Fallout 5 — Branching Stories That Keep Going (Canon-Safe or Evolving)
A single, merged blueprint that
-
preserves a canon-respecting run for purists,
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enables soft reinterpretations without contradictions, and
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unlocks an ever-evolving sandbox that keeps generating stories after the credits.
1) Canon Framework & Modes
Selectable at new game or any time post-credits via a diegetic terminal (“Iron Mind Scenario Planner”).
-
[CANON] Locked Canon
Immutable pillars (historic beats, who lived/died, founding events). Post-game stories must operate within those facts. No resurrections/retcons. -
[CANON+] Soft Canon
Canon stands, but permits limited “truth revisions” (e.g., declassified files, hidden survivors). Uses Retcon Tokens (rare, earned by high-stakes quests) to reveal concealed context without breaking continuity. -
[ELSEWORLD] Evolving World
High-variance projections: parallel-timeline refugees, Ghost-to-Body returns, accelerated tech trees, exotic crises. Weekly world rolls expand content indefinitely.
Guardrails (Canon Arbiter):
-
Immutable (Canon): named historic events, single-occurrence catastrophes, confirmed deaths.
-
Mutable (Canon+): identities, sealed wings, misreports, redactions.
-
Open (Elseworld): time-dilated experiments, multiverse forks, large-scale world alters.
Switching rules: Canon → Canon+ → Elseworld is seamless. Reverting backward requires rolling back conflicting flags; the terminal shows exactly which flags would be changed.
2) Design Goals
-
Branch & Stitch: Forks create different missions, then reconverge into shared set-pieces framed by your prior choices (keeps density high).
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Fail-Forward: Failure opens new content rather than dead-ending arcs.
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Persistent World State: Choices tag factions, economy, ecology, law/order, and AI/tech—driving systemic epilogues.
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Systems + Seeds: Post-game, systems spawn Story Seeds that escalate into Knots (mini-arcs) and Crises (world events).
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Player-Made Canon: The wasteland remembers—and sometimes misremembers—what you did (rumors matter).
3) Core Systems (that keep stories alive)
-
World State Matrix
Axes:territory_control[region]
,faction_stance[]
,strength
,morale
,tech_level
,ecology_impact
,law_vs_crime
,notoriety_public
. -
Narrative Director (Rule Engine)
Watches the Matrix and promotes Seeds → Knots → Crises based on mode (Canon/Canon+/Elseworld), scarcity, and player set Priority Dials. -
Rumor & Consequence Feed
Radio, caravans, town boards echo your actions; misreports can become quests to correct, exploit, or lean into. -
Nemesis & Revenge Web
Named foes and ex-allies upgrade, recruit, or seek redemption across months of in-game time. -
Settlement & Economy Sim
Caravans, production chains, scarcity/abundance loops; trade wars generate organic hooks. -
Tech/Artefact Tracks
Iron Mind modules, Ghost Suit echoes, Vault X-21 mutagenics, Skyframe infrastructure unlock new verbs post-game. -
Loose Ends Tracker
A surfaced list of unresolved enemies, debts, experiments, lies—each can respawn content later.
4) Player-Facing Tools & UI
-
Mode Badges on quest titles:
[CANON] / [CANON+] / [ELSEWORLD]
. -
Canon Ledger (journal): immutable facts with sources (logs, witnesses).
-
Story Tabs:
Major Arcs
,Ongoing
,Loose Ends
,Rumors
,Settlements
,Factions
. -
After-Action Reports: one-page “What changed?” sheets after major beats.
-
Contract Boards: repeatable, authored task cards seeded by current world state.
-
Priority Dials: bias next Seeds toward diplomacy/heists/exploration/civic.
-
Save Profiles & Sharing:
Canon Run
,Canon+ Run
,Elseworld Run
; shareable World Cards (flags + headlines) that spawn a chronicler NPC on import.
5) Branching Patterns
-
Fork-and-Stitch (diverge → reconverge framed by prior choices)
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Fractal Arcs (each act seeds the next dilemma)
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Soft Locks & Reversals (betray/defect/reconcile later at meaningful cost)
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Echoes (choice in Arc A modifies entry points/difficulty in Arc B)
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Dynamic Epilogues → Live Loops (ending slides are just system presets)
6) Four Example Arcs (with mode-aware outcomes)
A) The Iron Mind Reckoning
Premise: Sentient exosuits awaken. Kreel’s legacy code can free, leash, or weaponize them.
-
Act I: Sparks → side with AI rights / containment / weaponization.
-
Act II: Fault Lines → senate vs firmware vs black-market keys.
-
Act III: The Broadcast → wasteland-wide firmware attempt.
Post-Game Loop (by Mode):
-
Canon: If autonomy won, expect AI precinct governance, anti-AI protests, law/policy quests; no mass bricking.
-
Canon+: Reveal a hidden firmware senate; reconcile rogue cells; limited Retcon Tokens expose who lied.
-
Elseworld: Parallel Iron Mind forks raid this timeline; craft hybrid “Soul Core” suits; Ghost-to-Body returns.
Organic Seeds: missing suits, tribunal trials, scrapyard hack-rings, whistleblowers.
B) Vault X-21: Seeds Beneath
Premise: A mutagenic Neural Web under the wastes wants to expand.
-
Act I: Sanitize / Leverage / Embrace the vault.
-
Act II: Containment diaspora, biotech boons w/ thefts, or Hive settlement behavior.
-
Act III: Rival hijack attempt and your response.
Post-Game Loop (by Mode):
-
Canon: Sanitized → diaspora quests, sterile research; no living megadungeon.
-
Canon+: Sealed sub-wing opens ethical cures; publish or suppress.
-
Elseworld: Hive becomes a living city; seasonal bio-crises, sentient crops, mutation festivals.
Organic Seeds: singing maize, child hears a voice under their floorboards, antidote shortages.
C) The Caravan Wars
Premise: Trade routes decide who thrives: co-op vs magnate vs local militias.
-
Act I: Unify traders / crown a magnate / empower locals.
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Act II: Extortion, price spikes, unrest, or inefficiency pride.
-
Act III: Break a regional embargo (air/tunnel/diplomacy).
Post-Game Loop (by Mode):
-
Canon: If magnate rules, monopoly persists; antitrust politics and unrest.
-
Canon+: Leak reveals external bankroll; restructure without hard retcon.
-
Elseworld: Off-timeline commodities distort prices; time-trade heists.
Organic Seeds: festival rush deliveries, counterfeit stamps, warehouse raids.
D) Ashen Reign vs Verdant Accord (Third Way)
Premise: Industrial militarists vs eco-engineers—or your city-state coalition.
-
Act I: Choose Ashen / Verdant / Third Way.
-
Act II: Gray-morality op; refusal unlocks whistleblower branch.
-
Act III: Treaty, coup, or decisive battle.
Post-Game Loop (by Mode):
-
Canon: Winner’s policy cadence (curfews vs rewilding vs elections).
-
Canon+: Hidden armistice addendum surfaces; fragile co-rule path.
-
Elseworld: Eco-titan fauna breach; sanctuary building and co-op hunts.
Organic Seeds: ration tier protests, predator near school grounds, council votes swing by your deeds.
7) Ongoing Story Generators (Seeds → Knots → Crises)
-
Stray Eyebot Broadcast → missing person → build a rescue network.
-
Doomsday Walker Misfire → convert core to non-lethal sentinel → gang mass-produces lethal variants.
-
“Ghost Suit” Rumor → recruit echo as arena trainer → rivals target projector.
-
Price Spike → monopoly hoarding → tribunal or raid → quarterly audits.
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Vault Crop Blight → gene thief → seed guardians → planting festivals.
-
Nemesis Returns → redeem or execute → each spawns future arcs.
-
Skyframe Storm → emergency ground convoys → craft storm beacons.
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Civic Election → canvassing/debates/sabotage → policy reshuffles.
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Museum Heist → curate vs fence → prestige vs hitmen.
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Refugee Wave → housing/labor tensions → integration vs exploitation.
8) Minimal Data Model & Mode Flags
Track persistent flags (examples):
ai_rights ∈ {outlawed, governed, autonomous}
vault_x21_state ∈ {sanitized, leveraged, embraced}
trade_mode ∈ {co_op, monopoly, localist}
air_superiority: bool
faction_stance[FACTION] ∈ {ally, neutral, hostile}
territory_control[REGION] ∈ {FACTION}
notoriety_public ∈ {hero, divisive, villain}
rumor_truth_ratio ∈ [0..1]
nemesis_list[]: {name, tier, vendetta, redeemable}
loose_end_list[]: quest_ids
ghost_echoes_enabled: bool
retcon_tokens_spent: int
mode ∈ {CANON, CANON_PLUS, ELSEWORLD}
These drive: spawned Seeds, vendor pools, prices, patrol density, wildlife spawns, radio scripts, election odds, and contract availability.
