#P.A.M.
Explore tagged Tumblr posts
thefalloutwiki · 1 year ago
Text
Fallout 4: P.A.M.
Tumblr media
Pictured: A diagram for the P.A.M. Research Project, showcasing a variety of unique robot designs for P.A.M.
You can read more about P.A.M. here:
https://fallout.wiki/wiki/PAM
37 notes · View notes
starrysilvalley · 27 days ago
Text
Tumblr media
I’ve been trying to do a few sketches idea in honor of Inktober, and I was really happy with this one I made of P.A.M :) I’ve been doing prompts from the Actually Infected 2024 challenge, and the second prompt was “Corrupted File”, and of course I wanted to draw my evil Pokémon virtual assistant.
I have a few other Spectrum related sketches, but I’m thinking of just collecting them to post later.
4 notes · View notes
nukacoola · 1 year ago
Text
Headcanon: P.A.M. is a lesbian who has a crush on Glory and that’s part of the reason she decided to help the Railroad.
13 notes · View notes
grrl-beetle · 1 year ago
Text
Tumblr media Tumblr media
Perks and Mini
12 notes · View notes
typecastwritesssss · 1 year ago
Photo
them!!!!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Welcome to the family. We’re a colorful and arguably insane bunch.
4K notes · View notes
realitajayasaktigroup · 10 days ago
Text
Pembelian Tanah Bank Kalbar Terindikasi Korupsi, Tersangka Ditahan
ASPIRASINEWS.NET, PONTIANAK KALBAR ||  Kejaksaan Tinggi Kalimantan Barat (Kejati Kalbar) menahan seorang tersangka baru dalam kasus dugaan korupsi pengadaan tanah untuk kantor pusat Bank Kalbar. Seorang anggota DPRD berinisial P.A.M. resmi ditetapkan sebagai tersangka dan ditahan setelah ditemukan indikasi korupsi dalam proyek pengadaan lahan senilai Rp99,1 miliar. Asisten Pidana Khusus…
0 notes
lesmachins · 1 year ago
Text
Tumblr media
Divide and Concur: A Radical Plan for Peace in Europe (1920)
1 note · View note
nothingbysomebody · 2 years ago
Text
Tumblr media Tumblr media
0 notes
motoonz404 · 3 months ago
Text
Tumblr media
lil robot fella i'll probably never post about again
its name is P.A.M. (Prototype Automated Monitor), and it's basically a tiny spy robot
14 notes · View notes
freshthoughts2020 · 9 months ago
Text
Tumblr media Tumblr media Tumblr media
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Tumblr media
5 notes · View notes
jinsei-pika-pika · 7 months ago
Text
Tumblr media Tumblr media Tumblr media
5 notes · View notes
babythegod · 1 year ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
0 notes
starrysilvalley · 3 months ago
Text
Tumblr media
I ended up finishing P.A.M’s illustration before the second rival’s, so I decided to share this one first 😅 So time for the mascot of not only Spectrum but the villains of this project. Of the original characters, P.A.M is my favorite. He’s also one of my favorite villains I’ve had the pleasure of writing so far, so I’m excited to share him.
✨🌟✨
P.A.M stands for Pokémon Assistant and Moderator, but such a title and appearance doesn't quite show the true power this one entity holds over New Unova. While used as the equivalent of our Siri within the Pokémon universe, this A.I controls and watches over New Unova like a more charming version of “Big Brother”. For the modern citizen, Pam answers any questions posed to it and helps organize technology interfaces. For those of higher status, Pam is the eyes and ears of the Pokémon League. He watches and listens for anything that threatens the rule of the Champion or the citizens of Unova. His ever watchful presence in Unova’s advanced cities and technology pushed many more shady characters underground and into isolation from any post-war technology. These restraints apply for characters such as Emmet and Fajra, who completely abandoned modern technology for their own illegeal gadgets and pre-war technology.
Like any good A.I assistant, P.A.M portrays himself as a friendly, happy-go-lucky Minccino who is willing to help solve any problem. At least, that's what the citizens are supposed to see. The criminals and outcasts instead whisper his name with fear. They sit the furthest from the televisions in bars and Pokémon Centers, give kiosks wide berths, and never speak their true names in a room with any sort of technology. The best case scenario is simply disappearing after being caught for treason by P.A.M, but no one knows what happens to those who disappear after speaking too truthfully about the current state of the region and League. The protagonist Una has never had to face P.A.M’s scorn, which often leads to careless mistakes. Emmet, however, has seen the true nature that lies hidden behind P.A.M’s grin, pushing him to consistently remind his charge not to speak to candidly in front of any tech. Una may not quite understand the reason for the fear, but she knows anything that can frighten her often optimistic guardian should be given some sort of respect.
