[Fallout 5] Character Pack — “Pike, Sable-12, and BARRAGE-99”
1) High-Concept
A lone drifter in a dust-scarred cowboy hat rides a synth gorilla into battle. At their flank: a towering, hyper-tactical robot ape with a mini-Gatling and a bandolier that seems to spit grenades forever. They don’t pledge banners. They take jobs. They vanish. But if you read them right—and pay the right price—you can persuade them to fight by your side.
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Player Hooks: Rare mounted traversal/combat moments, explosive-heavy tactics, and negotiation-driven recruitment.
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Alignment: Drifter/Pragmatic. Will work with you or anyone for the right cause, but resists permanent affiliation.
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Where they fit: Post-Institute wasteland with black-market synth parts, rogue labs, and faction tug-of-war for advanced war-apes.
2) Cast
Cassian “Pike” Hollister — Drifter & Shotgun Artist
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Look: Sun-bleached duster, sun-cracked gloves, holstered shorty shotgun with a lariat-style sling. Dust mask hangs loose like a bandana.
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Vibe: Quiet ironist; speaks when there’s reason. Think caravan-gunhand who learned to out-plan ambushes, not out-yell them.
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S.P.E.C.I.A.L. Sketch: STR 4 / PER 7 / END 5 / CHA 6 / INT 6 / AGI 8 / LCK 5
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Signature Perks:
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Holster Trick: After re-holstering, first shot from a shotgun gets +25% VATS hit chance and +50% stagger.
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Dustline Gambit: +15% crit chance for 10s after dismounting Sable-12.
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Handshake Clause: Speech checks vs. mercs/raiders get +2 ranks if you offer shared salvage rights.
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Likes/Dislikes:
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Likes: fair splits, clever ambushes, freeing exploited synths/creatures.
– Dislikes: slavers, needless cruelty, “forever wars” in the wastes.
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Sable-12 — Synth Gorilla Mount (Rideable)
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Origin: Institute offshoot program—combat-mobility primate frame; escaped during a lab mutiny. Pike helped it bolt the doors.
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Behavior: Protective, observant. Communicates with sign-like gestures and short vocoder clicks (understood via Pike’s hand-signs).
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Moves (when mounted set-piece is active):
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Vault & Pummel: Leaping mount vault that staggers targets in a cone.
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Bunker Carry: Raises forearms to give the rider +DR while reloading or healing.
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Overwatch Climb: Scales ruined buses/boxcars to create vertical angles for Pike’s shotgun work.
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BARRAGE-99 — Strategic War-Ape (Synth/Robot Hybrid)
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Frame: Eight-foot composite chassis, stabilized hip-gimbal mini-Gatling, grenade-printer backpack (micro-forge + explosive slurry).
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Personality: Calculating tactician with clipped, dry humor. Tracks angles, shrapnel cones, and friendly positions constantly.
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Signature Systems:
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Micro-Forge Bandolier: “Endless” grenades lore-wise; gameplay: cooldowns + craftable catalyst cells.
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Shrapnel Accounting: After 1 companion perk upgrade, grenades no longer damage allies.
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Target Prioritizer: Auto-marks heavy gunners, suiciders, and snipers for the squad HUD.
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3) Encounter & Recruitment
First Sighting: “Three Shadows Cross the Sun”
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Where: A railyard overrun by raiders selling synth parts. On approach, you see a shock-and-awe triangle: Pike on Sable-12 charging boxcars while BARRAGE-99 lays suppressive rings of fire.
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Outcome: They’re extracting a crate labeled G-PRIME ENCEPHAL CORE (gorilla cognition module). The trio refuse your help—unless you persuade or tactically aid by flanking the raider mortar team.
Follow-Up Lead: “The Long Lariat”
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Ask: Pike will parley at a neutral barge-market (floating scrap docks). He offers a contract: help install the stolen core in an abandoned zoo lab to free captive primate frames.
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Complications:
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Spark Rats (tinkerers) want to buy the core.