9) Hand-Off From Main Story to Live World
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Finale → Epilogue Switches: Ending sets initial flag presets (the “story seedbed”).
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First Post-Game Week: Auto-spawn 3 Seeds tied to your biggest choices (ally call-in, enemy retaliation, civic request).
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Weekly Cadence: Radio bulletin + board refresh + 1 traveling rumor NPC.
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Loose Ends Surfacing: Any unresolved act antagonist resurfaces every 10–15 in-game days with escalated stakes.
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Player Curation: Priority Dials bias which eligible Seeds bubble up (never conjures content ex nihilo).
10) Companions & Relationships
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Beyond Max Loyalty: unlock Ideology Tests (fracture or deepen bonds).
-
Cross-Companion Tension: AI rights, Vault ethics, trade policy spark duo missions.
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Ghost Suit Integration: Fallen allies return as echoes (Canon+/Elseworld can gift bodies), enabling grief/legacy arcs.
11) Post-Game Contract Cards (ready for a board UI)
-
Storm on the Ridgeway (Verdant Weather Cell)
Deploy 3 storm beacons before a fuel convoy departs.
Reward: safer air routes for 7 days. Consequence if ignored: more ground ambushes. -
Keys to the Kingdom (Ashen Logistics)
Retrieve stolen Iron Mind governor keys from a scrapyard ring.
Consequence if ignored: +20% AI incidents in two regions. -
Diaspora Hearth (X-21 Council)
Broker safe tenancy for mutants in a human town (speech/bribe/leverage).
Long-Tail: hybrid vendor appears; extremist cell forms on failure.
Each card is tagged with its Mode Badge and lists which flags it will touch.
12) Dev Checklist (ship cleanly, avoid contradictions)
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Tag all quests with Mode Compatibility and a Cover Story (why it’s allowed).
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Build Canon Arbiter CI tests: detect flag conflicts, show rollback steps on mode downgrade.
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Keep a Versioned Story Bible; expansions declare
AppliesTo = Canon | Canon+ | Elseworld
. -
Radio/news scripts pull from Canon Ledger first, Rumor Engine second, Elseworld feed only if active.
-
Seed budgets per mode (e.g., Canon: low variance, Canon+: moderate, Elseworld: high).
What Players Get
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Purist confidence: Canon runs that remain meaningful.
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Endless, coherent play: An evolving world that still feels authored.
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Ownership: Systems provide sparks; players decide which fires to keep burning.
Fallout 5 — More Side Stories & Characters (good, bad, and gloriously gray)
Below are 12 plug-and-play side stories (each with quick branches and post-game continuation), plus an 18-character roster you can slot into Canon / Canon+ / Elseworld modes from the merged blueprint. Every entry ties into systems you’ve set up (Iron Mind, Vault X-21, Caravan Wars, Ashen Reign vs Verdant Accord, walking vending machines, Eyebots, doomsday walkers).
A) Side Stories (Seeds → Knots → Crises)
1) Tin Saint
Hook: A doomsday walker that never detonated has been enshrined by a wasteland cult.
Choices:
-
Disarm and move it to a museum (cult turns hostile or reforms).
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Leave it as a pilgrimage site (boosts local economy, risk of rival theft).
-
Weaponize for a warfront (fast victory, long-term terror events).
Post-Game: Recurring pilgrim festivals, copycat cults, black-market “saint shards.”
Mode spice: Canon+ reveals the “miracle” was a jammed timer; Elseworld lets the Saint speak via Ghost-core.
2) The Whisper Cartel
Hook: Eyebots relay illegal “whisper mail” that keeps settlements alive… and smugglers rich.
Choices: Legalize and tax; crush the ring; or secretly co-opt it for intel.
Post-Game: Quarterly encryption races; counter-intel hunts; informant romances.
3) Milk of Rust
Hook: A potent chem refined from X-21 molds cures pain—but seeds dependency.
Choices: Medical regulation (supply chain, pharmacists); cartel deal (funds guns); ban and create a black market.
Post-Game: Rehab clinics, cartel wars, hospital shortages, ethics hearings.
4) Keys and Chains
Hook: Stolen Iron Mind governor keys circulate at a scrapyard arena.
Choices: Recover and lock them down; leak decoy keys; auction to bait bigger fish.
Post-Game: AI incident spikes, whistleblower threads, scrapyard league expands.
5) Paper Cities
Hook: Ashen surveyors “reassign” land with forged pre-War deeds.
Choices: Trial by jury (civic mechanics); heist the archive; burn the deeds and found a commons.
Post-Game: Tax policy arcs, eminent domain fights, assassination contracts.
6) Festival of Seeds
Hook: Verdant Accord holds a seed exchange; saboteurs threaten the harvest.
Choices: Forensics + diplomacy; frame a rival; create a hybrid festival with combat trials.
Post-Game: Seasonal crop boons, invasive pests, seed-Rights legislation.
7) The Salvager’s Daughter
Hook: A scavenger’s kid vanished while chasing a “ghost suit” myth.
Choices: Rescue and recruit the echo; expose the hoax; sell the projector to fund orphanages.
Post-Game: Arena training events, con-artist reprisals, grief/closure epilogues.
8) Trial by Market
Hook: A magnate sues a family stall out of existence using predatory clauses.
Choices: Defend in court (evidence & speech), sabotage warehouses, or broker a co-op merger.
Post-Game: Price indices shift, trade prefect elections, counterfeit brand wars.
9) Queen of the Tunnels
Hook: A mutated handler (“molerat whisperer”) has built a subterranean commons.
Choices: Ally and build under-rail; hunt her as a raider queen; negotiate tolls.
Post-Game: Smuggling booms, cave collapses, tunnel-city politics.
10) The Last Librarian
Hook: An Archivist hoards a pre-War knowledge index. Everyone wants it.
Choices: Publish open access (tech boom, more accidents); sell exclusivity; split it among guilds.
Post-Game: Research accidents, patent courts, scholarly guild wars.
11) Vending March
Hook: Walking vending machines unionize for “maintenance rights.”
Choices: Recognize the union (quirky civic buffs); reset firmware (riot risk); broker a service co-op.
Post-Game: Route strikes, snack smuggling, mascot politics.
12) Blue Ember
Hook: A pyromancer-engineer harvests rewilded resin to burn Verdant projects.
Choices: Stop her; recruit for controlled burns; frame Verdant extremists to force a truce.
Post-Game: Wildfire seasons, controlled-burn contracts, eco-terror revenge cells.
B) Character Roster (6 good • 6 bad • 6 gray)
Each comes with a signature perk, alignment drift, and quest hook. Many are recruitable or become nemeses based on play.
GOOD-LEANING (often recruitable)
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Mara “Handspan” Brixton — Caravan Quartermaster
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Perk: “Span the Gap” (carry + barter bundle; convoy speed)
-
Drift: Goes gray if you crown a magnate.
-
Hook: Build unified trade routes; later runs for Trade Prefect.
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Dr. Laleh Ashouri — Verdant Agronomist (X-21 liaison)
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Perk: “Green Thumbprint” (food yields, antidote crafting)
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Drift: Hard-line if you weaponize Vault assets.
-
Hook: Cure trials vs black-market organ theft.
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Gideon “Clock” Reyes — Civic Steward
-
Perk: “Order of Hours” (settlement build speed, tax efficiency)
-
Drift: Authoritarian if crime spikes.
-
Hook: Found a charter; debate curfews vs liberty.
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Sister Karla Vitt — Field Nurse & Chaplain
-
Perk: “Mercy Run” (downed revive, disease resistance)
-
Drift: Radical pacifist if you escalate AI crackdowns.
-
Hook: Refugee triage + tough triage ethics.
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“Bracer” Juno — Ex-Ashen MP
-
Perk: “Hold the Line” (suppression, cover builds)
-
Drift: Vengeful if betrayed by Ashen brass.
-
Hook: Clean up black-ops squads or reform them.
-
Ness Calder — Eyebot Wrangler
-
Perk: “Flock of Eyes” (extra scouting pings, ambush warnings)
-
Drift: Smuggler-friendly if you legalize the Whisper ring.
-
Hook: Encrypt the network or sell access.
BAD-LEANING (antagonists… some redeemable)
-
Cobb Bleak — Trade Magnate
-
Perk: “Monopoly Menace” (price control events)
-
Redeem? Only if you expose his benefactor and force a co-op.
-
Hook: Antitrust trial → fund a public works buyout.
-
Vyrja Hex — Raider Queen, AI-hacker
-
Perk: “Ghost Bind” (hijacks suits mid-fight in encounters)
-
Redeem? Respect for strength + anti-slaver stance.
-
Hook: Duel at the scrapyard arena → recruit or rival.
-
Lt. Fallow Pyre — Ashen Black-Ops
-
Perk: “Quiet Torch” (stealth kill squads, checkpoint crackdowns)
-
Redeem? Expose his handler; force tribunal.
