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Sunrise Fallout Idea Progenitor

Brainstorming Sunrise Progenitor

  Sunrise Story Overview: The protagonist is created by a supercomputer of sorts and told to deal with the wasteland, mostly in favor of said supercomputer. The protagonist does have free will however and can rebel against the supercomputer, taking control for themselves. Everyone knows the protagonist is not human, being a highly advanced robot. The world probably isn't in a nuclear apocalypse, moreso a bunch of bioweapons and mutants gone wrong.     (Main Player Character) Created for a greater Purpose: Waking up as a near human robotic creation, everyone at a glance can tell you aren't human. You awake in a strange facility, which serves as the tutorial area. Your only instructions are to deal with the wasteland, threats outlined by a higher power.   Organized Soldier Mutants: Mutants that popped into the world from seemingly nowhere. They know their numbers barely grow, and thus, don't attack each other. They are organized tribally.   Their origins come from mad science testing, and they have trackers implanted into them so their secretive madmen can see, hear, track their movements.   Dark Ghost Gas: A sort of preservation gas, though also a dark experiment. The gas itself can replicate, attacking organic molecules but mostly leaving inorganics alone.   People exposed to this gas quickly become ashen, their organic parts being reorganized, leading to dusty faces. A certain hazardous suit was issued for countering this dark ghost gas, but those wearing it were sealed within and turned into new monsters.   A Ranger with a Debt: This ranger owes a casino a large amount of money. For a good speech check or convincing through intimidation or disguise as the casino, they will give you their stored money in exchange for poor reputation. Should you offer to pay off their debt and bring back proof, they will befriend you, potentially as a companion.   Another Ranger might be looking for the person that sold the love of their life to slavers. Finding the culprit and presenting their Slaver Bill, being the exact terms and prices, will make the Ranger find and kill said culprit. The Player can also bring a suspect to their guardpost to be killed, regardless if they are the true culprit or not.   Inspired by Fallout New Vegas Boone and Comm Officer Lenk.

Random ideas

 

Game Mechanics

  Sunrise Meaning: The idea is that the sun always rises, no matter how much peace is sown or blood is shed. Upon a world of peace or an empty, barren rock, the sun will rise.   Bio Fallout: Instead of nuclear bombs, it was bio bombs and bioreactor meltdowns. A myriad of magical organic compounds propelled this society forward. However, due to sabotage, decay, or random chance, these organic compounds mutated horribly. Wastelanders learned to avoid spores and strange growths, often using respirators and face masks to protect themselves.   [Game Mechanic] Body Disposal: For animals and creatures, its relatively simple. By gathering every part of the creature, which includes hide, meat, claws, every part, the body is removed from the game world. Robots follow a similar scrap system, having all the metal, electronics, and weapons taken. Human corpse disposal is a little more complicated. They can be taken apart as well, use their bones and parts for organic uses. However, cannibals have an easier time, just eat the whole body and leave nothing behind, but not everyone will be a cannibal. Unattended bodies will attract scavenger animals and worsen with time. Perhaps soon after death to save space the body will turn into a lockbox, sack, something. Perhaps said lower poly model can help indicate what faction it was.   [Game Mechanic] Encumbrance: I don't want to worry about carry weight. Either ridiculously high, various upgrades to make it high, or not have it at all.    

Story Ideas

  Money Laundering idiots: So some kids took the job 'money laundering' too literally. Now, they have a soggy clump of messed up cash. Their superiors cannot know or likely they will be severely punished.   Poor Meat Never Makes Good Soup: Some big faction is overstocked with vegetables and cheap protein, likely pre-packaged beans of sort, and has a bad chef on top of that. The player can bring over various cuts of meat, cooked or not, to trade for faction good boy points and either raw currency or one of the overstocked veggies or beans.   Helios One Conflict: The Brotherhood faction discovered a power plant or other form of technological marvel. Due to some reason, the NCR also wants it and neither is willing to share. The Brotherhood is on the Defensive with Power-Armored Troops and several robots, though few if any are designed specifically for combat. They have high tech and big weapons such as miniguns and laser miniguns. The NCR is on the offensive, moving several companies and with more troops in reserve. Both armies are competent, though the Brotherhood does underestimate the NCR a bit. The NCR will lose many troops to the high power weaponry, though will inflict heavy casualties with marksmen and sappers with missile launchers and anti-power armor weaponry. Despite the defensive and technological advantage, the Brotherhood is forced to retreat into a nearby bunker, with the NCR taking over the plant.   The NCR is unable to figure out how to use the heavy technology while the Brotherhood is on minimal activity with heavy losses and the fear the NCR wants to finish them off entirely still.   NCR Brotherhood Pardon: The Brotherhood is locked down due to the belief the NCR are actively hunting them down. The player can collect a pardon letter of sorts from the NCR to outright say the war is on hold or ended, instead of gathering it from scouting reports. Talking to the Diplomat would produce a negotiation, optimistically ending hostilities in exchange for diplomacy. Talking to the Warmonger would produce a ceasefire, citing that resources are better used combating a current threat, not the old enemies clearly not wanting to actively fight.   Search for the Green Stuff: These mutants want this special stuff. It could be raw mutagen to fuel their mutations and growth, though it also could be a stabilizing chemical.  

Characters

  Mr. Sadistic: A man who enjoys both human suffering and money, and slavery allows him to gain both in great quantities. He is a well known slave-breaker, loving the process of turning a defiant man or woman into an obedient, unquestioning slave. While his sadistic tendencies occasionally clash with the more reasonable slavers, he is a valuable asset for when jobs need doing. He also has garnered a fearsome reputation for enslaving former slavers that cross his will.   One of his specialties is his powerful and loyal slaves. Forced to labor until they fell, they are given highly nutritious food to keep them in physically peak shape. A 'success' leaves the person a loyal, unquestioning, and unbreakable thrall. These thralls tire slowly, hit harder, and take far more hits to down.   Possibly has access to a cloning machine, adapting the wasteland to his way of thinking.   Stewpot: A chef in a poor region, probably a trash dump or some other low area. He cooks whatever is brought to him, often nearby captured animals and simple greens. The player can teach him new recipes and he will reward them.