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Ashen Reign enforcers want to conscript BARRAGE-99.
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Hidden-in-Plain-Sight Rebels want the gorillas as settlement defenders.
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Recruitment Terms (Branching)
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Speech/Barter Path: Offer salvage cuts, a neutral-ground clause, and a “no flag, no oath” contract—temporary companionship.
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Action Path: Successfully defend the lab during installation without harming any liberated frames.
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Ethics Path: Choose to free the captive primates instead of selling them; Pike gains strong affinity.
If recruited: You get Pike (primary companion) with Sable-12 surfacing in certain set-piece spaces (can’t be ridden everywhere). BARRAGE-99 can be toggled as a support companion (Dogmeat-slot equivalent) or reserved for contract missions to keep balance.
4) Personal Questline: “Saddle & Circuit”
Q1: “Open the Cage, Close the Book”
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Beat: Secure power, coolants, and a clean neural bath for the G-PRIME install.
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Encounters: Doomsday robots wandering out of a sealed sub-basement (your engineer companion from elsewhere can add a non-lethal override if you’ve met him).
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Decision: Save a damaged gorilla who’ll be unstable (hard fight later) or scrap it for parts (BARRAGE-99 disapproves).
Q2: “Bounty With No Signature”
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Beat: A bounty circle posts contracts for Pike’s head or BARRAGE’s chassis. Pick the counter-bounty route: set traps, flip ambushes.
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Optional Tactic: Walk a walking vending machine vendor through the killbox as bait; earn Pike’s respect if you keep the vendor unharmed.
Q3: “The Axiom of Grenades”
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Beat: BARRAGE-99’s micro-forge needs a catalyst rare in the ruins of a pre-war munitions college.
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Puzzle: Route coolant through cracked steam tunnels while Sable-12 holds the upper catwalk.
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Payoff: Unlock Grenade Modes (Frag | Concussion | EMP | Smoke). Toggle in Pip-Boy.
Q4 (Final): “Hands Don’t Hold Flags”
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Beat: Three factions pull: conscription (Ashen Reign), sanctuary (Verdant Accord), or black-ops purchase (Spark Rats).
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Endings:
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Independence: Help them ghost the factions. Pike stays recruitable; Sable-12 and BARRAGE rotate in on call-contracts.
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Sanctuary: Assign them as rotating settlement defenders (periodic “Gorilla Ride-By” events).
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Conscription: Powerful gear reward, but Pike leaves if you force a collar.
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Black-Ops Sale: Big caps/tech, but BARRAGE becomes a future boss—calculating, not vengeful—testing your tactics later.
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5) Companion Mechanics & Upgrades
Affinity Triggers
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Pike Likes: Paying labor fairly, freeing captives, out-thinking firefights, non-exploitative trade.
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BARRAGE Likes: Efficient positioning, trap use, EMP versus synth-abusers, sparing ammo (ironically).
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Sable-12 Likes: Non-lethal takedowns, rescuing animals, avoiding flame weapons in wildlife zones.
Perk Track (Player Gains)
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Rank 1 — “Split the Take”: +10% more components from mech/synth corpses.
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Rank 2 — “Stacked Angles”: +10% damage from the second attack on a marked target within 5s (BARRAGE marks).
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Rank 3 — “Ride or Rise”: Once per combat, dismount leap grants brief slow-time (VATS boost) and +DR while reloading.
Equipment & Craftables
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Pike’s Shotgun “Lariat”: Tight spread when holstered > quick-drawn; wider when spammed.
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BARRAGE Grenade Modes: Crafted at Grenade Loom (new bench): choose payloads per encounter.
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Sable-12 Armor Plating: Ceramic, tempered glass, and synth-mesh options (trade speed vs. tank).
6) Combat Roles (Tactical Triangle)
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Pike (Skirmisher): Close-range control, staggers, corner-peels. Uses cover dances set by BARRAGE’s suppressive lines.
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Sable-12 (Mobility/Anchor): Moves you to vertical or flanking positions; brief “Bunker Carry” while you plate up.
