Fallout 5 — AI‑Function NPCs: Unified Spec & Roster (30)
Scope: This merges the full AI‑Function NPC systems post, the feasibility notes, and the 30 named NPCs (10 originals + 20 new) into one designer‑ready document for iteration and implementation.
1) Executive Summary
We aim to ship unique, self‑directed NPCs whose choices evolve as the world changes. Systems prioritize organic interactions (needs, rumors, scarcity, justice), trust/selfishness, and living roles (wanderers, scavengers, companions, zealots, traders, synths) that can betray, forgive, migrate, or die—with legible causes.
2) Design Pillars
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Legible Emergence: Surprising outcomes must have visible causes (tells, logs, witness reports).
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Truth Has Teeth: Rumors, evidence, and testimony reshape prices, patrols, and politics.
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Real Scarcity: Supply chains and raids move the economy; towns viscerally rise or fall.
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Boundaries Matter: Companions have non‑negotiables; breach them and relationships snap.
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Data‑Driven: Roles, goals, and tactics authored in tables; minimal one‑off code.
3) Personality & Drives Model
Core Traits (0–100): Altruism↔Selfishness, Loyalty, Greed, Aggression, Fear, Curiosity, Honor, Deceit, Patience, Pride.
Worldviews: (e.g., Pro‑Synth, Anti‑Vault, Ashen zeal, Verdant sympathies).
Dynamic States: Hunger/Thirst, Exhaustion, Pain/Injury, Stress, Wealth, Hope/Morale.
Social Memory: Per‑player Trust (−100…+100), per‑faction Affinity, Favor Debt ledger.
Secrets/Taboos: Hidden affiliations, crimes, debts, contraband, off‑limits rules.
4) Behavior Architecture (Hybrid Utility + Planner + BT/StateTree)
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Perception/EQS: threats, loot, wounded, prices, weather, posted laws, rumors.
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Needs Synthesis: utility scores for Eat/Rest/Secure Income/Protect Ally/Trade/Travel/Seek Rumor.
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Goal Selection → Plan: Top utility → small plan graph (e.g., Fence stolen chem stash in Old Dock).
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Tactics Execution: BT/StateTree runs tactics (sneak→bribe→flee; feint→fight→run).
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Learning Tick: Update Trust/Affinity, debts, and rumor propagation.
Utility sketch: U(goal) = Weight × Need × TraitMods × ContextBonus − RiskCost
.
Betrayal gate: if Selfishness × Opportunity − Loyalty × Bond > Threshold
→ betrayal branch opens (with tells).
5) Social Graph, Rumors, & Reputation
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Rings: Personal (you↔NPC), Local (settlement), Global (factions).
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Rumor packets: confidence (0–1), tags (crime, heroism, prices, threats), provenance.
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Propagation: gossips/bards/caravans amplify; zealots distort; stoics filter.
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Effects: prices, militia posture, quest offers, ambush risk, court bias.
Trust update:ΔTrust = α·help − β·harm + γ·shared faction + δ·paid debts − ε·lies caught
.
6) Trust, Deceit, & Selfishness
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Honesty Baseline: truth rate when stakes are low.
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Lie Pressure: rises with Greed, Fear, Debt, Blackmail, Scarcity.
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Micro‑tells: glance timing, voice strain, pocket fidgets, contradicted logs.
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Exposure: catching lies reduces Deceit cover, unlocking confession or escalation.
7) Roles & How They Play
Wanderers: origin + current need + destination; reappear with altered states and memory of you.
Scavengers: maintain loot routes; may shadow or rob based on Greed/Trust.
Companions: Bond tiers unlock abilities and defenses; hard Boundaries enforce values.
Settlers/Professionals: schedules (work/eat/rest/leisure), stocks tied to caravans and local output.
Zealots/Enforcers: ideology tests, show trials, protection rackets.
Smugglers/Fixers: contraband, clean IDs, laundering; double‑booking risk scales with Selfishness.