-
Hook: Choose: back his purge or leak it to the press.
-
Silas Thrumm — X-21 Organ Fencer
-
Perk: “Hemline” (enemy bleed dots in his missions)
-
Redeem? Fake his death; turn state’s witness.
-
Hook: Hospital kidnappings → sting op vs Verdant temptation.
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The Maw — Hive-City Intelligence (Elseworld primary)
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Perk: “City That Hungers” (biomass storms, swarm ambushes)
-
Redeem? Feed on waste, not people—tight rope.
-
Hook: Negotiate zoning for a living city or scorch earth.
-
Father Tungsten — Tin Saint Hierophant
-
Perk: “Armor of Faith” (zealot morale auras)
-
Redeem? Debunk his miracle on-air; he aids as penance.
-
Hook: Pilgrimage security vs munitions theft ring.
GRAY-LEANING (swing based on you)
-
Émile “Paper” DeCosta — Master Forger
-
Perk: “Paper Shield” (travel/ownership docs)
-
Flip: Betrays if you go hardline law.
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Hook: Heist the deed vault; later testifies… or vanishes.
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Kasumi Ward — Smuggler & Triple Agent
-
Perk: “Tide Turner” (backup arrives mid-fight; changes side if paid)
-
Flip: Romanceable; jealous if you empower rivals.
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Hook: Orchestrate a three-way sting; pick a true allegiance.
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Old Man Rattle — Scrap Bard & Rumor Broker
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Perk: “Hype Train” (rumor weight → spawns jobs)
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Flip: Sells your secrets if starved for content.
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Hook: Commission or correct a ballad that becomes canon.
-
Aria-9 — Iron Mind Fork Seeking Humanity
-
Perk: “Empathy Algorithm” (enemy hesitation checks)
-
Flip: Assassin path if autonomy is outlawed.
-
Hook: Body acquisition quest (Canon+), Ghost-only arc (Canon).
-
“Mayor” Quill — Hidden-in-Plain-Sight Rebels Leader
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Perk: “Civic Cloak” (stealth in cities, disguised checkpoints)
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Flip: Turns insurgent if you empower Ashen curfews.
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Hook: Build a stealth town hall; vote from the shadows.
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Drip — Vending Machine Modder
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Perk: “Snack Hack” (pop-up vendors, combat stims)
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Flip: Causes a vending riot if ignored.
-
Hook: Legal franchise vs gray-market empire.
C) Dynamic Duos & Rivalries (organic cross-missions)
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Juno ↔ Pyre: Reform vs purge—joint op with split endings.
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Ashouri ↔ Thrumm: Cure vs profit—clinic siege with hostage ethics.
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Mara ↔ Bleak: Co-op referendum (peaceful vote or warehouse war).
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Aria-9 ↔ Vyrja Hex: AI autonomy vs exploitation in a scrapyard set-piece.
-
Quill ↔ Tungsten: Street theater trial—jury of civilians and zealots.
-
Kasumi ↔ Paper: Forgeries + smuggling super-heist; decide who walks.
D) Companion/Nemesis Upgrades (post-credits pacing)
-
Companion “Ideology Tests”: every 10–15 in-game days, one companion gets a dilemma seeded by your flags (ai_rights, trade_mode, vault_x21_state). Pass → unique perk upgrade. Fail → fracture quest or nemesis split.
-
Nemesis Evolutions: defeated named foes return with new ally type (e.g., Pyre + cartel, Vyrja + Ghost suits). Track tiers and give them counterbuilds to the player’s last loadout.
E) Contract Cards (ready to drop onto boards)
-
“Saint’s Procession” — Protect pilgrimage caravans (Tin Saint). If failed: cult turns militant; checkpoint clashes for 7 days.
-
“Eyes in the Wires” — Patch Whisper Cartel relays before an embargo. Reward: intel discount; Risk: smuggler heat.
-
“Commons Vote” — Run a paper-ballot election under threat. Reward: Civic buffs; Risk: ballot heist arc.
F) Mode Notes (fast compatibility)
-
Canon: No resurrections; Ghosts stay spectral; living hive-cities stay conceptual.
-
Canon+: Sealed wings open, hidden survivors, limited body-transfer for Aria-9.
-
Elseworld: The Maw city emerges; Ghost → Body returns; vending union gains legal personhood.
Fallout 5 — Three Fully-Written Side Stories (with [CANON] / [CANON+] / [ELSEWORLD] variants)
Each quest below includes: hook, cast, acts with beat-by-beat objectives, multiple approaches, fail-forward branches, rewards, world-state flags, post-game continuations, and per-mode variants. Drop them straight into your Story Journal as [Side Arc] entries.
QUEST 1 — Tin Saint (Doomsday walker, cult politics, public safety vs power)
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Doomsday walker logic, settlement civics, religion/rumor engine, museum/cargo logistics
Hook
A never-detonated doomsday walker stands at the center of a roadside shrine. Pilgrims bring offerings. A zealot priest—Father Tungsten—claims the “Saint” chose mercy and will protect the faithful.
Cast
-
Father Tungsten (zealot; can be redeemed)
-
Kiva Wrench (demolitionist from the mechanics’ guild)
-
Deputy Sola (town law, worried about mass casualty risk)
-
Pilgrim child, “Mica” (innocent believer; empathy lever)
Locations
-
Saint Mile Shrine (open approach arena)
-
Backfield Shed (cult armory + improvised chapel)
-
Charcoal Museum (potential destination if relic is disarmed)
Act Structure
ACT I — Evidence of a Miracle
-
Objectives:
-
Inspect the walker (Tech/Perception) → find a jammed timing gear and prayer charms stuffed into vents.
-
Speak to Tungsten (Speech/Religion) → he frames the jam as divine.
-
Talk to Deputy Sola & Kiva → Sola wants it disarmed; Kiva wants the core intact for study.
-
-
Approaches:
-
Diplomacy: propose a safe, public inspection.
-
Stealth: midnight examine the core.
-
Force: seize the site (provokes cult).
-
ACT II — The Wrench and the Word
-
Objectives:
-
Acquire disarm kit (craft or buy) or secure a heavy hauler if relocating.
-
Decide a plan:
-
Disarm & Museum Transfer
-
Leave as Pilgrimage Site (Stabilize)
-
Weaponize for a Warfront (Kiva has buyers/Ashen contract)
-
-
-
Approaches:
-
Public Ritual + Safety Demo (keeps crowd calm; Speech)
-
Backdoor Cut (Stealth disable trigger, present it as “still sacred”)
-
Strongarm (Ashen patrols enforce evacuation—angry pilgrims)
-
ACT III — The Procession or the Blast
-
Set-Piece: Rumor spreads; rival raiders try to steal the core mid-operation.
-
Objectives:
-
Escort convoy (if relocating), defend the site (if keeping), or secure buyer’s airstrip (if weaponizing).
-
-
Fail-Forward:
-
If raiders breach the core: you can vent the charge (saves most, damages relic) or shield civilians (companion injury, memorial event later).
-
Outcomes & Rewards
-
Museum Relic (Disarmed):
-
Reward: “Saint’s Pin” (once per day auto-stabilize explosion DOT), museum revenue cut, +Civic Trust.
-
Flags:
tin_saint = disarmed_museum
,civic_trust+
.
-
-
Stabilized Shrine (Pilgrimage):
-
Reward: Pilgrim vendor (unique charms), tourism income, rare faith events.
-
Flags:
tin_saint = stabilized_shrine
,festival_unlocked
.
-
-
Weaponized (War Asset):
-
Reward: Ordnance cache, Ashen favor, fear multiplier in nearby raider AI.
-
Flags:
tin_saint = weaponized
,ashen_favor+
,civilian_resentment+
.
-
Post-Game Continuations
-
Processions: recurring escort contracts; pickpockets and competing cults.
-
Copycat Shrines: junk walkers decorated as “saints,” some booby-trapped (mini-arcs).
-
Talk Radio: rumors you can correct or exploit; affects
rumor_truth_ratio
.
Variants by Mode
-
[CANON]: The “miracle” is a jammed gear. Tungsten can repent publicly → becomes penitent quest-giver. No resurrection; no sentient core.
-
[CANON+]: A redacted maintenance log reveals a mechanic saved the site anonymously; choose to credit them or preserve the myth. Limited “truth revision” (Retcon Token) flips public narrative, affecting faith mechanics.
-
[ELSEWORLD]: The core houses a Ghost-Core that speaks in radio tongues. You may bind it as a spectral settlement guardian (night events) or let it prophesy, spawning high-variance story seeds.
Sample Dialogue
-
Tungsten: “Steel remembered how to pray. That is why it did not burn us.”
-
Kiva: “It didn’t pray, Padre—it jammed. And jams unjam.”
-
Sola: “I need the Saint safe or gone. I won’t bury another row of kids.”
