Fallout for CK2

Concept for a total conversion mod for Crusader Kings 2 based on the Fallout Franchise. No progress has been made on this.

## Artifacts

### Books

* Complete *Backwoodsman* Collection
* Complete *Taeles of Chilverie* Collection
* Complete *Unstopables* Collection
* The Good Book - The Good Book is the bible and allows the owner to convert to Followers of the Good Book.
* Wasteland Survival Guide - It's effects vary depending on how the questline to create it was completed.

### Weapons

#### Unsorted Rarity

* Chinese Pistol - The Standard Sidearm of the People's Liberation Army the majority of those found in North America are either left overs from the Chinese Invasion of Alaska, what is left of Chinese infiltration of the USA, or brought to the states by some submarine crews who took to shore after the war. While it's sight is adjustable to 1000 yards the pistol is actually incapable of achieving that rang. Making the sight another example of Chinese deception. Those capable of understanding Chinese will see that the weapon was manufactured in Shanxi.
* N99 10mm Pistol - Standard issue for the US Military at the time of the Great War.

#### Common

* Wattz 1000 Laser Pistol - As the pistol is a civilian model, the wattage is lower than military or police versions. The reason for this is that it uses a laser focusing diode instead of a crystal array. For security, it can be locked down for transport, with a proper arming sequence needed to render it operable again.

#### Wild Wasteland

These only appear if the Wild Wasteland events are turned on.

* Phazer - A cut Fallout 2 item found in a Star Trek referencing encounter pertaining to a shuttle from the Federation's USS Torres. This encounter is a Wild Wasteland event.

### Companions

While most companions are Human the ones in this slot are robots or pets. They can provide boosts to stats but their primary role is in quests where they can provide unique dialogue or provide a utility. Robots can last indefinitely while pets will last for a typical lifespan before an event will inform the owner of their death or impending death.

#### Generic Companions

* Assaultron
* Original Mr. Handy - The Mr. Handy model from Fallout 1.
* Miss Nanny - If given to a character under the age of 16 there are unique interactions that can trigger between the character and Miss Nanny. In a way she acts as a second guardian/tutor. If the owning character is an adult the Miss Nanny companion can allow for some interaction pertaining to children of the character.
* Mr. Gutsy
* Mr. Handy
* Mr. Orderly - Found mostly in mental and physical health facilities from hospitals to asylums these white colored Mr. Handy units have no flame thrower nor buzz saw. They have three very useful hands for helping patients navigate daily life.
* Pet Mongrel
* Pet Radroach
* Tamed Deathclaw

#### Unique Companions

* Codsworth - Codsworth typically appears in some encounters adventurers can have in the barony of Sanctuary (a Financial Center) until the Sole Survivor event chain reaches a certain point at which time they will be included in the Sole Survivor's treasury as a companion. They may then be gifted by the Sole Survivor to another character or inherited by one of the Sole Survivor's children should they have any at the time of their death.
* Dogmeat - Dogmeat is, a dog, and unwaveringly loyal. Surprisingly unirradiated, and somehow spoken of in multiple legends. Dogmeat while a unique dog has the effect of respawning in a random location upon death.
* Sister - A modified robot exhibiting traits of the Ms. Nanny and Mr. Orderly models. Sister lacks weaponry and will not fight at all however the unit was created to service a nunnery before the war and possesses an appropriate personality and knowledge akin to that of the Ms. Nanny in child development and medicine along with theology.
* Liberty Prime - Allows the owner to convert to Patriotism. Spouts nothing by pre-war American propaganda. Too big to enter settlements and ruins.

#### Wild Wasteland Companions

Requires either Wild Wasteland Events or Wild Wasteland Invasions to be turned on.

* Comrade Chrome - Arrives as a companion of ghoulified Chairmen Cheng. If you can imagine a giant claw armed humanoid robot with a dome head and laser eye you have Comrade Chrome's appearance. Spouts nothing by communist propaganda. Allows the owner to convert to Communism.

## Bookmarks

* Fallout 76 - Recommended
* Steel Reign
* 2138 - Raising the House : Mr. House's rise to power in New Vegas.
* Fallout 1 - Recommended
* Fallout 2 - Recommended
* 2248 - Legion
* Fallout 3
* Fallout: New Vegas - Recommended
* 2287 - This is the year Fallout 4 takes place. Shortly after this start the Sole Survivor will emerge from Vault 111 and the Financial Center of Sanctuary will be established.