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BARRAGE-99 (Control/Artillery): Marks priority targets, rotates grenade types, maintains safe shrapnel arcs.
Synergy Example:
EMP → mini-Gatling melts shielded bots → Pike vaults from Sable-12 to finish with a Holster Trick crit.
7) Dialogue Samples
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Pike, first parley: “I ride for contracts and clean exits. You want me on your side, you cut me in and keep me out of flags.”
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BARRAGE-99, scanning: “Triangulation complete. Suicider at azimuth ten. Recommend smoke, then buckshot.”
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Pike, approving a rescue: “Open the cage, close the book. Debt paid.”
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Sable-12: Two sharp clicks, a flat palm, then a circle in the air—Pike nods. “He says you smell like cordite and second chances.”
8) World Integration & Faction Reactions
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Institute Remnants: View Sable-12 as stolen IP; may send “retrieval” synths.
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Spark Rats: Offer illegal upgrades for BARRAGE’s micro-forge (riskier blast radius until Shrapnel Accounting perk).
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Ashen Reign: Wants BARRAGE for campaign shock troops; will escalate if refused.
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Hidden in Plain Sight Rebels: Sanctuary route—gorilla sentry perches, alarm beats on rooftops.
9) Radiant & Side Content
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“Rope, Rail, Repeat”: Escort a railcar across sniper alleys; Sable-12 provides moving cover.
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“Banana Oil Black-Market”: Stop counterfeit synth-primate coolant (poisons frames).
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“Walk, Don’t Boom”: Disarm a grid of doomsday robots without triggering; BARRAGE narrates probability like a chess clock.
10) Systems Notes (Implementation)
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Mounted Moments: Limited to designated spaces (yards, freeways, zoo terraces) to keep balance/performance tight. Transition prompts appear near scalable geometry.
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Grenade Economy: “Endless” via cooldown + catalyst cells (crafted). Higher ranks reduce cooldown; never truly infinite during a single fight.
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Dual-Companion Option: Toggle BARRAGE as “support unit” (reduced body-block, calls, marks, limited fire) or full companion (heavier presence, less stealth).
11) Rewards & Blueprints
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Grenade Loom (Settlement Bench): Craft/queue payloads, set default BARRAGE loadout, assign settlement gorilla patrols if sanctuary ending.
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Shotgun Mod: Lariat Slide: Faster quick-draw animation; crit window after holster.
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Companion Card: “Hands Don’t Hold Flags” — increases payout from contract-type quests by 10%.
12) Epilogues (by Ending)
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Independence: You catch their dust sometimes—fresh hoof-prints (knuckle-prints?) and a single grenade pin on a post.
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Sanctuary: Kids talk about the “big metal monkey” counting stars on the water tower.
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Conscription: A supply officer files immaculate reports; Pike’s signature is missing.
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Black-Ops Sale: Months later, a calm voice on a ridge: “Wind’s wrong. Your trap favors them.” It’s BARRAGE—testing you.
13) Quick GM/Designer Hooks
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Drop them into a late-game firefight as neutral third party—players choose to earn their respect in seconds.
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Use Sable-12 to teach verticality and dismount timing.
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Use BARRAGE’s marks to teach players target priority and grenade discipline (then reward it with Shrapnel Accounting).
[Fallout 5] “Pike, Sable-12, and BARRAGE-99” — Expansion Kit
1) Cinematic Intro Beats (Playable Setpiece)
Mission: Three Shadows Cross the Sun (tutorial + teaser for recruitment arc)
Cold open:
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Dusty railyard at blue hour; raiders auction synth parts under floodlights.
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Playable stealth crawl: player threads catwalks; below, BARRAGE-99 paces out a firing arc, laser rangefinder ticking.
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Setpiece trigger: a whistle. Pike vaults onto Sable-12, shotgun quick-draw (Holster Trick). BARRAGE opens with controlled mini-Gatling.