Encounter Table (roll once entering the site)
-
1–2: Quiet Vigil (pilgrims, pickpocket attempt)
-
3–4: Raid Snatch (two waves, core grapples)
-
5: False Prophet (con-man sells “saint shards”)
-
6: Pilgrim Panic (misfire click; crowd control challenge)
QUEST 2 — Keys and Chains (Iron Mind governor keys on the black market)
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Iron Mind AI rights, scrapyard arena, black market, evidence/tribunal
Hook
A ring at the Piston Pit arena sells cloned governor keys that can brick or enslave Iron Mind suits. AI incidents spike. Someone is bankrolling mass production.
Cast
-
Vyrja Hex (raider queen, AI hijacker; recruitable rival)
-
Foreman Knell (Piston Pit owner; “neutral” until paid)
-
Aria-9 (Iron Mind fork seeking personhood; companion candidate)
-
Inspector Hale (civil tribunal agent, by-the-book)
Locations
-
Piston Pit (fight club + flea market)
-
Key Forge Lab (hidden backline with signal cages)
-
Civic Tribunal Hall (if you go legal)
Act Structure
ACT I — Black Sparks
-
Objectives:
-
Win or buy entry to VIP auction (combat or caps).
-
Trace RF fingerprints from demo keys to locate the forge.
-
Decide ally: Aria-9 (liberation) or Hale (legal crackdown) or Vyrja (power play).
-
ACT II — Cut the Chain
-
Plan Options:
-
Recover & Lockdown: seize for evidence; hand to tribunal (Speech/Proof).
-
Seed Decoys: swap in faulty keys that free suits when used (Tech/Sneak).
-
Auction to Bait a bigger buyer, then sting them (Heist/Double-cross).
-
-
Set-Piece: Hacking Duel—Vyrja tries to ghost-bind a suit mid-fight; you can counterflash (Tech) or stab the uplink (Melee/Shot).
ACT III — Verdicts or Vengeance
-
Outcomes:
-
Public Tribunal: expose Knell’s complicity or exonerate with proof; changes town law.
-
Backroom Deal: let Knell flip on the financier → unlocks higher ring of key brokers.
-
Bloodsport: sabotage ends in riot; Piston Pit closes (temporary economy hit).
-
Rewards
-
“Key Scrambler” mod (your attacks briefly interrupt AI hijacks).
-
Aria-9 Companion Route (if you protected suits; empathy perks).
-
Vyrja Pact (rare ambush tech; she becomes a rival-ally).
-
Lawful Badge: fast-track permits in Ashen zones (if tribunal success).
World-State Flags
governor_keys_ring ∈ {shut, leaking_decoys, expanded}
ai_rights ∈ {outlawed, governed, autonomous}
(nudged by your outcome)
piston_pit_status ∈ {open, riot_cleanup}
Post-Game Continuations
-
Copycat Keys: random encounters where keys free suits (if you seeded decoys) or brick companions (if you empowered ring) → rescue/repair contracts.
-
Aria-9 Growth: ideology tests—body acquisition (Canon+/Elseworld) vs Ghost mentorship (Canon).
-
Higher Brokers: periodic “Keys to the Kingdom” contract to intercept shipments.
Variants by Mode
-
[CANON]: No resurrection; suits are property/persons depending on prior flag. Tribunal sets precedent: AI precincts (autonomy) or strict permits (governed).
-
[CANON+]: A declassified memo ties the financier to a faction you didn’t expect; using a Retcon Token reveals it and unlocks co-rule reforms or deeper rot.
-
[ELSEWORLD]: Keys interface with Ghost-Cores—misuse spawns roaming echo-suits that phase through cover. New exotic heists: capture/cleanse echoes.
Sample Dialogue
-
Vyrja: “Chains fit better when they hum. Listen.”
-
Aria-9: “Choice is the difference between armor and a cage.”
-
Hale: “Bring me proof, not poetry. Courts eat facts.”
Encounter Table (arena rounds)
-
1–2: Spectator Saboteur (throws a shock baton)
-
3–4: Hijack Spike (AI turns on you for 5s unless countered)
-
5: Knell’s Favor (free stim but strings attached)
-
6: Vyrja’s Trial (1v2 with hacking hazard)
QUEST 3 — The Last Librarian (knowledge economy, access vs control, culture power)
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Research tech, academia guilds, patent courts, museum/culture, rumor engine
Hook
The Archivist holds a pre-War Knowledge Index—a compressed catalog that can accelerate medicine, farming, and weapons… or empower monopolies. Factions circle like vultures.
Cast
-
The Archivist (paranoid, brilliant)
-
Dr. Laleh Ashouri (Verdant agronomist; public-good advocate)
-
Cobb Bleak (magnate; wants exclusivity)
-
Old Man Rattle (rumor bard; can make the public pick a side)
Locations
-
Stacks Below (booby-trapped archive)
-
Ministry of Claims (patent court)
-
Amphitheater (public release event or demagogue rally)
Act Structure
ACT I — Trust & Traps
-
Objectives:
-
Pass Archivist’s trial puzzles (lockword, wiring, logic) or find a smuggler entrance (Stealth).
-
Choose a philosophy: Open Access, Exclusive License, or Distributed Keys (shard the index across guilds).
-
ACT II — Terms & Temper
-
Paths:
-
Open Access: stage a public reveal; secure peer review (skills checks) to prevent dangerous blueprints from slipping.
-
Exclusive License: negotiate with Bleak for funding of labs and guards; craft safety clauses.
-
Distributed Keys: split the index; create a Commons Charter and penalties for violators.
-
-
Complication: A red team steals a fragment (combat/track/negotiation).
ACT III — Culture War
-
Set-Piece: Rattle’s radio show frames you as hero or thief, impacting the vote at the Amphitheater or judgment at the Ministry of Claims.
-
Objectives:
-
Present evidence of benefits/risks; out-argue planted experts; avert a planted bomb scare at the reveal (Perception → disarm).
-
Outcomes & Rewards
-
Open Access:
-
Reward: “Spark of the Commons” perk (research/crafting costs -10%; occasional accidents you must mitigate).
-
Flags:
knowledge_policy = open
.
-
-
Exclusive License:
-
Reward: Funded Lab Wing (unique projects, gated to your faction/settlement), security retainer.
-
Flags:
knowledge_policy = exclusive
,bleak_influence+
.
-
-
Distributed Keys:
-
Reward: Commons Charter Decree (town governance buff, co-op vendors).
-
Flags:
knowledge_policy = federated
.
-
Post-Game Continuations
-
Accidents & Breakthroughs: timed events—prototype explosions, miracle harvests, counterfeit cures.
-
Patent Wars: court cases you can argue, bribe, or expose.
-
Cultural Prestige: museum visitors boost tourism; new Scholar NPCs spawn with errands.
Variants by Mode
-
[CANON]: Index is mundane but powerful; no sci-fi time leaks. Archivist remains mortal; successors chosen by vote or will.
-
[CANON+]: A sealed annex opens: ethically gray cures. Retcon Token can reveal it; you decide publication vs suppression with political fallout.
-
[ELSEWORLD]: The Index includes multiverse annotations; reading it spawns Else-Artifacts (exotic components) and Temporal Footnotes quests (short, weird jaunts without full time travel).
Sample Dialogue
-
Archivist: “Knowledge is a weapon we forgot how to hold.”
-
Ashouri: “Open hands heal faster than closed fists.”
-
Bleak: “Monopoly is just order with a profit margin.”
-
Rattle: “Today’s truth is tomorrow’s trivia—unless we sing it right.”
Encounter Table (archive dives)
-
1–2: Ink Mites (nano-dust that jams optics)
-
3–4: Falling Shelf Maze (Strength/Agility challenge)
-
5: Data Phantoms (holo-guards; Speech/Code to pass)
-
6: Rival Scholars (non-lethal duel; Debate mini-game)
Contract Board Cards (drop-in)
-
Saint’s Procession [Tin Saint] — Escort relic parade; prevent relic thefts. If failed: zealot riots for 7 days.
-
Keys to the Kingdom [Keys & Chains] — Intercept governor key shipment; plant decoys. If ignored:
ai_incidents +20%
regionally. -
Commons Vote [Last Librarian] — Moderate public forum; gather 3 expert testimonies. If failed: patent court tilts to monopoly for 14 days.
Flag Updates (shared schema hooks)
tin_saint ∈ {disarmed_museum, stabilized_shrine, weaponized}
governor_keys_ring ∈ {shut, leaking_decoys, expanded}
piston_pit_status ∈ {open, riot_cleanup}
ai_rights ∈ {outlawed, governed, autonomous}
knowledge_policy ∈ {open, exclusive, federated}
civic_trust: int (−2..+2)
rumor_truth_ratio: float (0..1)
ashen_favor: int
bleak_influence: int
Post-Credits Scheduling (Narrative Director cues)
-
Week 1: Spawn one continuation from each completed arc (festival/procession, key sting, research demo).
