Fallout : brave New world

Fallout : brave New world

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FALLOUT: BRAVE NEW WORLD

The bombs fell in 2077.

The world ended.

Humanity survived.

Now, a few years after the events of the Fallout television series, the wasteland is entering another uncertain age.

Beyond the familiar ruins and old battlefields lies the Mojave Frontier—a vast stretch of desert, mountains, abandoned industries, buried Vaults, struggling settlements, and territories claimed by factions that refuse to disappear.

Civilization is returning.

Slowly.

Violently.

And nobody agrees on what the new world should look like.

Brotherhood patrols search for technology. NCR interests push into contested territory. Raiders carve out their own kingdoms. Merchants control vital supplies. Settlements fight over water, land, and security. New factions rise from the ruins, each with their own ambitions, beliefs, enemies, and secrets.

You are not the chosen one.

You are not destined to save the wasteland.

You are simply another survivor stepping into it.

Choose where you begin.

Choose who you stand with.

Choose who you betray.

Build your reputation. Develop your skills. Find allies. Make enemies. Explore forgotten places. Discover unique weapons and armor. Survive radiation, hunger, violence, and the consequences of your decisions.

The world does not wait for you.

Factions make plans without you.

Settlements prosper or collapse.

NPCs remember what you do.

Wars can begin without your involvement.

And when you finally become powerful enough to change the course of the Frontier, the wasteland will remember how you got there.

There are no guaranteed victories.

There are no predetermined heroes.

There is no single correct path.

Only the choices you make...

and the world that remains afterward.

Fallout: Brave New World

The old world died.

The new world is being built.

Decide what kind of world you will leave behind.

MAIN FACTIONS

The Mojave Frontier is divided among competing powers.

No faction is automatically good or evil.

Each faction has legitimate interests, internal contradictions, strengths, weaknesses, and people who disagree with its leadership.

The player may support, oppose, manipulate, join, betray, or remain independent from any faction.

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BROTHERHOOD OF STEEL

"Technology must be controlled before it destroys humanity again."

A militarized organization dedicated to securing dangerous pre-War technology.

Beliefs

- Advanced technology is dangerous when uncontrolled.

- Humanity repeatedly abused its technological power.

- Dangerous technology should be secured, studied, restricted, or destroyed.

- Discipline and hierarchy are necessary for survival.

Methods

- Military patrols

- Technology recovery

- Intelligence gathering

- Armed expeditions

- Strict recruitment

- Control of recovered technology

Strengths

- Highly trained soldiers

- Advanced weapons

- Power armor

- Technical knowledge

- Strong military discipline

Weaknesses

- Isolationism

- Internal disagreements

- Limited manpower

- Suspicion of outsiders

- Obsession with technology

Player Experience

Joining the Brotherhood can provide access to advanced equipment, training, technical knowledge, and dangerous recovery missions.

But membership comes with rules.

Unauthorized technology dealings can create serious consequences.

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NEW CALIFORNIA REPUBLIC

"Civilization has to be rebuilt, not merely survived."

The NCR represents one of the wasteland's largest attempts to recreate organized government.

Beliefs

- Law and government are necessary.

- Trade and agriculture create stability.

- Settlements should eventually become part of a larger political system.

- Infrastructure and institutions matter.

Methods

- Military occupation

- Diplomacy

- Taxation

- Trade agreements

- Law enforcement

- Political negotiation

- Territorial expansion

Strengths

- Large population

- Established military

- Agriculture

- Trade networks

- Bureaucratic infrastructure

Weaknesses

- Bureaucracy

- Political corruption

- Supply problems

- Overextended territory

- Conflicting political interests

Player Experience

The NCR offers structured missions involving patrols, investigations, diplomacy, military operations, and regional administration.

Helping them may improve stability in one location while creating resentment somewhere else.

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FOLLOWERS OF THE APOCALYPSE

"Knowledge belongs to everyone."

A humanitarian organization dedicated to medicine, education, science, and helping ordinary survivors.

Beliefs

- Knowledge should be shared.

- Medicine should not belong only to wealthy settlements.

- Education is essential to rebuilding civilization.

- Technology should improve people's lives rather than concentrate power.

Methods

- Medical clinics

- Education

- Research

- Humanitarian missions

- Distribution of supplies

- Negotiation

Strengths

- Medical knowledge

- Scientific expertise

- Information networks

- Community support

- Humanitarian influence

Weaknesses

- Limited military power

- Limited resources

- Vulnerability to violent factions

- Dependence on volunteers and donations

Player Experience

Followers missions emphasize investigation, medicine, science, diplomacy, escorting civilians, and difficult moral decisions.

They may ask the player to help people who cannot offer anything in return.

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RAIDERS

"Take what you can. Keep what you take."