8) Economy, Scarcity, & Crime
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Supply chains: farm → caravan → store; raids cause price spikes and lines.
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Witness model: crimes matter if seen or inferred (trail, missing goods, devices).
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Justice paths: bribe, intimidate, confess, frame, trial, jailbreak. Outcomes reshape politics.
9) Dialogue & Expression
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Intent‑aware lines (warn/exploit/recruit) chosen from state + traits.
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Referential memory: “You stiffed me in Finch—pay first.”
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Non‑verbal: blocking doors, scanning exits, clutching contraband pockets.
10) Companion Layer
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Bond Level (0–5): gates quick‑revive, inventory share, secret reveals, body‑guarding.
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Disapproval accumulator: taboo violations → Intervention → Ultimatum → Walk‑out → Betrayal.
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Personal quests can shift traits (e.g., resolve debt ↓Greed, ↑Honor).
11) Faction Fabric (examples/renameable)
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Ashen Reign: religious‑militarist—sermons, tithes, show trials, relic hunts.
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Verdant Accord: eco‑cells & synth allies—sabotage extractors, seed‑vault rescues, green markets.
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Vault X‑21: rogue science—black‑bag labs, rare treatment barter, ethics fights.
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Spark Rats: trap‑tinker scavengers—license grids, salvage rights, ambush math.
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Caravans/Freeholds: trade leagues, judges, route brokers, dock mafias.
Faction states alter encounters, dialog sets, prices, patrols, decor, checkpoints.
12) Named NPC Roster (30)
Format per entry: Name “Handle” — Faction/Role
Core Traits, Taboos, Signature Behaviors, Hooks (quests/jobs), Reactive Beats, Companion? (Boundaries)
A) Originals (10)
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Vera “Ledger” Knox — Caravan/Smuggler
Greed 70, Loyalty 40, Honor 55; Taboos: no harm to children.
Behaviors: route auctions; double‑books under pressure.
Hooks: Route Auction, Ledger Cleanup.
Reactive: settle her debt → elite fixer.
Companion? No. -
Fen Tiller — Ex‑Raider Scout (Recruitable)
Aggression 65, Loyalty 80; Taboos: none toward Ashen Reign.
Behaviors: ambush expertise; sabotages Ashen patrols during idle time.
Hooks: Cut the Sentries, Old Flags.
Reactive: if you aid Ashen, disapproval spikes.
Companion? Yes (no aid to Ashen Reign). -
Dr. Amira Sol — Vault X‑21 Defector
Curiosity 90, Deceit 40; Taboos: harming patients.
Behaviors: seeks lab access; steals samples if blocked.
Hooks: Safe Lab, Sample Ethics.
Reactive: secured lab reduces theft risk.
Companion? No. -
Brother Sall — Ashen Reign Firebrand
Honor 75, Deceit 65; Taboos: disrespecting sermons.
Behaviors: rumor campaigns; organizes purges.
Hooks: Sermon Counter, Expose False Prophet.
Reactive: exposed lies → loses clout.
Companion? No. -
“Kite” — Verdant Runner
Fear 30, Loyalty 60; Taboos: betraying couriers.
Behaviors: low‑stakes tests before high‑risk jobs.
Hooks: Test Run, Green Packet.
Reactive: repeated success → elite courier chain.
Companion? No. -
Penny “Spark Rat” Vance — Scav/Trap‑Tinker
Greed 80; Taboos: none about traps.
Behaviors: sells trap kits; marks hot zones.
Hooks: Trap License, Ambush Map.
Reactive: poor rep → marks you for ambush.
Companion? No. -
Tycho Wren — Settlement Security Chief
Honor 85; Taboos: bribe unless for kid’s meds.
Behaviors: rotates patrols; mediates disputes.
Hooks: Night Watch, Med Ration.
Reactive: economy hardship → pliable to bribe.
Companion? No. -
Mara Quell — Ghost‑Suit Whisperer
Behaviors: grief rituals; morale buffs/hauntings.