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Player agency: flank the mortar nest or snipe the caller. Optional: drop a Walking Vending Machine down the ramp to cause panic—bonus if it survives.
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Exit beat: Pike ropes the crate labeled G-PRIME ENCEPHAL CORE to Sable-12’s saddle. “No flags. No witnesses.” Fade to title card.
2) Quest Scripts (Stage-by-Stage)
Q1: Open the Cage, Close the Book
Objective: Install the G-PRIME core in an abandoned zoo lab to free captive primate frames.
Stages:
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Scout the Lab: Clear ferals; power up coolant loops (3 valves).
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Defend the Install (2 waves):
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Wave A: Spark Rats tinker squads using arc nets (EMP weak).
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Wave B: Ashen Reign breachers (frag-resistant; weak to smoke + flanks).
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Moral fork: A damaged primate frame (Sable-05) is unstable.
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Save: Sable-05 becomes a rare random ally who may panic in flames (later fixable).
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Scrap: +components, BARRAGE disapproves; later boss variant is stronger.
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Fail states: Any primate killed by your explosives → Pike affinity −, recruitment locked this quest cycle.
Rewards: Bench schematic: Grenade Loom; Companion Perk Rank 1 Split the Take.
Q2: Bounty With No Signature
Objective: Counter-bounty against mercs hunting Pike/BARRAGE.
Tools unlocked: Shrapnel Accounting tutorial—safe grenade arcs after upgrade.
Encounter design:
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Place tripwires and decoys (old Eyebots with voice loops).
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Optional pacifist variant: hack contracts board, spoof bounty into a rival camp.
Success conditions: Keep civilian vendor alive (if used as bait) → Pike unique line + affinity.
Q3: The Axiom of Grenades
Objective: Source catalyst Nitra-X at a pre-war munitions college.
Puzzle loop:
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Redirect steam pressures to cool a vault corridor (valves act as timed plates).
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Sable-12 holds a catwalk against suiciders (player can mount for stagger cone).
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BARRAGE provides Mark Priority HUD pips on shielded bots.
Unlock: Grenade modes (select in Pip-Boy): Frag | Concussion | EMP | Smoke.
Upgrade card: reduce cooldowns with catalyst cells craftable at the Loom.
Q4: Hands Don’t Hold Flags (Finale)
Objective: Resolve faction tug-of-war.
Branches:
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Independence: Forge new ID slates; escort convoy through sniper alleys.
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Sanctuary: Assign trio as rotating defenders; settlement events unlock.
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Conscription (Ashen Reign): Gear reward; Pike leaves if coerced.
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Black-Ops Sale (Spark Rats): Big tech; BARRAGE-99 becomes an optional future boss who “tests” your tactics (non-personal, chess-like).
3) Companion Framework (Behavior & Affinity)
Pike — Skirmisher AI Package
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Combat: favors close cover hops, Holster Trick openers, staggers after your EMPs.
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Tactics Calls: whispers “Left push / high perch / smoke cut” (subtle HUD pips).
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Likes: fair splits, liberation, non-exploitative trades, trap creativity.
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Dislikes: collateral on non-combatants, slavers, “flag oaths.”
Sable-12 — Rideable Mobility Anchor
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Commands: Mount, Vault & Pummel, Bunker Carry, Overwatch Climb.
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Environmental Ethics: dislikes flame weapons near wildlife; gains calm if you use smoke instead of fire.
BARRAGE-99 — Control/Artillery
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Mark Priority: flags heavies, suiciders, snipers; +10% damage on second hit (Perk synergy).
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Shrapnel Accounting: after upgrade, ally-safe blast cones; HUD shows white arcs (safe) vs red (unsafe).
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Wit: dry, clipped. “Probability of regret: modest. Proceed.”
Affinity beats (short scenes):
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Fair Divide: You overpay a scav crew that helped; Pike offers to take less.
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No Collars: Free a branded caravan animal; Sable-12 taps chest twice (approval).
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Spent Brass: BARRAGE quietly collects your shells for recycling—approve to unlock ammo craft discount.