Factions

  The rebelling prisoners: Once a valuable labor prison, producing many important items under the guise of rehabilitation, dwindling guards due to needs of manpower elsewhere left a crucial opening from which the prisoners rebelled. One group of them was exiled by the others after they murdered the remaining personnel, which guaranteed complete retribution from the army and faction the staff belonged to, with no hope of bargains.   The prison was for-profit, using convicts as cheap, abusable labor. As costs began to be cut and some manpower was needed elsewhere, one bad day and it all came crashing down.   The Convicts use a combination of old prisoner jumpsuits, machined armor plates, and collected prison guard armor as their clothing and protection.   Road Gnolls: Gang that scavenges from the road. Road signs are a common motif of theirs, along with tires and car parts. The Gnoll part comes from their extensive scavenging, like hyenas.   Environmental Poisoner: A creature or gang, possibly both, that derives its venoms and poisons from the creatures, plants, and trash it eats. Killing one leads to a lot of poison ingredients. In the gang form, they may use low damage weapons which are compensated by the poisons it is tipped with. Said gang may also buy various venom glands and poisons at a price higher than what one would get simply selling them.   Titles: Random titles without organization but vague similarities [Brotherhood Outcasts] Defender, Protector, Caretaker, Keeper, Attacker, Striker, Champion, Greater, Destroyer [Treeminders] Leaf Mother, Tree Father, Bloomseer, Branch Tender, Sapling   Combat to Power Armor Faction: A faction of likely mercenaries that notably range in combat armor to power armor. They have no morals, likely taking any job. The lower mercs wear combat armor, while the higher ups use power armor.   Service guarantees Citizenship: A highly militaristic faction, perhaps a new military army arising from the ashes. It fields hundreds of soldiers, varying greatly in devotion, but ready to fight whatever is needed.   Possibly led by augments, who have no care for those under them and simply want them to fight.   The Strongest Raider, an Avatar of the Horde: A faction of raiders, lead by one man. This man leads by strength of mind and body. The raider gangs are either whipped into shape or exterminated. Their armor is patchwork, the outward displays of each conqueror's kills and trophies.   Cannibals: Men and women of the wastes who enjoy and even benefit from eating human and other corpses raw.   Sulphur Runners: A group that lived in a vault above a sulphur mine.   The sanctuary or underground bunker system was built in an old sulfur mine, but somehow the area became filled with precious minerals again, or the mine ran out of money.   The Sulfur runners use the vault as a home base and capital. They make lots of money dangerously by mining the sulfur, processing it, and selling it.   Prison Break Group: After a successful prison riot, the remaining prisoners split into 3 groups.   The Rulers stayed in the prison, using it as a fortress to raid the nearby locations.   The Exiles were expelled out of the prison cause they murdered all the staff, denying the others the ransom money gains and cementing themselves as bounties by the original group. The Rulers especially hate this group, the Ideals a little less.   The Ideals decided to go on a journey, looking for a treasure known. They left the rulers on good terms.   North Korea Analogue: Focused on stealth tech and drug production. An oppressive regime. It may have fallen apart after the supreme leader died without a heir.   The ones that made it here, some are Cyborgs with advanced life mechanics. They lead the others, mostly those originally added and simply still alive due to mutations and/or life extension technology. A few wastelanders have been converted, but those are a scant few.   A lot of them had life-extending technology implanted into them, but it left them in a near zombiefied state.   They have a uniform jumpsuit, which most still wear.   Some of them have completely degraded into ferals, still wearing their uniforms but only seeking to survive.   Rotborg: These Cyborgs with life-extension technology, called Rotting Cyborgs because their organic parts are heavily decayed and damaged and the body still moves. Most of these are feral, running on old garbled orders.    

Technology

  Holographic Hard Light Tech: Holograms sort of built out of drone bodies, basically beings of light. They are indestructible except for their emitters. Their tech has also been weaponized, which would light up and weaken foes hit with said tech. The holographic projectiles would surround the victim, drawing power from them. It is also possible this sort of tech was modified into stealth fields, creating what amounts to active camouflage.   Traffic Cone Hats/Cone Heads: People who wear what are essentially traffic cone hats, their brightest feature.   Lunatic's Helm: A helmet often worn by Cyber Test Subjects. The helmet has at least one large jutting antenna on top of it. The full helmet covers the head. Where the ears are can be more sci-fi gizmos or more simply 2 other antennae like on top. The user sees through one circle, essentially becoming a cyclops. Quality of the helmets vary from all gizmos attached to barely having the cyclops eyepiece.

Locations

  Water Batteries: Large lakes of water, side by side, one above the other. In times of scarcity, the water flows downward, while in times of abundance, water is pumped upward. Large but highly efficient.   The Enriched: A nuclear power plant which used water from a nearby river system to cool its processes. However, without any kind of treatment, the water was pumped back into the water system. Several villages were irradiated heavily, leading to shorter lives and more birth defects.   Corrupted Military: Once a sizable garrison of a military faction, a concentrated chemical attack, likely using the spores around them. Now they shuffle around, mutated beyond repair. One group of heavily protected scavengers has already reached the area, ready to clear out the now corrupted soldiers and salvage what they can.  

Uncategorized

    SoftChew: a brand or foodstuff designed for people with reduced chewing capacity. Perhaps even meal-replacements.

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