## Characters

### 2287

* Overboss Colter Ryker - Colter is the overboss of Nuka-World. In this former land of entertainment he's become content and has not sent raiders out in years. His prestige declines and the bosses under him are eager to raid again. They plot against him with hopes of new bounty. Will Colter get out of his slothful content state and raid again?
* Chief Paps Marshwalker - Paps is a tribal Swampfolk cultured Follower of the Good Book who had been converted by a missionary from the Abbey of the Road. He's currently leader of the Swampfolk but faces internal opposition from the followers of the old faith. Will coming feuds test his faith or will he save others? [Traits: Armenian, Trinitarian, Pre-Tribulation]

## Cultures

* American (A pre-war culture that's endured largely in the Enclave)
* Bossonian - Fallout 4 clothing.
* Chinese
* Deeseer - Fallout 3 clothing.
* Soviet
* Legion - Fallout: New Vegas Caesar's legion attire.
* Nevadan - Fallout New Vegas clothing.
* Vaulter (Vault-Tec inhabitants have developed a distinct culture from time in isolation)
* West Coaster - Clothing and Items similar to those in Fallout 1 and 2.

## De Jure

* United States of America - The Empire tier title of America is still de jure though it's acquisition of Canada and Mexico are not as 100 years in CK2 needs to pass for a title to become dejure over a territory.
	+ Columbia Commonwealth
		- Virginia
	+ New England Commonwealth
	+ North West Commonwealth
		- Alaska
	+ South West Commonwealth
		- Nevada
* Canada - Is an Empire tier title with the pre-war provinces as Kingdoms and the regions as Duchies.
* Grand Mexico - Is an Empire tier title designated as only having Mexico (the Kingdom) as a territory. As with any Empire title a character needs to hold three Kingdoms to form it.
	+ Mexico - Mexico pre-war as the USA had not occupied the territory long enough to hold de jure rule.
		- Each state is a duchy in the kingdom.

### Other Territories

* New California - New California is a Kingdom appearing in some starts though it's not yet a de jure entity in them. At the latest (2287) start it is 52 years away from become de jure- snagging territory from the North Western and South Western Commonwealths through de jure drift. The most prominent faiths in it are the Followers of the Apocalypses, and Followers of the Good Book.
	+ It is divided among five states which are duchy tier titles.
* Nuka-World - Nuka-World is a county tier holding that in 2287 is ruled by Overboss Colter Ryker. Colter follows traditional Raider philosophy but doesn't live up to it's expectations for he is rather unambitious and content. The bosses under him also follow different variations of the Raider philosophy. This combines to make him a very unliked individual though his abilities of personal combat have made dethroning him challenging for any of them.

## Governments

* Electoral Hierarchy - Every title holder under a title votes for the next holder. Courters vote for Barons, Barons vote for Counts, Counts for Dukes, Dukes for Kings, and Kings for Emperor from those among them. Those able to vote look for traits that please Vassals. The base, the foundation of power, is in the people. It can hold Military and Financial Centers without Penalty.
* Ideological Order - Works like the Holy Order in CK2, the Brotherhood of Steel is an Ideological Order. They can hold Cultural and Military centers without penalty.
* Ideological Prominence - Theocracy from CK2 except it can't hold Military Centers without penalty.
* Raider Bosses - Works a lot like the feudal government except any ruler lower in rank can challenge to personal combat those directly above them for titles. Barons can challenge Counts, Counts can challenge Dukes, and so forth. This government has access to two succession laws that a title defaults to in leu of such combat challenge. One is Primogeniture where the eldest inherits the title, the other is Martial Elective where the next 'Boss' is determined by election with electors (those bosses under the boss) voting based on martial skill, personal combat, and some trait factors such as ambitious. Of course, with anyone able to challenge their liege nothing stops a sore loser from proving themselves by challenging the victor to combat. This government type can 'build legends' like tribals and gain special units that way. Barons are titled 'Underboss', Counts are 'Boss', Dukes are 'Big Boss', Kings are 'Overboss', and Emperors are titled 'Uberboss'. They can hold Military Centers without penalty.
* Theodemocracy is a government type available to Mormons. It can hold Cultural Centers (temples) without penalty with every temple holder having voting rights. Thus temple opinion is very important and it's leaders tend to be very religious.
* Tribal - Same as CK2.
* Republic - Same as CK2 where in the most Prestigious character is made leader upon the previous one's death.
* Single Party Communist State - This government can hold Cultural, Financial, and Military centers but only for as long as the holder is Communist. If one changes ideology/religion they cease to have this government. Succession in this government type works like Eldership elective except the 'Elders' are 'Honored Party Members'. They can be up to six of them in any court. The leader's vote counts equally as those of the Honored Party Members. Ideology is enforced.