4) Radiant “Contract” Generator (Repeatable Content)
Contract types: Escort (neutral caravan, walking vending machine), Counter-Ambush, Extraction, Demo Job (non-lethal demo charges), Hunter-Killer (against doomsday robots).
Difficulty scaler: Pulls from world state (faction control, weather, time).
Boons:
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+caps, +catalyst cells, chance for Lariat Slide shotgun mod.
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Hidden tracker: complete 5 contracts without civilian casualties → secret Pike story vignette.
5) Items, Crafting, & Stats (Tunable)
Pike’s Shotgun “Lariat”
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Base: Tight 6-pellet cluster when quick-drawn from holster; +50% stagger, +25% VATS hit chance for first shot after holster.
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Drawback: Wider spread and −10% damage if spam-fired without re-holster window.
Grenade Loom (Settlement Bench)
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Inputs: Catalyst Cell + scrap + payload agent.
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Modes:
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Frag: standard AOE, high limb damage.
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Concussion: no-kill vs. friendlies, heavy stagger.
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EMP: drains shields, stuns bots/synths, minor to organics.
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Smoke: LOS break, +stealth, reduces enemy accuracy.
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Sable-12 Armor Sets
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Ceramic Mesh (Light): +speed, −DR.
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Synth-Weave (Balanced): neutral.
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Tempered Plate (Heavy): +DR, −climb speed, mount vault cooldown +2s.
6) Dialogue Trees (Recruitment Parley at Barge-Market)
Opener:
Pike: “I ride for contracts and clean exits. You want more, you make the math sing.”
[Speech 1 | CHA 6 + Barter perk]
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Offer salvage parity + neutral-ground clause.
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Pike: “No flags, no oaths. Put it in writing.” → Temporary Companionship Unlocked
[Action Proof]
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Show the mortar dogtags from the railyard flank.
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Pike: “Silent work, clean edges. I’m listening.” → Affinity boost
[Ethics Pledge]
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“No sale of liberated frames. Sanctuary or free roam only.”
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Sable-12: click-click, palm sign. Pike: “He says you smell like second chances.” → Permanent Recruit (after Q1 success)
[Greed Angle]
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“Spark Rats will triple our cut if we hand over the core.”
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BARRAGE: “Note: profit maximization conflicts with stated ethics. Updating trust model.” → Locks Ethics path; opens Black-Ops sale later
7) Location Design Notes
Broken Railyard
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Vertical loops: stacked boxcars with crane paths; mortar nest overlooks choke.
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Secrets: Hidden ammo grotto beneath fuel tanks (safe if you vent vapors first).
Abandoned Zoo Lab
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Zones: Aquatic wing (coolant lines), Primate Atrium (defense arena), Maintenance Tunnels (Doomsday robots trickle).
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Environmental story: scribbled equations + simian sketches; “Hands Don’t Hold Flags” scrawled over Institute signage.
Munitions College
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Classrooms: explosive math chalkboards; chemistry benches become Loom tutorial.
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Boss room (optional): Shielded turret professor—turns pages, fires; EMP teaches counterplay.
8) Unique Encounters & World Hooks
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Hidden-in-Plain-Sight Rebels: if you aided them earlier, they send rooftop drummers to signal gorilla patrols—free early warning in settlement defense.
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Spark Rats Heist: moving rail cache packed with arc nets; Pike insists on non-lethal smoke dominance.
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Ashen Reign Press Gang: attempt to collar BARRAGE; choose: bluff, buy time, or spring trap.
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Doomsday Robots: your engineer companion can retrofit one into a non-lethal “decoy boomer” (strobe + noise, no blast) to please Sable-12.
9) Companion Banter (Short Lines)
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Pike (on your careful play): “You count seconds. That’s the only math that matters.”
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BARRAGE (on grenade restraint): “Mercy is simply optimized shrapnel. Approved.”
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Sable-12: soft trills; taps twice, points to your feet. Pike: “He says keep your stance under you.”