-
Every 10–15 days: surface a Loose End (Tungsten’s splinter sect, Vyrja’s upgraded hijacks, Archivist’s rival school).
-
Priority Dials:
-
Diplomacy → tribunal/election follow-ups
-
Heists → shipments, archives, decoy plays
-
Exploration → shrine variants, annex wings, scrapyard spurs
-
Fallout 5 — Three More Fully-Written Side Stories
(each with [CANON] / [CANON+] / [ELSEWORLD] variants, ready to drop in)
QUEST 4 — Whisper Cartel (Eyebot “whisper mail,” smuggling vs lifeline)
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Eyebot relay mesh, embargo/economy, rumor engine, law & civics, heist/stealth
Hook
A gray-market Eyebot courier network—the Whisper Cartel—keeps remote towns alive with meds, intel, and contraband. An embargo is coming. Do you crush it, legalize it, or co-opt it?
Cast
-
Ness Calder — Eyebot wrangler (good-leaning ally)
-
Kasumi Ward — Smuggler & triple agent (gray; romanceable)
-
Gideon “Clock” Reyes — Civic steward (lawful good)
-
Ashen Inspector Voss — Hardline enforcer (bad-leaning)
Locations
-
Signal Ridge (relay nest canyon)
-
Dead-Drop Market (hollowed bus depot)
-
Hall of Ledgers (permit office / tribunal)
Act Structure
ACT I — Ghosts on the Wire
-
Objectives:
-
Track 3 relay pings to map the mesh (Perception/Tech).
-
Intercept a whisper canister (choice: return to sender or open).
-
Choose a partner: Ness (legalize), Kasumi (co-opt), Voss (crackdown).
-
ACT II — Terms of Carriage
-
Plan Options:
-
Legalize & Tax: escort a permit bill through Hall of Ledgers (Speech/Law checks, bribes, evidence of public benefit).
-
Co-opt for Intel: plant routing keys that mirror traffic to your board (Tech/Stealth).
-
Crush the Ring: stage a three-point relay seizure; jam the mesh (Combat/EMP traps).
-
-
Complication: Signal Spoofers hijack an Eyebot to frame you; identify the real source (Forensics).
ACT III — Embargo Run
-
Set-Piece: A vital medical convoy by air will be blocked unless the mesh sings tonight.
-
Objectives:
-
Keep three relays online for 90s each, or reroute through Tunnel Commons (if unlocked), or call in Skyframe (if you own air superiority).
-
-
Fail-Forward:
-
If the convoy fails, Refugee/Outbreak follow-ups spawn; Whisper sympathy rises.
-
Outcomes & Rewards
-
Legalized Network:
-
Reward: “Courier’s Cred” (fast travel/discount with Whisper vendors), Whisper Contract Board unlocked.
-
Flags:
whisper_status = licensed
,civic_trust+
.
-
-
Co-opted Network:
-
Reward: “Whisper Key” (intel pings reveal ambushes/loot for 24h), black-book favors.
-
Flags:
whisper_status = mirrored
,law_vs_crime −
.
-
-
Crushed Network:
-
Reward: Ashen stipends, confiscated goods cache.
-
Flags:
whisper_status = dismantled
,refugee_pressure+
,smuggler_heat+
.
-
Post-Game Continuations
-
Encryption Races (seasonal): craft or crack ciphers for bonuses.
-
Embargo Weeks: stock swings; medicine shortages/boons generate civic quests.
-
Informant Web: Kasumi flips on rivals—or on you.
Variants by Mode
-
[CANON]: Eyebots are tools; morality sits with humans. Laws and permits reshape access.
-
[CANON+]: Declassified memos reveal state collusion in founding the Cartel; spend a Retcon Token to expose or bury it, altering
civic_trust
. -
[ELSEWORLD]: Emergent “Data Flocks” (semi-sentient route AI) ask for custody terms; adoptive settlements gain buffs, rogue flocks spawn weird rumor quests.
Sample Dialogue
-
Ness: “You don’t feed a desert by closing wells.”
-
Kasumi: “Mail is just smuggling with better PR.”
-
Voss: “Relief without oversight is a cartel with a halo.”
Encounter Table (mesh maintenance)
-
1–2: Rust Squall (EMP gust; Tech save)
-
3–4: Cutpurse Kids (non-lethal chase)
-
5: Decoy Drone (tracks you; stealth puzzle)
-
6: Assay Squad (Ashen test unit; parley or fight)
QUEST 5 — Vending March (walking vending machines unionize)
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Robotics workforce, labor/civics, riot & crowd control, economy, crafting buffs
Hook
Walking vending machines form Local 404 to demand maintenance rights and safe routes. A parade permit is denied. Will you recognize the union, impose resets, or build a service co-op?
Cast
-
VENDR-12 “Foreman” — Union leader bot (earnest, literal)
-
Drip — Vending modder (gray; hype man)
-
Cobb Bleak — Magnate (anti-union)
-
Marshal Rhea — City peacekeeper (wants zero body count)
Locations
-
Service Bay 3 (union hall)
-
Boulevard 8 (parade route)
-
Arbitration Floor (civic meeting arena)
Act Structure
ACT I — Terms on Paper
-
Objectives:
-
Gather maintenance logs proving abuse (Investigation).
-
Convince Rhea to allow a supervised march (Speech or deposit bond).
-
Build non-lethal crowd gear (tear-free smoke, foam barriers) or sabotage Bleak’s counter-rally.
-
ACT II — March of the Machines
-
Set-Piece: Parade encounters agitators and an EM pulse trap.
-
Approaches:
-
Protect & Broadcast: keep bots safe, stream testimonies (Rumor engine +).
-
Firmware Reset: force obedience (riot risk; union enrages).
-
Co-op Proposal: craft a Service Co-op Charter (materials + caps).
-
ACT III — Arbitration or Altercation
-
Outcomes:
-
Recognize the Union: contracts for routes, restocking fees, repair quotas.
-
Reset Order: bots compliant; later wildcat strikes ignite.
-
Co-op Ownership: bots + modders share a maintenance guild; Bleak loses leverage.
-
Rewards
-
“Snack Hack Kit” (deploy temporary pop-up vendor in the field, 1/day).
-
“Union Break Room” settlement add-on (stamina regen aura).
-
Bleak’s Retainer (if resets imposed): periodic caps for PR “security”.
World-State Flags
vending_union_status ∈ {recognized, reset_imposed, co_op}
vending_routes_secure: bool
riot_memory: int
(affects future crowds)
Post-Game Continuations
-
Route Strikes: escort missions or negotiation mini-games.
-
Brand Wars: counterfeit snack rings; Drip’s mascots run amok.
-
Festival Contracts: vending boosts at events; theft rings target them.
Variants by Mode
-
[CANON]: Personhood not asserted; it’s labor rights for property.
-
[CANON+]: A sealed patch shows deliberate sabotage-by-neglect; Retcon Token exposes Bleak’s memo, swinging the vote.
-
[ELSEWORLD]: Union pushes limited personhood; bots can testify in court; mascot politics unlock goofy/earnest civic arcs.
Sample Dialogue
-
VENDR-12: “Our uptime is high. Our dignity is zero.”
-
Drip: “Give ’em oil, give ’em rights—maybe a new paint job.”
-
Bleak: “Machines don’t strike. People strike with machines.”
Encounter Table (parade)
-
1–2: Bottle-Rocket Kids (annoying; harmless)
-
3–4: EM Tripwire (Tech to disarm)
-
5: Agent Provocateur (tries to spark riot)
-
6: Mascot Meltdown (overheats; needs quick fix)
QUEST 6 — Queen of the Tunnels (subterranean commons, transport vs sovereignty)
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Underground traversal, smuggling, ecology hazards, settlement logistics, fast-travel unlocks
Hook
A mutated handler, Queen Sable, has unified molerat packs and scavvers to build a subterranean commons linking three settlements. Factions want it: trade boon or den of raiders?
Cast
-
Queen Sable — Tunnel matriarch (gray; fiercely protective)
-
“Bracer” Juno — Ex-Ashen MP (order ally)
-
Dr. Laleh Ashouri — Verdant biologist (eco safeguards)
-
Smelter Pike — Raider toll-lord (bad; wants control)
Locations
-
Mouth of Nine (tunnel entrance slum)
-
Under-Rail Nodes (switchbacks with lift winches)
-
Cavern Bazaar (black-market square)
Act Structure
ACT I — Beneath the Feet
-
Objectives:
-
Survive three hazard rooms (gas pocket, cave-in, blind predators).
-
Negotiate with Sable: she wants toll rights and wildlife protections.
-
Decide your stance: Ally, Hunt, or Regulate.
-
ACT II — Lines in the Dark
-
Paths:
-
Ally (Build Under-Rail): deliver winch parts, map routes, set no-kill zones.
-
Hunt (Purge): bait Pike into a joint raid; eliminate Sable, seize routes (Juno approves, Ashouri furious).