## Holdings

Temples are now called 'Cultural Centers', Castles are now called 'Military Centers', and Cities are called 'Financial Centers'.

## Immigrants

The idea for this came from Mr. Tennpenny who is an Englishman appearing in Fallout 3.

Occasionally characters from overseas will find their way into North America with coastal counties have a likelihood of having one appear based on it's economy and infrastructure. The west coast from old Washington State to Chiapas are likely to get Japanese and Chinese immigrants. From Alaska to British Columbia Japanese and Soviet are likely. From all land western coast south of Chiapas Australian is likely.

* Chinese Adventurer - A single Chinese cultured man or woman possessing a Chinese Pistol and Chinese Assault Rifle and the adventurer trait. They will adhere to one of the regions ideologies.
* Chinese Immigrant Family - One father, a mother, a son, and a daughter of the Chinese culture though their religion/ideology can range from one of the regions to something that would be obscure in old China.
* Soviet Adventurer

### Emigration

Likewise coastal regions may experience an 'emigration' - the departure of people- for some reason. Such persons will have 'Left Overseas Never To Be Seen Again' as their fate upon doing so. Factors include number of enemies (more enemies more chance), adhering to a religion/ideology with under 20% moral authority, having no titles, and not being the heir of a title.

## Markets

### Cultural Markets

In the mod if a character is in a court based out of a county of certain cultures they have access to that Culture's special Markets in the decision section. These allow for the exchange of 'caps' (gold) for culture specific artifacts.

* Chinese Market - Chinese Assault Rifle, Chinese Officer's Sword, Chinese Jumpsuit, Chinese Pistol
* Vaulter - Armored Vault Suit, Vault Tech Jump Suit, Vault Tech Lunchbox, Vault Tech Security Armor

### Ideology/Religion Markets

In the mod some ideologies/religions have access to Markets in the decision section. These allow the exchange of 'caps' (gold) for religion specific artifacts.

* Brotherhood of Steel Market - Most options are barred to those not adhering to the ideology of the faction.

## New Game Options

* Random Vaults - Non-Event chain related vaults (such as Vault 106) will appear in random counties rather then their designated one.
* Wild Wasteland Events - If turned on 'absurd' events can happen. You can choose to not have these events or to allow these to happen to NPCs, NPCs and Player Characters, or just Player characters. These events allow for some reference material such as the Phazer weapon.
* Wilde Wasteland Invasions - If turned on at some point after 2287 the Zetans will invade, starting in Roswell, as the 'Zetan Protectorate of Earth' which will be Hubologist for added zanity. A Ghoulified Chairmen Cheng will invade the Westcoast, starting with San Francisco, in the name of Communism. Chairmen Cheng's Empire tier title is 'Greater People's Republic of China'. The East Coast, around Lexington, will be invaded by the Redcoats whose Empire tier title will be 'New Britain'. 'Space America' will arrive to combat the Zetans if their invasion goes far. Space American culture has a bit of Captain Cosmos and United States Space Administration in flavor with it's generated characters being references to both as well. They can build CC-00 power armor, Pulse Wave Cosmic Cannons, and more.