Hooks: Memory Binding, Echo Patrol.
Reactive: suit loss triggers memorial events.
Companion? No. -
Gramps Hoyt — Town Elder & Rumor Hub
Behaviors: moderates disputes; endorsements move prices.
Hooks: Elder’s Circle, Price of Peace.
Reactive: endorses or ostracizes based on deeds.
Companion? No. -
Jaxi — Synth Courier (Loop‑Glitched)
Honesty 85; Taboos: harming synths.
Behaviors: glitches at lies; offers truth tests.
Hooks: Loop Patch, Logic Trial.
Reactive: catch liars → court bonus.
Companion? No.
B) New (20)
Ashen Reign
11. Bishop Rhyl “The Candle” — Inquisitor
Honor 70, Deceit 55, Zeal 85, Mercy 35; Taboos: relic desecration.
Behaviors: tribunals; informant nets.
Hooks: Witness for the Faith, Relic Audit.
Reactive: informant death → curfews.
Companion? No.
-
Sable Kestrel — Archivist‑Spy
Curiosity 80, Deceit 75, Loyalty 65; Taboos: burning scripture.
Behaviors: buys secrets; demands corroboration.
Hooks: Mirror Pages, Name in the Margins.
Reactive: caught falsifying → blacklist.
Companion? No. -
Orin Platt — Quartermaster
Greed 60, Pragmatism 85; Taboos: unpaid debts.
Behaviors: price‑fixes ammo; off‑ledger sales.
Hooks: Short Rations, Paper Shields.
Reactive: famine → arms militias unless exposed.
Companion? No. -
Brother Arkell — Penitent Convert
Honor 65, Guilt 80, Altruism 60; Taboos: harming innocents.
Behaviors: moderates zealotry.
Hooks: Weight of Oaths, Ashes to Atonement.
Reactive: show trial → may defect, form sanctuary.
Companion? Yes (no civilian casualties).
Verdant Accord
15. Gretta Lume — Seed Smuggler
Greed 55, Loyalty 70; Taboos: burning orchards.
Behaviors: pop‑up green markets.
Hooks: Cold Frames, Sprout Heist.
Reactive: drought → steals irrigation parts.
Companion? Yes (no water poisoning).
-
Tarek Moss — Bio‑engineer
Curiosity 90, Pride 70; Taboos: gene‑cruelty on sentients.
Behaviors: field trials; sensor stakes.
Hooks: Dustproof Wheat, Spore Wards.
Reactive: failed trials → blames Vault X‑21.
Companion? No. -
Willow Strand — Propagandist Bard
Charm 85, Altruism 70; Taboos: branding wildlands.
Behaviors: news ballads shift town mood.
Hooks: Song of the Cisterns, Chorus for the Jury.
Reactive: if betrayed, sings you as villain (debuff).
Companion? Yes (no sanctuary logging). -
Kiva Thorn — Saboteur Lead
Stealth 80, Loyalty 75; Taboos: collateral deaths.
Behaviors: non‑lethal failsafes.
Hooks: Green Hammer, Proof of Poison.
Reactive: collateral → self‑exile.
Companion? No.
Vault X‑21
19. Dr. Helix Rourke — Chief Surgeon
Curiosity 85, Pride 80; Taboos: non‑consensual vivisection.
Behaviors: trades rare care for samples.
Hooks: Blue Protocol, Second Opinions.
Reactive: shortages → advocates “sample taxes.”
Companion? No.
-
Rhea Calder — Security Liaison
Honor 75, Paranoia 65; Taboos: tech leakage.
Behaviors: randomized patrols; embargo enforcement.
Hooks: White Glove, Ghost ID.
Reactive: leaks → pushes martial law in labs.
Companion? Yes (no Vault‑tech trafficking). -
Nemo‑7 — Maintenance Synth
Honesty 90, Curiosity 60; Taboos: harming lab fauna.
Behaviors: logs anomalies; “accidental” tips for kind players.
Hooks: Loose Screws, Loop Breaker.