10) Settlement Integration (Sanctuary Ending)
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Patrol Card: “Gorilla Ride-By” event—Sable-12 + two freed frames circle perimeter at dusk; −chance of night raider attacks.
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Bench Perk: Grenade Loom workers craft 1 free Smoke every 48 in-game hours.
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Visitor Scene: Kids on the water tower counting stars with BARRAGE; small +Happiness.
11) Boss Variant: BARRAGE-99 (if sold)
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Arena: storm-lit viaduct with reflective puddles; BARRAGE uses reflections to pre-aim (audio cue: servo chirp).
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Phases:
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Target Prioritizer: marks your heavy; you must reshuffle roles.
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Grenade Cycling: teaches counters—Frag (spread), EMP (disengage power armor), Smoke (flank).
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Mercy Test: spare him at 10%—he stands down, “Analysis complete. You qualify.” Unlocks Target Prioritizer wearable HUD mod.
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12) UI/UX & Accessibility
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Mount Prompt: context-sensitive on scalable geometry; brief slow-time on first dismount of combat (Perk Rank 3).
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Shrapnel Arcs: colorblind-safe textures; toggles in Accessibility.
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Callouts: Minimalist compass pips for BARRAGE marks; can be switched to audio-only beeps.
13) Balance & Tuning Guardrails
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Mounted moments limited to flagged spaces to preserve stealth and level flow.
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“Endless grenades” are cooldown-gated; catalyst cells cap burst frequency.
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Pike’s quick-draw is window-based; spam loses accuracy and damage to avoid cheese.
14) Light System Stubs (for implementers)
Affinity (pseudo-JSON)
Grenade Loom Recipe (data sketch)
15) Collectibles & Lore
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Holotape — “Counting Angles”: Pike teaching a caravan kid how to read wind around railcars.
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Note — “Shrapnel Ledger”: BARRAGE’s tally of saved vs. spent grenades; deadpan joke in the margin.
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Graffiti: “Hands Don’t Hold Flags” motif appears in random liberated zones after Q1.
16) Future Hooks & Crossovers
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Eyebot Variants: Pike can fit an Eyebot with a “handshake” light—turns hostile patrols neutral for 10s if they share faction.
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Super Mutant Variants: Albino “Bone-Singer” reacts to smoke by howling; BARRAGE counters with concussive blasts.
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Walking Vending Machines: contract chain culminates in a vendor who sells Catalyst Happy Hour packs at dusk.
17) Quick Use Cases (Designers/GM)
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Drop the trio into a late-game siege as a neutral third party—let player earn their exit fee in real time.
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Use Sable-12 to tutorialize vertical combat without breaking stealth philosophy.
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Gate EMP grenades behind Axiom of Grenades so bot-heavy regions open up naturally.
[Fallout 5] Pike • Sable-12 • BARRAGE-99 — Implementation Add-On (No repeats)
1) Quest Stage Fragments (Papyrus-style stubs)
MQ_PSB_01 “Open the Cage, Close the Book”
MQ_PSB_03 “The Axiom of Grenades” — valve puzzle gate
2) Companion AI Behavior Trees (high-level)
Pike_BT
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Root → CombatSelector
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If PlayerEMP_Active → CloseGap(7m) → QuickDrawShotgun → StaggerFollowup
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If BARRAGE_Marks>0 → FlankToMark → BuckshotBurst
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Else CoverDance → ReloadInBunkerCarryZone
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Non-Combat → ScoutSelector
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PingLoot (calls out high-value scrap)
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Negotiator (auto-approach neutral merc captains, opens barter line)
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Blackboard: PlayerEMP_Active
, MarkLocations[]
, BunkerCarryZone
, AmmoState
, ThreatClass
Sable12_BT
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Root → MountableGuard
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If PlayerMounted → PathToPerch (prefer climbable nodes) → StabilityPose
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If GrenadeIncomingNearPlayer → ShieldArms (Bunker Carry)
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If ChargeOpportunity (cone of clustered enemies) → Vault&Pummel
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Ethics Hooks: Avoid flame in wildlife zones → reroute path
BARRAGE99_BT
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Root → TacticalController
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MarkPriority(heavies,snipers,suiciders)
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GrenadeCycle (Frag→Concussion→EMP→Smoke; respects cooldowns & ally-safe arcs)
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SuppressiveSpiral (mini-Gatling sweeps that herd enemies into Pike’s flank)
-
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Resource Subtree: MicroForge checks
CatalystCells>0
; if 0, switch to AmmoSaver pattern
Signals: ShrapnelArcSafe
, CatalystCells
, LOSMap
, AllyInBlast
3) Data Tables (tunable)
Items.csv (excerpt)
Grenade modes (JSON schema)
4) Contract Generator 2.0
Inputs: worldState (faction control %, weather, time), playerStyle (stealth vs. loud score), resourceNeed (caps/cells/components)
Algorithm:
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Weight contracts by worldState (e.g., Ashen pressure > 60% → more Press Gang Intercepts).