## Religions

### Core Factions

* Brotherhood of Steel - The original order.
	+ East Coast Brotherhood
	+ Midwest Brotherhood
* Enclave - Once the puppet-masters of the United States of America the Enclave with ties to Vault-Tec and various other companies fostered projects aimed at maintaining covert control through it's members. Aware of the threat of Total Atomic Annihilation the Enclave made plans for it's own survival. Now that the threat has passed, the Enclave seeks to restore the US and maintain their power over a great nation.
	+ Patriots - Holding onto a vision of America held by those who where ignorant of the Enclave pre-war the Patriots seek to reform the United States of America starting with the states and the thirteen commonwealths. The Minutemen of Fallout 4, who utilize pre-war iconography and organized a meeting to form the Commonwealth Provisional Government around Boston are an example of this faction.
* Followers of the Apocalypse - While of Christian origin this faction has devoted it's self to humanitarian efforts with little focus on missionary work (they do not actively proselytize outside their Humanitarian efforts). They build schools, provide medical care and training. They are peaceful by nature.
* Raiders - Has access to the 'Raider Bosses' government type. Can raid neighbors for loot both over land and sea. No religious head. Ruler's at peace loose prestige. High God is God, Gods are Hel, Hades, Beelzebub. Evil god is Clemency. Their scripture is the Legends. The holders of Cultural Centers are called Storyteller.
	+ Disciples
	+ Operators
	+ Rust Devils
	+ Pack

### Pre-War Religion

* Followers of the Good Book - While many Christians have no formal church buildings nor organized leadership they all adhere to the Good Book. The term is referenced in many fallout games. In the mod the Followers of the Good Book have no religious head and are able to choose from a variety of theological positions to adhere to with debate- all with the scriptures as the high authority- being practiced allowing characters to shift and sway on their positions. These positions are presented as 'traits' a character has and impacts opinion other characters have with them. These traits pertain to position on free will (Calvin vs Arminian), nature of Christ (Trinitarian vs Unitarian), and the rapture (Post or Pre-Tribulation). Their cultural centers are called Fellowships.
	+ Saint Monica's Church [from Fallout 3]
	+ Mormonism
* Hinduism [from Fallout]
* Hubologist [from Fallout 2]
* Dunwick Occultism [introduced in Fallout 3]

### New World Religion

* Children of Atom
	+ Apostles of the Eternal Light [from Fallout 3]
* Cult of the Mothman [from Fallout 76]
* Followers of the Cathedral [from Fallout 2]
* Pillars of the Community [from Fallout 4]
* Shi [from Fallout 2]
* Renewal [from Fallout 2]

## Societies

Societies offer a great deal of Roleplay.

* Abby of the Road (Monastic Order) [Fallout 3]
* Enclave Inner Circle (Secret Society; Invite Only) - One must adhere to the Enclave ideology to be invited into the society. If it ever ceases to exist but the Enclave ideology emerges again it can be reformed by decision if one holds a specific barony in their demesne.
* Minutemen [Fallout 4]
* Railroad (Secret Society; Seek them Out, Be recruited) [Fallout 3] - They are the enemies of Slavers and work to liberate slaves.
* Reilly's Rangers (Mercenary Group) [Fallout 3] - They value luck and as far as mercenaries go have morals. They are mostly interested in mapping/scouting contracts, as such is their specialty.
* Talon Company (Mercenary Group) [Fallout 3] - Must have a sin trait to join. Talon Company is expected to carry out any job without remorse and as swiftly as possible. As such it looks for heartlessly efficient individuals to join it's ranks.

## Traits

### Genetic Defects

* Bicephaly - Having two heads. Animals exhibit this trait a lot in the fallout series.
* Potbellied [Fallout 3: Point Lookout] - The individual has a round belly made tight by gastrological swelling brought on by a digestive process that tends to stew and ferment matter inside them. This system seems adapt to the consumption of alcohol with a wide liver and long kidneys being documented. The reason for these mutations is uncertain though their gaseous tendencies diminish their diplomatic ability. They are immune to Liver Disease.
* Swole Arm [Fallout 3: Point Lookout] - One of the individual's arms is thick skinned and swollen looking rendering it largely useless for fine manipulation of objects but lending the individual a heavy hand for combat. (They can't equip two handed items)
* Thick Headed [Fallout 3: Point Lookout] - The individual has a thick skull and smaller brain cavity. Their jaw and head can take beatings though talking can be difficult and their intellectual functions dull.
* X-Gene - The gene responsible for ghoulification from radiation. It's a hidden trait, like freckles, and inheritable. It plays some role in adventures as the character has a chance of becoming a ghoul- feral or rational well- that's not something one can know until it happens.