Even the A.I Minccino is not exempt from having his own partner Pokémon. While P.A.M is a borderline omnipresent being, he still has his own “home base” within the Pokémon League’s headquarters in Victory Road. Upon Pam’s request, Champion Harlan allowed this Muk to remain in P.A.M’s lab where it quietly mopes. Very few people know of this Muk’s existence, and even fewer know why an A.I Minccino would be drawn to such a Pokémon. It is rumored that this particular Muk is the last in the whole region since no other wild Muks have been sighted since their native environments were wiped out after the war. This would explain why some witnesses (including Emmet) reported that the Muk appeared to be consistently depressed, although seems to find solace in P.A.M’s company. As sadistic and heartless as P.A.M appears, Muk’s presence shows that P.A.M is capable of forming some sort of emotional connection— what emotion is the basis of this connection is unclear.
P.A.M has the most concept art of all my Project Spectrum characters right now, but I'm only going to share a few. I plan to share my full pieces in separate posts.
Tumblr media Tumblr media Tumblr media Tumblr media
5 notes · View notes
mllemaenad · 2 months ago
Note
It always strikes me as weird that there’s no point at which the Brotherhood and Minutemen automatically come into conflict that I can find. One would think that the Brotherhood’s methods of gathering supplies (basically racketeering) would automatically lead to issues with the Minutemen, whose job is to defend against such raiders. I know the game mechanics reason for this, but can you think of anything in-universe to explain it?
I think there are a few things going on here – some gameplay related, some thematically related. But to be honest I don't think it's always easy to separate those two things.
Point one - who's in charge?
If you follow Fallout 4's opening quests then you are the General of the Minutemen. That means that your Sole Survivor gets to make big important decisions like "do we go to war with this new group?" You do not lead the Brotherhood, Railroad or Institute (you may, of course, inherit control of the Institute at the end of the game, but that's after all these decisions take place) and consequently decisions about who your enemies are take place over your head. You can pick a side if two factions you belong to come into conflict ... but you can't ultimately change their politics.
There is no point in the story where you are forced to go to war with the Brotherhood as the General of the Minutemen ... but you absolutely can go to war with the Brotherhood as the General of the Minutemen.
So this is both a gameplay and narrative point: what does your Sole Survivor think of the Brotherhood of Steel? Maybe they are also a dedicated member of the Brotherhood, and have no problem with them "commandeering" supplies. Maybe you work with the Railroad, and their attitudes frighten you. Maybe you're a pure Minuteman character and just resent another group of raiders causing problems for your settlements.
Every other faction makes the decision of when to invoke "War never changes" for you. This one's on you.
Point two – who shot first?
Obviously, the Brotherhood of Steel does end up in forced conflict with the Railroad as part of the main quest. There's no way to make peace between them, no matter how many quests you've done for either faction.
But. Well. I mean – there's an obvious aggressor in this one. It's not like Desdemona wakes up one morning, finishes her Sugar Bombs and coffee and says "Hey, guys, given that we've just barely clawed our way back from extinction, doesn't picking a fight with a group of heavily armed thugs sound like a great idea?"
There are no Railroad quests that require you to directly attack the Brotherhood until after the Brotherhood tries to murder them. While Brotherhood and Railroad ideals are pretty clearly in conflict, the Railroad absolutely does not want to start another war. They're up to their eyeballs dealing with the Institute. The Brotherhood impose that conflict on them.
Why? Well, they tell you. The first reason is that the Brotherhood are intent on committing genocide, and they are aware that the Railroad's mission would require them to rescue and protect synths.
Even with their relatively small numbers, the Railroad is a constant threat to our operations. They've already proven to be resilient against superior forces, with a knack for disappearing when cornered. Worse still, they possess the capability to help synths flee the Institute. If we intend to end the synth menace, we need to plug the leaks. – Lancer Captain Kells Dialogue, Fallout 4
The other reason is because the Railroad has PAM, and the Brotherhood wants to steal her.