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Pick venue archetype: bridge, canyon, rooftops, storm field, subway causeway.
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Attach twist: false-flag bounty, EMP storm squall, gorilla-safe zone, walking-vendor escort.
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Success bonuses: “Clean edges” (no civilian harm), “Math sings” (under time), “No flags” (no faction reputation hit).
New Contract Types (fresh):
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Relay Cut: sever three comm relays without lethal force (Smoke + Concussion optimal).
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Decoy Choir: deploy three hacked Eyebots broadcasting conflicting orders; hold area until upload completes.
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Stairwell Denial: vertical defense in an office stack; Sable-12 runs ammo lifts between floors.
5) New Locations (fresh blockouts)
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Glasshouse Conservatory: humid biome with breakable panes; Smoke blooms faster, fire spreads slower.
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Sodium Flats Viaduct: wind-shear affects grenade arcs; BARRAGE compensates (reduced scatter if active).
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Cantilever Silo 7: nested catwalks over a munitions pit; perfect for Overwatch Climb tutorials.
6) Faction Micro-Arcs (branchable one-shots)
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Verdant Accord — “Quiet Guardians”: Plant acoustic sensors; Sable-12 learns Silent Vault (no aggro on vault land).
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Ashen Reign — “Paper Oaths”: Forge conscription contracts; pass Linguistics check to insert exit clauses for NPCs (Pike approves).
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Spark Rats — “Blue Fuse”: Prototype sticky-smoke; if tested safely, unlock Smoke+Concussion combo (short stun inside smoke).
7) Synergy Combos (new)
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“Stagger Ledger”: Concussion → Pike Pellet Pierce (temporary +armor pen) if shot within 1.5s.
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“Perch & Peel”: Sable-12 perch → BARRAGE smoke curtain → Pike dismount quick-draw grants 2s partial invisibility.
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“EMP Ledger”: EMP on a shielded captain flags Weak Node → hitting node refunds 1 Catalyst Cell (10% chance).
8) VFX/SFX & Audio Direction (fresh beats)
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Shrapnel Arc HUD: tessellated ring that snaps from dashed (unsafe) to solid (safe) when ally-safe calc resolves.
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BARRAGE Mini-Gatling: rising tri-chirp before full spin; sidechain ducking on player gun to keep callouts clear.
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Sable-12 Footfalls: surface-aware thuds; muted in Silent Vault skill.
Music stingers (3 cues):
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“No Flags”: sparse dobro + tape-echo percussion when a contract completes without rep loss.
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“Second Chances”: soft synth pads when freeing captives.
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“Counting Angles”: polymeter snare when you align two flanks within 3s.
9) UI Wireframes (descriptions)
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Mount Radial (contextual): 4-slot – Mount / Vault & Pummel / Bunker Carry / Overwatch Climb. Greys out if vertical path blocked.
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BARRAGE Loadout Tile: 4 grenade icons with cooldown rings; click to pre-queue next grenade (shows “Next” tag).