Reactive: abused → refuses your base service (power cost up).
Companion? Yes (no cruelty to synths/animals). -
Dr. Soren Pike — Ethicist Whistleblower
Honor 85, Courage 60; Taboos: memory erasure w/o appeal.
Behaviors: archives sealed minutes; leaks if cornered.
Hooks: Glass Box, Chain of Custody.
Reactive: discredited → Vault shifts darker.
Companion? No.
Spark Rats
23. “Fusebox” Danni Reed — Trap Boss
Greed 70, Cunning 75; Taboos: wasting components.
Behaviors: modular grids; sells trap licenses.
Hooks: Salvage Rights, Live Bait.
Reactive: save her crew → ally‑safe sectors.
Companion? No.
-
Coilboy Nix — Runner
Risk 85, Pride 60; Taboos: poaching routes.
Behaviors: shadow caravans; wire heists.
Hooks: Ghost Run, Copper Dreams.
Reactive: underpaid → sells your route to raiders.
Companion? Yes (no double‑booking).
Caravans/Freeholds/Smugglers/Settlements
25. Magda “Tally” Horn — Route Broker
Greed 65, Patience 80; Taboos: break sworn contracts.
Behaviors: auctions safe routes; risk insurance.
Hooks: Storm Insurance, Long Way Round.
Reactive: high raids → blacklist opens.
Companion? No.
-
Irisa Dell — Smuggler Pilot (Gyro‑lifter)
Risk 90, Pride 75; Taboos: sentient captives.
Behaviors: silent airfields; hard extractions.
Hooks: Skyhook, Silent Airfield.
Reactive: job goes loud → demands hazard premium forever.
Companion? Yes (no slaving cargo). -
Pritch Windham — Acting Mayor
Pragmatism 75, Pride 65; Taboos: lynch justice.
Behaviors: balance books; pay quiet ransoms.
Hooks: Ledger in Red, Town Hall Night.
Reactive: expose ransoms → ousted; law harsher, raids fall.
Companion? No. -
Cole “Patches” Row — Field Medic
Mercy 85, Courage 60; Taboos: abandon wounded.
Behaviors: edge triage; med tips for scrap.
Hooks: White Rag, Blood Chits.
Reactive: IOUs ignored → leaves; bandit care prices double.
Companion? Yes (treat non‑combatants first). -
Jaro Flint — Fence/Gray Market
Greed 80, Deceit 65; Taboos: counterfeit meds.
Behaviors: serial scrub; provenance forgery.
Hooks: Burn the Paper Trail, False Provenance.
Reactive: caught → flips state evidence.
Companion? No. -
“Bluejay” Kade — Synth Infiltrator
Honesty 40, Curiosity 75; Taboos: harm synth younglings.
Behaviors: logic games; contradiction harvest.
Hooks: Paradox Hunt, The Third Story.
Reactive: repeated lies → rumor fog against you.
Companion? Yes (no coerced confessions). -
Rox “Chalkline” Mendez — Freehold Judge
Honor 80, Mercy 55; Taboos: taking bribes.
Behaviors: public dockets; community plea deals.
Hooks: Witness Circle, Chain of Custody.
Reactive: reveal a frame‑job later → traveling court hunts you.
Companion? No. -
Ulla Briar — Innkeeper/Rumor Weaver
Charm 80, Altruism 55; Taboos: violence inside the inn.
Behaviors: sells rumor briefs; safe rooms.
Hooks: Last Bell, The Quiet Room.
Reactive: save her kin → rumor prices halve.
Companion? No. -
Harker “Nine Nails” Sol — Bodyguard Captain
Loyalty 85, Honor 55; Taboos: killing for free.
Behaviors: escort VIPs; frisk squares.
Hooks: Ring of Steel, Honor Debt.
Reactive: betray a client → blacklist + heavy frisk.
Companion? Yes (honor contracts). -
Mae “Copperleaf” Ren — Botanist/Poisonwright
Curiosity 85, Pride 70; Taboos: indiscriminate toxins.