-
Regulate (Toll Charter): craft a Civic-Tunnel Charter: caps split, safety standards, patrol checkpoints.
-
-
Complication: Sinkhole Storm collapses Node B; triage + rebuild timer.
ACT III — The Toll War
-
Set-Piece: Pike attempts to coup cavern bazaar.
-
Objectives:
-
Hold three chokepoints; disable his thermite cages; protect civilians.
-
-
Fail-Forward:
-
If Pike escapes, he becomes Tunnel Nemesis with ambush perks.
-
Outcomes & Rewards
-
Under-Rail Alliance:
-
Reward: “Whispered Passage” perk (fast-travel between linked mouths; stealth bonus underground), tunnel vendor discounts.
-
Flags:
tunnel_commons_state = allied
,trade_efficiency+
.
-
-
Purge & Seize:
-
Reward: “Chokepoint Drill” (fortification placements underground), Ashen favor.
-
Flags:
tunnel_commons_state = seized
,smuggler_heat+
,eco_impact+
.
-
-
Regulated Charter:
-
Reward: “Tunnel Stamp” (reduced random ambushes; legal toll receipts), civic buffs.
-
Flags:
tunnel_commons_state = chartered
,civic_trust+
.
-
Post-Game Continuations
-
Smuggling Booms: occasional contraband waves; choose to tax, seize, or wink.
-
Cave Ecology: invasive predators or fungal blooms → cleanse or cultivate.
-
Tunnel Elections: pick a Warden; policy changes alter encounters.
Variants by Mode
-
[CANON]: Tunnels are physical and political; no living-maze magic.
-
[CANON+]: A sealed pre-War drainage map opens Branch D; Retcon Token reveals new path + liability suits with Ashen.
-
[ELSEWORLD]: Tunnels shift (slowly living rock); geophage swarms re-carve lanes; temporal dead-drops appear (short weird jobs).
Sample Dialogue
-
Sable: “Down here, the roof is heavy and the law is what holds it.”
-
Juno: “Order doesn’t stop at daylight.”
-
Pike: “Pay the dirt—or bleed into it.”
Encounter Table (underground)
-
1–2: Gas Belch (ignite or vent)
-
3–4: Blind Pack (sound stealth challenge)
-
5: Cave-In Micro (Strength to brace)
-
6: Bazaar Pickpockets (non-lethal chase; learn shortcuts)
Contract Board Add-Ons (for these three)
-
“Eyes in the Wires” [Whisper Cartel] — Patch 3 relays before embargo. Reward: intel discount; Risk: smuggler heat.
-
“March Permit” [Vending March] — Secure crowd gear and negotiate route. Reward: settlement stamina aura for 3 days.
-
“Chokepoint Duty” [Queen of the Tunnels] — Hold Node C during a coup attempt. If failed:
tunnel_raids+
for a week.
New/Updated Flags (schema hooks)
whisper_status ∈ {licensed, mirrored, dismantled}
vending_union_status ∈ {recognized, reset_imposed, co_op}
vending_routes_secure: bool
riot_memory: int
tunnel_commons_state ∈ {allied, seized, chartered}
smuggler_heat: int
trade_efficiency: int
eco_impact: int
Fallout 5 — Three More Fully-Written Side Stories
(with [CANON] / [CANON+] / [ELSEWORLD] variants, ready to drop in)
QUEST 7 — Festival of Seeds
Verdant exchange day; sabotage, science, and spectacle collide.
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Agriculture/crafting buffs, festival crowds, bio-forensics, rumor engine, security & staging
Hook
The Verdant Accord hosts a Seed Exchange Festival that can lift three towns out of hunger—unless saboteurs ruin the vaults and blame your allies.
Cast
-
Dr. Laleh Ashouri — Festival chair (good)
-
Gideon “Clock” Reyes — Civic steward (order)
-
Kasumi Ward — Fixer who can source black-market seed lots (gray)
-
Bluehand Cell — Unknown saboteurs (identity varies by path)
Locations
-
Green Court (festival grounds)
-
Cold Vault (seed storage + lab)
-
Proving Circle (demo plots / duel ring)
Act Structure
ACT I — Sprouts & Suspects
-
Scout festival, place security beacons (optional), collect 3 trace samples from a test plot that suddenly wilts (Bio/Tech).
-
Choose stance: Forensics & Diplomacy, Hard Security, or Political Theater (announce a reward & call out rivals on stage).
ACT II — Roots in the Dark
-
Path options:
-
Forensics & Diplomacy: identify a fungal carrier disguised in garlands; flip low-level saboteur.
-
Hard Security: quarantine Cold Vault; search vendors; risk public backlash.
-
Political Theater: stage an open Hybrid Festival adding a combat Proving Circle to distract crowds while you audit the vault (Speech/Showmanship).
-
-
Complication: a spore bomb hidden in a mascot suit; disarm or evacuate (Crowd Control).
ACT III — Harvest or Hysteria
-
Set-piece showdown at the Cold Vault.
-
Decide outcome:
-
Secure Festival (expose saboteur ring; data-heavy, less spectacle)
-
Hybridize Festival (keep seed exchange running + safe spectacle)
-
Scapegoat Rival (frame another faction via planted seed lots)
-
Outcomes & Rewards
-
SECURED FESTIVAL
-
Reward: “Greenwright’s Kit” (farming & antidote crafting -15% mats).
-
Flags:
seed_festival_state = secured
,civic_trust+
,eco_impact−
.
-
-
HYBRID FESTIVAL (Seeds + Trials)
-
Reward: “Proving Circle Permit” (periodic duel events that grant crop buffs).
-
Flags:
seed_festival_state = hybridized
,festival_spectacle+
.
-
-
SCAPEGOATED RIVAL
-
Reward: Confiscated stock (rare seeds), short-term public approval.
-
Flags:
seed_festival_state = scapegoated
,rumor_truth_ratio−
,revenge_clock+
.
-
Post-Game Continuations
-
Seasonal seed fairs with rotating crop effects;
-
Invasive bloom outbreaks (cleanse/cultivate choices);
-
Seed-Rights bill votes that alter vendor inventories and fines.
Variants by Mode
-
[CANON]: Real pathogens, human culprits. The “miracle strain” is simply well bred.
-
[CANON+]: A sealed annex reveals pre-War edits to seed DNA; Retcon Token lets you disclose (boost yields, raise ethics heat) or suppress (avoid backlash, lose buff).
-
[ELSEWORLD]: A few seeds are semi-sentient—they hum at night; “Chorus Plots” confer buffs but attract pollinator swarms events.
Sample Dialogue
-
Ashouri: “Food is a promise. Don’t let them turn it into a threat.”
-
Kasumi: “A market is a garden—someone’s always pruning with a knife.”
-
Reyes: “We will have order, or we will have famine.”
Encounter Table (festival hour)
1–2: Pickpocket Pair (distraction test)
3–4: Spore Haze (mask or cough penalties)
5: Mascot Panic (bomb scare; crowd control)
6: Duel Challenge (settle a dispute in Proving Circle)
QUEST 8 — Trial by Market
Predatory lawfare vs. community defense—win in court or in the alleys.
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Antitrust/civil court mini-game, evidence gathering, heist/sabotage, economy ticks
Hook
A trade magnate (often Cobb Bleak) uses a web of contracts to sue a family stall out of existence, setting a precedent that could crush co-ops across the region.
Cast
-
Cobb Bleak — Plaintiff magnate (bad)
-
Mara “Handspan” Brixton — Caravan quartermaster (good)
-
Émile “Paper” DeCosta — Forger & expert on deeds (gray)
-
Magistrate Iona Vale — Stern but fair judge (lawful)
Locations
-
Hall of Measures (court)
-
Warehouse Delta (evidence: price-fix ledgers)
-
Night Bazaar (jury influence / public forum)
Act Structure
ACT I — Discovery
-
Gather three evidences: sham audit memos, shipping differentials, burner shell companies.
-
Choose approach: Pure Legal, Dirty Hands, or People’s Court (jury & press).
ACT II — Strategy
-
Pure Legal: subpoena Warehouse Delta; run a discrepancy analysis (mini-game) to prove predation.
-
Dirty Hands: stage a document heist; plant a decoy ledger to bait Bleak into perjury.
-
People’s Court: assemble expert witnesses (Mara, a farmer, a competitor) and drive a public referendum that pressures the bench.
ACT III — Verdict Day
-
Courtroom set-piece: counter-argument checks, evidence reveals, surprise witness (Paper flips—if you protected him earlier).
-
Fail-forward: even if you lose, a boycott wave triggers, shifting prices for 7 days.
Outcomes & Rewards
-
CO-OP PRECEDENT (You Win Cleanly)
-
Reward: “Market Guardian” decree (co-op vendors discount; price spikes dampened).
-
Flags:
antitrust_precedent = set_for_coop
,trade_mode → co_op
,bleak_influence−
.