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Mark Pips: minimal diamond above enemies; second-hit buff indicator animates as a short halo pulse.
10) Achievements (new set)
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Hands Off My Flag: Resolve finale with independence, no faction rep loss.
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Angles Make Money: Land Holster Trick crit within 2s of dismount three times in one fight.
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Mercy Math: Clear a bounty contract using only Smoke + Concussion (no kills).
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Spent Brass Ledger: Recycle 200 casings at the Loom after BARRAGE’s scene.
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Silent Vault: Complete a vertical map without triggering an explosive.
11) Accessibility & Options (additions)
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Audio Callout Mode: BARRAGE verbalizes mark types (“Suicider—left ten”) with configurable verbosity.
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Aim Assist for Arcs: optional auto-snap of safe shrapnel arcs to avoid ally damage (on by default on Easy).
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Haptics: short pulse on safe-arc lock; long pulse on unsafe throw cancel.
12) QA Test Matrix (targets)
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Mount → Dismount Window: verify crit window timings across 30/60/120 FPS.
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Ally-Safe Grenades: 100 throws across 5 biomes; ensure no friendly damage post-upgrade.
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Valve Puzzle Failover: closing/reopening valves never deadlocks; steam pressure var resets on cell reload.
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Vendor Escort: pathing around debris with Smoke active; ensure vendor doesn’t panic into blast cones.
13) Modding Hooks (schemas)
Companion Affinity (YAML)
Contract Template (JSON)
14) Save/State Flags (minimal set)
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PSB_CoreInstalled
(bool) -
PSB_PrimatesFreed
(int count) -
PSB_BarrageAllySafeUnlocked
(bool) -
PSB_ContractCleanEdgesStreak
(int) -
PSB_FinalRoute
(enum: independent|sanctuary|conscription|blackops)
15) Storyboard (new shots)
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Blue Hour Lattice: player silhouette through truss; three shadows cross floodlights.
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Gorilla Vault Closeup: Sable-12 forearm plates clack; Pike’s boot clears shoulder.
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Arc Net Bloom: Spark Rat net unfurls; EMP pulse cancels it mid-air.
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Shrapnel Safe: grenade arc flips from dashed to solid; throw releases.
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Quiet Exit: crate lashed; BARRAGE scans horizon; Pike tips hat without words.
16) Boss: Sable-05 (Unstable) — optional branch
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Arena: greenhouse with sprinkler loops; water conducts arc nets unpredictably.
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Phases:
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Panic Flurry: random charge lanes; Smoke calms route selection.
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Mirror Rage: mimics last heavy attack used on it—bait with non-lethal to open a safe takedown.
-
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Mercy Outcome: sedate via Concussion + net → rehabilitate at settlement → unlock Animal Calm aura (+stealth vs. wildlife).
17) Fresh Banter Packs (short)
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Pike (after perfect flank): “Edge found. Cut there again.”
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BARRAGE (EMP success): “Armor is a suggestion now.”
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Sable-12: low trill, double tap to the ground — Pike: “He wants high ground. Let’s climb.”
18) Economy & Crafting Loop (concise)
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Inputs: scrap → casings → Catalyst Cells (rare), chemicals → payload agents.
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Throughput: Loom converts on timers; assign settlers for +queue size.
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Outputs: grenade modes, ammo discounts after Spent Brass scene.
19) Balance Guardrails (numbers to start)
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Holster crit window: 1.2s post-draw; spam penalty −10% dmg, +0.1 spread/stack up to 3.
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Grenade cooldowns (pre-perk): Frag 18s / Concussion 22s / EMP 24s / Smoke 16s.
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Ally-safe upgrade toggles after Shrapnel Accounting quest step; cannot be active pre-unlock.
20) Designer Hooks (drop-ins)
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“No Flag Fee”: any quest you tag as a contract gives +10% payout if completed without faction KP.
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“Perch Tutor”: place two quick perches 12–15m apart; Sable-12 will prefer a two-hop route, teaching players to chain climbs.
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