrong” – a Beacon loops; stop infinite adds by cutting power at a substation.
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“Civil Audit” – present Solvent Charges to free pinned NPCs (Civic rep + vendor discount).
23) Companion & Party Synergies
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Engineer Companion (your Doomsday-bot thread):
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Field Kit: crafts Non-Destructive Exploder to pop Censer canisters (no civilian harm).
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Talent: “Soft Hands” – when you free a pinned NPC, 20% to convert one Binder into a neutral standby for 10s.
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Banter Cue: disapproves if you take Control Route (stealing the Ward).
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Stealth Ally (if present): doubles Smoke duration; Lancers lose crit entirely while you’re unseen.
24) Stealth/Infiltration Route (No-Kill Options)
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White Noise Mimic (holotape): spoof step cadence to pass two patrols.
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Optic Spoof Paint: craftable paste; ignores first scan cone.
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Non-Lethals: baton light-tap → 4s servo jitter; Solvent to free & hide civilians for stealth XP.
25) Accessibility & Difficulty Dials
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Hold Accessibility: replace mash with single timed press; auto-assist widens window.
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Visual Aid: toggle high-contrast LEDs on Ward weak points.
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Difficulty Scaling: increase Retreat Thresholds and reduce Beacon calls on Story Mode; invert on Survival.
26) Audio & Animation Notes
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Foley: porcelain ticks, micro-cloth servo rustle; net foam “hiss-harden” layer.
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Combat Reads: Binder wind-up grunt → 300ms grace; Lancer FocusBurst preluded by iris click-trill.
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Finishers: contextual (pillar slam, vent knockback, rail toss) with ceramic crack VFX.
27) Modding & Dev Hooks
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Data: expose Clamp Rating, Focus Multiplier, Censer Density, Retreat % as INI/JSON.
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Spawner Profiles: Orderly Patrol, Whiteout Raid, Beacon Defense, Boss Arena.
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Debug Tools: on-screen lattice state, friendly-fire raycasts, grab cone visualizer.
28) Cinematic Beats (Storyboard)
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Cold Open: handheld shot through smoke; white silhouettes pin a raider; Quell VO: “Order isn’t mercy. It’s scaffolding.”
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Mid Reveal: you trip a Beacon; ceiling iris opens—Ward cascade drops like snow.
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Ending Variants:
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Ally: Ward kneels as patrol lines form around a lit settlement.
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Anti-Tech: shattered ceramic piled into makeshift barricades.
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Control: your silhouette reflected in Zeal’s optic as drones align behind you.
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29) Environmental Toys
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Thermal Shock Stations: heat → rapid cool → brittle break on Ward plates.
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Photometric Dust Barrels: shoot to create anti-optics haze.
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Servo Snag Grates: sliding floor grates that briefly catch Pallbearer feet.
30) Achievements / Challenges
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“Hands Off My Arms” – break 5 holds in a single encounter.
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“No White Flags” – clear a Whiteout Raid with zero civilian casualties.
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“Zealot’s Fall” – defeat Warden-Prime without triggering a Beacon.
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“Composite Ally” – complete Patrol Contract + Recall Switch in two settlements.
31) Cross-World Hooks
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Vault X-21: unlock Emotion Core Patch → Ward pauses when civilians cry for help (short window to free).
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Kreel’s Forge: Alabasthane → Forge-hardened Whiteveil (Resonance resist +).
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Ashen Reign / Verdant Accord: faction-specific variants (bone-white spikes for Ashen; vine-laced ceramics for Verdant) appear in late-game zones.
32) Balance Quick-Refs (Starter Values)
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Clamp Rating: 3 (Std), 4 (Hard), 5 (Survival).
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FocusBurst Crit: 1.5× (Std), 1.75× (Hard), 2.0× (Survival) vs immobilized.
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Censer Density: −30%/−50%/−60% to AI lock-on cone by tier.
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Retreat Threshold: 35%/25%/15% alive with Warden down.
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