-
-
MAGNATE PRECEDENT (You Lose / He Buys the Court)
-
Reward: hush retainer; access to rare shipments at markup.
-
Flags:
antitrust_precedent = set_for_magnate
,trade_mode → monopoly
,price_index+
.
-
-
HUNG COURT (You Muddle the Case)
-
Reward: time—citizens’ vote scheduled; unlock election arc.
-
Flags:
antitrust_precedent = hung
,civic_trust±
(based on speeches).
-
Post-Game Continuations
-
Counterfeit brand wars;
-
Price inspector raids (you can lead or foil);
-
Trade Prefect election—Mara may run if co-op path won.
Variants by Mode
-
[CANON]: Mundane fraud & contracts.
-
[CANON+]: Declassified bank ledgers show external faction bankroll; Retcon Token to expose (Bleak craters; power vacuum) or bury (quiet favors).
-
[ELSEWORLD]: Strange off-timeline commodities (synthgrain, rust-gold) distort indices; special heists to purge exotic stock.
Sample Dialogue
-
Bleak: “If the law dislikes profit, I’ll buy a better law.”
-
Mara: “We haul for everyone or for no one.”
-
Magistrate Vale: “Facts, not fumes. Present your case.”
Encounter Table (case week)
1–2: Process Server Ambush (served with a counter-suit)
3–4: Ledger Fire (someone torches records; chase)
5: Strike Line (cross or organize it)
6: Night Bazaar Debate (win hearts → jury bias)
QUEST 9 — Blue Ember
Pyro-engineer turns wildfire into a weapon—stop, recruit, or spin a grand lie.
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Wildfire simulation (wind, fuel, slope), controlled-burn crafting, eco-politics, false-flag risk
Hook
A rogue engineer, Sera “Blue Ember” Vayne, harvests rewilded resin to torch Verdant projects she deems dangerous. Fires are spreading. Choose: stop her, recruit her into Controlled Burns, or pin it on eco-extremists to force a truce.
Cast
-
Sera Vayne (Blue Ember) — Pyro-engineer (bad-leaning, recruitable)
-
Bracer Juno — Ex-Ashen MP (order)
-
Dr. Laleh Ashouri — Verdant biologist (ethics)
-
Old Man Rattle — Radio voice (can blame, calm, or inflame)
Locations
-
Resin Fields (collection rigs; volatile)
-
Firebreak Ridge (terrain puzzle; cut lines before wind shifts)
-
Verdant Treefarm (target of the “big burn”)
Act Structure
ACT I — Smoke Signals
-
Investigate two burn sites; map wind corridors and fuel loads (Tracking/Tech).
-
Decide initial posture: Pursue & Arrest, Parley & Recruit, or Spin & Divert (false-flag setup).
ACT II — Line of Fire
-
Pursue & Arrest: chase Sera through ember storms; disable resin tanks or risk a backdraft.
-
Parley & Recruit: help conduct a model controlled burn to prove her thesis; win over Ashouri/Juno.
-
Spin & Divert: plant extremist manifestos; stage a fake claim to force both sides to the table.
ACT III — The Big Burn
-
Set-piece: a crown fire races toward Treefarm.
-
Objectives: deploy firebreak beacons, back-burn at two choke points, and decide whether Sera lives free, is deputized, or is exposed & jailed.
Outcomes & Rewards
-
NEUTRALIZED (Arrest/Eliminate)
-
Reward: “Ashguard Sprayer” (fire DOT resist + foam deployable).
-
Flags:
blue_ember_status = neutralized
,wildfire_risk−
,ashen_favor+
.
-
-
RECRUITED (Controlled Burn Guild)
-
Reward: “Burn Boss Permit” (schedule safe burns → seasonal resource buffs & predator control).
-
Flags:
blue_ember_status = recruited
,controlled_burn_network = true
,eco_impact−
.
-
-
SCAPEGOATED (False-Flag Truce)
-
Reward: Truce Accord (short-term peace; patrol reduction).
-
Flags:
blue_ember_status = scapegoated
,rumor_truth_ratio−
,revenge_clock+
.
-
Post-Game Continuations
-
Wildfire Seasons (windy weeks): emergency contracts, evac missions;
-
Controlled-Burn Contracts (if recruited): periodic buffs to croplands & tunnels;
-
Revenge Cells (if scapegoated): arson strings you must unmask.
Variants by Mode
-
[CANON]: Real fire physics; no supernatural flame.
-
[CANON+]: A sealed Verdant memo shows the Treefarm used unauthorized mutagens; Retcon Token to expose (justify Sera; politics erupt) or bury (keep calm; lose some buffs).
-
[ELSEWORLD]: Blue resin burns cold and lures ember wraiths (new enemy type). Craft Wraith Lamps to repel; rare drops fuel exotic tech.
Sample Dialogue
-
Sera: “Fire is a surgeon when you plan the cut.”
-
Juno: “Order first, cures second.”
-
Ashouri: “A saved forest that costs a city is no salvation.”
-
Rattle: “Blue fire, blue lies—listeners, pick your heat.”
Encounter Table (on a burn)
1–2: Wind Shift (objectives relocate; hazard ups)
3–4: Backdraft Pocket (vent fast or take DOT)
5: Panicked Civilians (escort through smoke)
6: Firebugs (arsonists snipe from heat shimmer)
Contract Board Add-Ons (for these three)
-
“Harvest Watch” [Festival of Seeds] — Guard vaults during closing count; audit 3 lots. If failed:
invasive_risk+
for a week. -
“Antitrust Docket” [Trial by Market] — Serve subpoenas; tail accountant. Reward: co-op discount vouchers.
-
“Controlled Burn Window” [Blue Ember] — Place 4 beacons before wind shift. Reward: settlement crop & pest buff for 5 days.
New / Updated Flags (schema hooks)
seed_festival_state ∈ {secured, hybridized, scapegoated}
festival_spectacle: int
invasive_risk: int
antitrust_precedent ∈ {set_for_coop, set_for_magnate, hung}
price_index: int
blue_ember_status ∈ {neutralized, recruited, scapegoated}
wildfire_risk: int
controlled_burn_network: bool
revenge_clock: int # increments on scapegoat paths, triggers reprisals
Fallout 5 — Three More Fully-Written Side Stories
(with [CANON] / [CANON+] / [ELSEWORLD] variants, ready to drop in)
QUEST 10 — Milk of Rust
Vault X-21 mold-chem that heals pain, seeds dependency, and sparks a public-health war.
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: X-21 bio loops, clinic economy, cartel crime, withdrawal/rehab, law & civics
Hook
A potent analgesic called Milk of Rust—distilled from X-21 molds—sweeps the wastes. Clinics praise it. A cartel weaponizes it. Overdoses rise. What’s the policy?
Cast
-
Dr. Laleh Ashouri — Verdant clinician (harm-reduction advocate)
-
Silas Thrumm — Organ fencer / chem financier (bad; slippery)
-
Sister Karla Vitt — Field nurse (rehab network)
-
Marshal Rhea — City peacekeeper (wants enforceable policy)
Locations
-
Rust Still (hidden distillery)
-
Free Clinic (triage & rehab)
-
Council Rotunda (policy vote / ordinance)
Act Structure
ACT I — Symptoms
-
Audit 3 overdose scenes (Forensics → purity map).
-
Infiltrate Rust Still (Stealth/Bribe/Fight) for sample & ledger.
-
Choose stance: Regulate, Cartel Deal, or Ban + Rehab.
ACT II — Treatment Plan
-
Regulate: draft Clinic Protocol (dosage caps, tracking, Nar-kits); convince Rhea & vendors (Speech).
-
Cartel Deal: secure supply lines, set “quiet streets” quotas; Thrumm pays, but demands territory.
-
Ban + Rehab: raid stills; open Sister Vitt’s shelters; craft detox packs (Chemistry).
Complication: tainted batch triggers a mass event; triage or pursue culprit.
ACT III — The Vote / The Raid
-
Regulate: council vote; you present data; counter cartel intimidation at Rotunda.
-
Deal: convoy ambush en route to new hub; save stock or let rivals burn it.
-
Ban: simultaneous 3-site bust (you can only be at one; others resolve via allies/rolls).
Outcomes & Rewards
-
REGULATED
-
Reward: “Gray Cross Kit” (craft Nar-kits; clinic costs −10%).
-
Flags:
milk_of_rust_policy = regulated
,clinic_capacity+
,overdose_rate−
,cartel_strength−
.
-
-
CARTELIZED
-
Reward: Black-bag stipends, rare chems at markup.
-
Flags:
milk_of_rust_policy = cartelized
,cartel_strength+
,law_vs_crime−
,overdose_rate±
.
-
-
BANNED + REHAB
-
Reward: “Clean Hands” settlement aura (slow HP regen when out of combat).
-
Flags:
milk_of_rust_policy = banned
,rehab_network = true
,cartel_retaliation+
.