Behaviors: dual‑use serums; signed “intent” waivers.
Hooks: Bitter Bloom, Antidote Race.
Reactive: civilian harm → turns witness against you.
Companion? No. -
Derrin “Latch” Ko — Locksmith/Breaker
Cunning 80, Risk 70; Taboos: robbing beggars.
Behaviors: bypass kits; red‑team tests.
Hooks: Proof of Concept, Clean Job.
Reactive: stiff him → publishes your routes.
Companion? Yes (no hits on shelters). -
Edda Vale — Undertaker/Archivist
Honor 75, Altruism 65; Taboos: corpse desecration.
Behaviors: tag the dead; reconcile inventories.
Hooks: Names on Tin, Debt of the Fallen.
Reactive: mass graves → truth vigil (riot risk ↓).
Companion? No. -
Garr “Daywatch” Lorne — Patrol Ranger
Honor 70, Mercy 50; Taboos: shooting first.
Behaviors: route advisories; schooler escorts.
Hooks: Open Road, False Beacon.
Reactive: rescue him → shadow‑guard bonus day.
Companion? Yes (no ambushes on pilgrims). -
Tamsin Rook — Dockmaster/Tide Fixer
Pragmatism 80, Deceit 35; Taboos: slaver ships.
Behaviors: berth priority; “lost” paperwork.
Hooks: Low Tide Window, Manifest Swap.
Reactive: exposed → goes clean; smugglers retaliate.
Companion? No. -
Yared “Tin Wing” Okoye — Kite Maker/Signaler
Curiosity 75, Altruism 60; Taboos: lying in signal flags.
Behaviors: long‑range kites; storm forecasts.
Hooks: Banner Chain, Stormbone Mast.
Reactive: save his shop → free coded signals.
Companion? No. -
Nova Pell — Courier Guildmaster
Honor 65, Pride 80; Taboos: opening sealed mail.
Behaviors: arbitrate messengers; “black badge” priority.
Hooks: Black Badge, Dead Drop Audit.
Reactive: abuse badge → ban; fast‑travel costs ↑.
Companion? No.
13) Data Shapes (Designer‑Facing)
NPC Profile (DataTable/JSON)
{
"id": "vera_knox",
"role": ["caravan", "smuggler"],
"traits": {"altruism": 40, "loyalty": 40, "greed": 70, "honor": 55, "deceit": 35},
"worldviews": ["pro_caravan", "anti_ash_reign"],
"taboos": ["no_harm_children", "no_betray_payers"],
"secrets": ["debt_to_ash_treasurer"],
"schedules": {"work": "08-16", "leisure": "16-20", "sleep": "22-06"},
"starter_hooks": ["route_auction", "ledger_cleanup"],
"companion_bounds": {"min_bond": 1, "hard_stops": ["betray_paying_clients"]}
}
Relationship Cell
{ "a": "player", "b": "vera_knox", "trust": -10, "favor_debt": {"vera_owes": 200}, "last_event": "late_payment" }
14) Emergent Quest Weaving
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Lead Sources: overheard rumor → tagged location → living target.
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Board Jobs: real economy gaps (guard a shipment after real raid losses).
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Failure Persists: dead NPCs change routes; replacements alter prices/schedules.
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Retaliation Web: betray a fixer → network response (neutral→hostile; enemies applaud).
Micro‑Scenarios
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Double‑Booked Deal: Bargain too hard with Vera → rival arrives; your past with her decides loyalties.
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Town on Edge: Verdant sabotage → rationing → trap accidents near cisterns; you can de‑escalate.
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Ghost Badge: Abuse Nova’s Black Badge → couriers slow your mail; smugglers exploit delay.
15) Law, Trials, & Cover‑Ups
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Witness artifacts: signed reports; conflicting testimonies → mini‑investigations.
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Defense tools: bribe, falsify, intimidate, frame (high risk), public forum (skill checks).