### Lifestyle

* Gambler
* Greaser

### Mutant

* Ghoul : -1000% Fertility, Immortal
* Super Mutant : -1000% Fertility, Long Lived, Personal Combat Skill

### Social Status

* Slave: Slaves cannot hold Court positions nor elected posts. They can be emancipated by decision. If a slave inherits a title they are liberated. Slaves can be sold to another character if the character agrees to the price. A lack of ambition and a high level of integrity (honest loyalty) is sought along with good physical health.

## Vaults

County tier holdings may have a 'Vault' modifier to them with a date listing when they will open (though some events may force a vault to open pre-maturely). When a Vault opens a multitude of 'Vaulter' cultured characters will be generated. Vaulter culture is heavily Vault Tech inspired with vault suits, vault security garb, and more. It's the culture of Vault City. These characters may have diverse ideologies or all of the same ideology depending on where they are from.

* Vault 13 - Associated with the Vault Dweller Event Chain and other events. If the Vault Dweller event chain ends with the Vault Dweller becoming a Super Mutant the inhabitants will be made into such in 2161. If the Enclave does decide to it'll be emptied in 2242. If the Enclave does not it will open in 2277. In such case it will generate a very large population of Vaulter characters.
* Vault 106 - Vault 106 will open in 2277 creating 6 lowborn lunatic Vaulters with random names.
* Vault 108 - Vault 108 will open in 2277 creating 53 (yes 53) same looking Vaulter cultured Gary characters with all being considered Brothers with the father being Gary (lowborn) who represents Gary 1 (with the 53rd spawned actually being Gary 54). They will each be Paranoid Lunatics. Due to how the game works most of these will end up dying in some fashion.
* Vault 111 - Vault 111 is associated with an Event Chain that is very likely to result in the death of all but one inhabitant. If this happens the Sole Survivor event chain will trigger in 2287 with Nora or Nate Howard (Todd Howard had Mr. Howard set as the default name prior to release and it's the closest we have to an official surname) as the sole Survivor depending on the decisions made previously in the event chain. If it is averted the vault will remain sealed for a long time. While many assume the experiment was simply to keep the group thawed indefinitely the Overseer (entry: Overseer's Log - Preparations) indicates a belief that the inhabitants will be thawed out remotely some time in the future. Keeping people frozen to see just how long someone can survive certainly seems to be what the higher ups had in mind. However- something or someone triggered the awakening of Nate in 2287. This can only happen remotely, from Vault-Tec or a Vault-Tec uplink. If someone where present it could be done manually. In the Sole Survivor Event chain the awakening will happen in 2287. However, if that event chain is averted, and the awakening does not happen in 2287, given the state of the vault in that year, and the uncertainty of what happened- well- one of the following events will happen; A) The Overseer's Envy : In 2300 at the turn of the century - Nate Howard, Nora Newman, Shaun Howard, and the other inhabitants will awake as American cultured individuals who will join the court of Sanctuary if it's already established. If it's not they will establish the Financial Center of Sanctuary Hills. B) The 20% - Nate Howard, Nora Newman, and Shaun Howard will be the only Vaulters to leave the Vault in the year 5000 as 20% of 13 (there are 14 pods but one was empty) is 2.6. No one is likely to get this event as that is a long time to play the game. C) Nothing, it remains sealed.

## Notes

* Enclave needs to have the house of Richardson, Eckhart, Gannon, and Bird. The Enclave needs to reflect that it is the remnants of a shadow government- a shadow government that once controlled the USA.

## Cutting Room Floor

### Mercenary Company

* Reilly's Rangers [Fallout 3] - Appears in the 'Fallout 3', 'Fallout: New Vegas', and 'Fallout 4' starts. If a player starts a game with one of those starts it may continue afterwards. It may also continue afterwards it's creation as it will be established by Reilly through an event that triggers in 2273 if you started with an earlier start. The event will spawn a 26 year old Reilly as the leader of the group with Brick, Butcher, and Donovan as commanders. The concept was dropped in favor of them being a society for Role Play purposes.
* Talon Company [Fallout 3] - The Talon Company will spawn in 2275 through an event which will state that they made their grand entrance in the capital wasteland by destroying an entire settlement and his inhabitants under the contract of an unknown employer. Jabsco will be the Craven, Cruel, Paranoid 28 year old leader of the Talon Company. He'll have the unique Occam's Razor as an artifact and a Chinese Pistol. The concept was dropped in favor of them being a society for Role Play purposes.