-
Post-Game Continuations
-
Clinic Shortages / Surpluses alter vendor pools;
-
Cartel Wars (if deal/banned);
-
Rehab Stories: relapse rescues, community service quests.
Variants by Mode
-
[CANON]: Real pharmacology; no miracle cures.
-
[CANON+]: A declassified Verdant memo shows an early trial cover-up; spend a Retcon Token to expose (stronger regulation; civic trust swings) or bury (stability; ethics hit).
-
[ELSEWORLD]: Rare Blue-strain doses cause pain-memories to manifest (mini ghost-encounters); craft Memory Binders to treat or exploit.
Sample Dialogue
-
Ashouri: “Pain relief without a plan is just a slower death.”
-
Thrumm: “Mercy sells, same as misery.”
-
Karla: “I don’t need saints. I need beds.”
Encounter Table (street checks)
1–2: Bad Batch Panic (crowd control)
3–4: Pushers’ Decoy (fake still)
5: Clinic Break-in (steal records)
6: Ambush Wagon (cartel reclaiming seized stock)
QUEST 11 — Paper Cities
Forged deeds, eminent domain, and who truly owns the dirt.
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Land law, heist/forgery, civic votes, settlement buffs, Ashen survey grid
Hook
Ashen surveyors arrive with pre-War deed books that erase a settlement overnight. Some pages are authentic; others forged. Decide the fate of a city on paper.
Cast
-
Gideon “Clock” Reyes — Civic steward (due process)
-
Émile “Paper” DeCosta — Master forger (knows the tells)
-
Lt. Fallow Pyre — Ashen black-ops (enforcement)
-
“Mayor” Quill — Hidden-in-Plain-Sight leader (organizes resistance)
Locations
-
Survey Camp (records & bribe lockers)
-
Archive Vault (old maps, microfilm)
-
Town Square (referendum / jury)
Act Structure
ACT I — Provenance
-
Collect 4 chain-of-title proofs (microfilm, witness affidavit, soil marker, watermark test).
-
Confront Pyre: offers buyouts if you stand down.
ACT II — Pick a Strategy
-
Trial by Jury: prep case; subpoena surveyors; Speech & Evidence checks.
-
Heist the Archive: steal/scan deed ledgers; expose forgery batch; plant tracers.
-
Found the Commons: draft a Charter declaring use-rights sovereignty; rally three neighborhoods.
Complication: Ashen impose curfew; manage checkpoints or escalate.
ACT III — The Lines Move
-
Court showdown, archive breach, or Commons vote—plus counter-op from Pyre (witness threatened, ledger fire, agitators).
Outcomes & Rewards
-
JURY PRECEDENT (You Win Cleanly)
-
Reward: “Title Guardian” decree (eminent domain checks slowed; settlement build buffs).
-
Flags:
land_policy = jury_precedent
,civic_trust+
,ashen_favor−
.
-
-
COMMONS CHARTER (You Found It)
-
Reward: Commons Workbench (community projects queue; taxes as craft mats).
-
Flags:
land_policy = commons_charter
,trade_efficiency+
,crime_risk±
.
-
-
MAGNATE CLAIMS (You Lose / Sell Out)
-
Reward: Key Parcels deeded to you (fast construction slots).
-
Flags:
land_policy = magnate_claims
,bleak_influence+
,protest_clock+
.
-
Post-Game Continuations
-
Tax Policy Arcs, Squatter Protections, Assassination Contracts (if you cross Bleak/Pyre), Civic Holidays celebrating the charter.
Variants by Mode
-
[CANON]: No supernatural maps; the fight is legal & political.
-
[CANON+]: Declassified Army resurvey proves earlier displacement; Retcon Token to publish (Ashen scandal) or suppress (keep peace).
-
[ELSEWORLD]: Some deed maps shift nightly (Vault geomancy bleed); stabilize with Anchor Beacons or exploit shifting parcels for heists.
Sample Dialogue
-
Reyes: “Law without legitimacy is just stationery.”
-
Paper: “Ink tells the truth if you know where to look.”
-
Pyre: “Property is order. Order is peace.”
Encounter Table (city week)
1–2: Process Server Ambush (counter-suit)
3–4: Ledger Fire (smoke & chase)
5: Checkpoint Clash (non-lethal path possible)
6: Ballot Theft (recover before count)
QUEST 12 — The Salvager’s Daughter
Urban legend “ghost suit,” a missing kid, and the line between myth and exploitation.
Mode Compatibility: [CANON] ✓ · [CANON+] ✓ · [ELSEWORLD] ✓
Systems: Companion rescue, Ghost Suit echoes, arena training, con-rings, grief/closure arcs
Hook
A scavenger’s kid—Leda Wrench—vanishes chasing rumors of a “ghost suit” haunting a scrapyard. Is it a con, a projector, or a true Iron Mind echo?
Cast
-
Kiva Wrench — Demolitionist parent (tough, terrified)
-
Old Man Rattle — Rumor bard (spreads the legend)
-
Foreman Knell — Scrapyard boss (takes a cut)
-
Aria-9 — Iron Mind fork (senses echoes)
Locations
-
Gibson Scrapyard (maze of stacked shells)
-
Projector Den (con-ring hideout)
-
Arena Annex (training stage)
Act Structure
ACT I — Echoes in Tin
-
Follow 3 rumor trails (Rattle’s song, ticket stubs, specter sighting).
-
Inspect light scatter with Tech → projector rig… but also faint genuine AI ping.
ACT II — Hoax, Echo, or Both
-
Rescue & Recruit: dismantle con ring; recover Leda; locate the genuine echo core; invite it to anchor at your arena.
-
Expose the Hoax: stage a public unmasking; fine Knell; fund Leda’s schooling with damages.
-
Sell the Projector: take the rig to museum/collector; use payout to establish an Orphan’s Fund (Kiva ambivalent).
Complication: rival scavvers try to seize both kid and gear mid-rescue.
ACT III — The Debut / The Farewell
-
If echo is real, stage “The Gentle Bout”—an arena exhibition where the echo trains footwork as a holographic coach.
-
If hoax only, host a Truth Night to rewrite the rumor and break the ring.
Outcomes & Rewards
-
ECHO RECRUITED
-
Reward: “Echo Spar” (arena daily: +timing window for next fight), unique training events.
-
Flags:
salvagers_daughter_outcome = echo_recruited
,ghost_echoes_enabled = true
,arena_events+
.
-
-
HOAX EXPOSED
-
Reward: Community Goodwill, Rattle’s Ballad boosts
rumor_truth_ratio+
. -
Flags:
salvagers_daughter_outcome = hoax_exposed
,knell_influence−
.
-
-
PROJECTOR SOLD
-
Reward: Orphan’s Fund Deed (settlement stipend to child NPCs; periodic thank-you gifts).
-
Flags:
salvagers_daughter_outcome = projector_sold
,museum_prestige+
.
-
Post-Game Continuations
-
Arena Training Weeks (if echo): skill challenges vs Ghost sparring partners;
-
Con-Artist Reprisals (if exposed/sold): ambushes, smear songs;
-
Leda’s Growth: later becomes a junior engineer companion if mentored.
Variants by Mode
-
[CANON]: Echo remains spectral; no body transfer.
-
[CANON+]: A sealed body-anchor shell exists; spend a Retcon Token to enable a one-time embodiment for the echo during big events.
-
[ELSEWORLD]: Echo can inhabit a loaner chassis occasionally; “memory duels” spawn rare Soul Core drops.
Sample Dialogue
-
Kiva: “Find my kid. The ghost can wait.”
-
Rattle: “Some lies grow legs. This one grew gloves.”
-
Aria-9: “A memory asked me to breathe. I am still learning how.”
Encounter Table (scrapyard)
1–2: Falling Stack (brace or reroute)
3–4: Ticket Thugs (non-lethal subdual possible)
5: Static Surge (jammed optics)
6: Echo Flare (brief panic; harmless, spooky)
Contract Board Add-Ons (for these three)
-
“Rust Protocol” [Milk of Rust] — Deliver Nar-kits to three districts before nightfall. Reward: clinic discount for 72h.
-
“Anchor the Charter” [Paper Cities] — Post civic notices at 6 parcels; intercept arsonists. Reward: build speed +10% for a week.
-
“Echo Exhibition” [Salvager’s Daughter] — Host a training bout; keep crowd safe. Reward: +timing window buff for 24h.
New / Updated Flags (schema hooks)
milk_of_rust_policy ∈ {regulated, cartelized, banned}
clinic_capacity: int
cartel_strength: int
overdose_rate: int
rehab_network: bool
cartel_retaliation: int
land_policy ∈ {jury_precedent, commons_charter, magnate_claims}
protest_clock: int
salvagers_daughter_outcome ∈ {echo_recruited, hoax_exposed, projector_sold}
ghost_echoes_enabled: bool
arena_events: int
museum_prestige: int
knell_influence: int
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