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Sentences: fines, labor brigades, exile, conscription; acquittals flip rep and prices.
16) Performance & LOD
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AI Bubbles: full brains only in proximity; distant actors use Sim LOD batches.
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Event Compression: far fights resolve deterministically; push rumour/economy deltas.
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State Caps: decay for memories/rumors/debts; compact save deltas.
17) Tools for Designers & QA
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Live Inspector: traits, goals, utility scores, lie pressure, pending tactics.
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Social Graph Viewer: edge colors by Trust/Affinity; hover for reasons.
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Rumor Console: who said what, to whom, with confidence.
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Economy Overlay: heatmaps (shortages, ambush odds, caravan success).
18) Modding Hooks
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Event Bus:
OnRumorHeard
,OnDebtSettled
,OnTabooBroken
,OnTrialVerdict
,OnBetrayalCheck
. -
Plug‑in Goals/Tactics: new verbs (e.g., hunt legendary beast) and tactics (fake surrender).
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External Assets: NPC templates, dialog intents, schedules, encounter tables.
19) Balancing Guidelines
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Betrayals rare but telegraphed (tells + logs).
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3–6 hour cadence for long‑horizon payoffs (debts repaid, vendettas triggered).
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Truth beats stats: physical evidence can trump high Deceit.
20) Feasibility & MVP Plan
Doable—with scoped discipline. UE5 (Mass AI/StateTree/BT, Smart Objects), data‑driven assets, and debug UIs make this practical.
Risks: emergent weirdness, hub spikes, content bloat.
Mitigations: tells + guardrails, far‑LOD crowds, verbs×motives matrix reuse.
MVP (6–8 months, 8–12 devs):
-
3–4 engineers (AI/gameplay/tools), 1 systems designer, 1 narrative designer, 1 tech designer, 1 UI/tools, 2 QA.
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Economy + rumor + trust + crime/witness + basic justice.
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30 named NPCs (this roster) + background populations.
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Inspector/Graph/Console tools for tuning.
21) Acceptance Criteria
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NPCs change routes/jobs with economy shifts; no frozen dioramas.
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≥1 companion can leave or betray due to values crossed.
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A lie in hour 2 affects a different scene in hour 10.
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Untended towns visibly deteriorate; supported towns stabilize.
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Players can explain who they trust and why, with systemic receipts.
22) Implementation Notes (UE‑leaning)
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Perception/EQS sensing; GAS abilities; Mass AI for crowds; Smart Objects for schedules; StateTree/BT for tactics.
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DataTables/JSON for traits/roles/goals/tactics/dialog intents; compact save deltas for relationships/rumors/debts.
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Authoring Path: start with verbs & motives matrix → template 10 NPCs → expand to 30.
23) Content Pack Pipeline
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Release new Goal/Tactic bundles + Dialog Intent packs per faction.
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Add economy events (drought, trade embargo, plague) with 5–10 tuned systemic reactions.
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Community/modding hooks exposed via DataTables and Event Bus.
24) Appendices
A) Verbs × Motives Matrix (starter):
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Verbs: Trade, Guard, Scout, Sabotage, Preach, Judge, Heal, Smuggle, Fence, Bribe, Blackmail, Testify, Frame, Rescue, Evacuate.
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Motives: Profit, Faith, Survival, Loyalty, Revenge, Curiosity, Pride, Mercy.
B) Rumor Tags: crime/theft, heroism, charity, famine, plague, price‑spike, ambush, betrayal, trial, martyr, miracle, shortage, surplus.
C) Economy Nodes: farm, still, seed‑vault, smelter, trap‑yard, clinic, lab, dock, caravanserai, market square, court, chapel.
D) Schedule Templates: laborer, merchant, guard, zealot, scientist, courier, smuggler, judge.
Next Steps
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Convert this roster into UE5 DataTables (CSV/JSON) + starter StateTree graphs.
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Stand up Inspector/Graph/Console tools.
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Build a playground map: one town + one lab + one caravan route + one ruin → validate loops.
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