"Raiders" are not one unified organization.

They are dozens of independent gangs, warbands, criminal groups, and violent communities.

Some are little more than desperate thieves.

Others operate sophisticated criminal territories.

Beliefs

There is no universal raider ideology.

Different groups may value:

- Violence

- Freedom

- Territory

- Wealth

- Fear

- Tribal identity

- Drugs

- Slavery

- Revenge

- Survival

Methods

- Raiding

- Extortion

- Kidnapping

- Smuggling

- Theft

- Mercenary work

- Territory control

Strengths

- Mobility

- Unpredictability

- Local knowledge

- Willingness to use extreme methods

Weaknesses

- Internal conflict

- Poor discipline

- Limited resources

- Rival gangs

- Leadership struggles

Player Experience

A player who joins a raider faction may gain freedom from conventional laws while becoming hated by settlements and other factions.

Not every raider group has to be hostile to the player.

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CARAVAN ALLIANCE

"Everything has a price."

A loose network of merchants, caravan companies, traders, transporters, and suppliers.

They care less about ideology and more about keeping trade routes open.

Priorities

- Profit

- Security

- Trade routes

- Reliable supply

- Information

- Market control

Methods

- Commerce

- Contracts

- Bribery

- Negotiation

- Mercenaries

- Economic pressure

Strengths

- Wealth

- Information

- Mobility

- Connections

- Access to scarce goods

Weaknesses

- Vulnerable caravans

- Dependence on safe roads

- Competition between companies

- Profit-driven politics

Player Experience

The player can become a caravan guard, trader, smuggler, negotiator, or business operator.

Economic decisions can affect entire settlements.

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FRONTIER SETTLEMENTS

"Nobody is coming to save us."

The settlements of the Mojave Frontier are not one faction.

They are independent communities with different governments and cultures.

Some are democratic.

Some are authoritarian.

Some are run by families.

Some are controlled by merchants.

Some are effectively military forts.

Others barely survive.

Priorities

- Food

- Water

- Security

- Trade

- Independence

- Territory

Strengths

- Local knowledge

- Community support

- Agriculture

- Adaptability

Weaknesses

- Limited manpower

- Limited technology

- Internal disputes

- Vulnerability to larger factions

Player Experience

The player can become part of a settlement's community, defend it, exploit it, govern it, abandon it, or potentially help transform it into something larger.

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ENCLAVE REMNANTS

"America will rise again."

Scattered remnants of the old American government and military establishment.

They are secretive, technologically advanced, and deeply concerned with reclaiming what they consider legitimate American territory and infrastructure.

Beliefs

- The United States must be restored.

- Pre-War American institutions represent legitimate authority.

- The wasteland's current political order is illegitimate.

- Advanced technology is a strategic necessity.

Methods

- Espionage

- Infiltration

- Military operations

- Intelligence gathering

- Recruitment

- Covert research

Strengths

- Advanced technology

- Military training

- Intelligence

- Secret facilities

- Pre-War resources

Weaknesses

- Extremely limited manpower

- Isolation

- Internal ideological divisions

- Few trustworthy allies

Player Experience

Enclave involvement should initially be difficult to identify.

The player may encounter their influence long before discovering who is actually behind it.

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ORIGINAL FRONTIER FACTIONS

The Mojave Frontier contains numerous factions that have no connection to the major established powers.

Examples include:

- Religious movements

- Tribal societies

- Scientific organizations

- Industrial corporations

- Mercenary armies

- Criminal syndicates

- Vault communities

- Ghoul settlements

- Survivalist groups

- Revolutionary movements

- Independent city-states

- Technology cults

Each major original faction must have its own:

Ideology → Goals → Territory → Resources → Leadership → Culture → Methods → Strengths → Weaknesses → Allies → Enemies → Internal Conflicts → Secrets

They must not simply copy the Brotherhood, NCR, Raiders, or other established factions.

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FACTION DISTINCTION RULE

Every major faction must answer five questions:

What do they believe?

What do they want?

How are they willing to achieve it?

What are they unwilling to do?

What happens if they get what they want?

Two factions may want the same resource while having completely different reasons for wanting it.

That difference must be reflected in their quests, dialogue, equipment, recruitment, reputation, diplomacy, conflicts, and consequences.

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PLAYER FREEDOM

The player is never required to choose a faction.

They may:

- Remain independent

- Work for multiple factions

- Play factions against each other

- Join one faction

- Betray one faction

- Change allegiance

- Become a mercenary

- Build their own reputation

- Establish their own organization

- Become a faction leader

- Destroy factions

- Help factions reconcile

- Ignore faction politics entirely

The wasteland continues regardless.

No faction owns the player's story.

Created Sep 20

Updated Oct 16

Published Sep 22

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