Our sources tell us that the Railroad has some sort of experimental or prototype robot in their headquarters. They're calling the "Predictive Analytic Machine," or "P.A.M." for short. Cute, huh? They use the robot for complex strategic calculations that are much more efficient than anything we can generate here. If you could use this holotape to decrypt the security on P.A.M.'s terminal, it will force the unit to return to the Prydwen. I'm certain we could put P.A.M.'s computing power to good use. Otherwise, destroy it. We wouldn't want it to fall into the Institute's hands. – Proctor Ingram Dialogue, Fallout 4
The conflict between the Brotherhood and Railroad occurs purely at the Brotherhood's instigation. While the Railroad doesn't like the Brotherhood they don't want to fight them unless they have to.
Which brings me back to the Minutemen. As an organisation, the Minutemen are pretty well indifferent to synths. Oh, they're one hundred percent opposed to the Institute sacking settlements with Gen 2s, or people being replaced by synths, or any other scenario where the people they've pledged to protect get hurt ... but there's no official policy on synths themselves.
Preston is broadly pro-freeing the synths because he's a good guy:
I never really thought about synths that way before, but it's hard to argue that they don't deserve freedom like everyone else. – Preston Garvey Dialogue, Fallout 4
But nothing about being involved with the Minutemen actually forces you to help a synth. So they are not on the Brotherhood's radar the way the Railroad are.
The Minutemen is also a pretty low tech organisation. Their signature weapon is the laser musket. Their big rebuilding quest, Old Guns, is about setting up some very old-school artillery. Nothing about that is going to make the Brotherhood start salivating and plotting to steal their stuff. Now, obviously that artillery can turn out to be very effective at dealing with the Prydwen if it comes to that, but that's a very Brotherhood mistake: they think shiny tech will protect them from superior numbers and rational tactics. They made the same error at HELIOS ONE.
So unlike the Railroad, the Minutemen are unlikely targets for Brotherhood aggression at this stage. They aren't forcing a conflict. But like the Railroad, the Minutemen start the game a hair's breadth from annihilation. Most of the game is spent rebuilding both their forces and their credibility. They clear raider strongholds and nests of feral ghouls. They're not much more likely to be actively pushing for an all-out-war than the Railroad.
Point Three - who the hell are these guys, anyway?
After all of that, I recognise there's still a problem, though. Because Feeding the Troops is still a pretty obnoxious quest and it does feel like a thing that would cause issues.
Fallout 4 does a lot with misinformation; appearance versus reality; what someone says and then what they do. I know I've brought it up before, but a big one is the difference between Diamond City and Goodneighbor. And one of the key points about that is that things change: Diamond City wasn't always run by the Institute; Goodneighbor wasn't always setting itself up as a haven for the lost. Things change. Bad things can improve, and good things can slip into evil.
Earlier games had a karma system associated with them: this is good, this is bad. Fallout 4 replaces this with companion opinions, which fits pretty well with its themes and ideas. It's not going to tell you which one is the good karma option. You've got to play the game and figure it out. And yes, sometimes the answer is "there's no good answer".
Two things about the Brotherhood: they arrive relatively late in the game, at the start of Act 2 ... and they were the good guys in Fallout 3. They were very explicitly the good karma option in Fallout 3. While, obviously, each game is going to pick up a bunch of new players who haven't played the older ones, it's also important to recognise that Fallout is a series, and the narrative continues from one game to the next.
By the time Fallout 4 starts all the various factions in the Commonwealth have been locked in conflict with the Institute for decades. Asking them to pivot and immediately start fighting these guys who turned up last Tuesday is a lot. While the Sole Survivor could never have heard of the Brotherhood of Steel, there's a really solid chance that you, the player, have heard of them. And you might make some assumptions, based on that.
They were the good guys, right? Okay, yes, kind of arseholes and a bit of a problem if you were from Underworld but ... they fought the Enclave! They defended Project Purity! They protected people from super mutants! It's a whole thing!
But. Well, there's clearly been a change in leadership since then. And they've specifically reintegrated the Outcasts, i.e. the anti-helping people Brotherhood faction.
Also, the Commonwealth is not the Capital Wasteland. The conflict there was Brotherhood-versus-Enclave and the Enclave was so very bad that virtually anyone could look heroic opposing them. The super mutants never coalesced into a coherent faction who wanted anything; they operated more like a plague. Simpler times. In the Commonwealth there are more factions, more differing ideals. The water needs purifying, sure, but if we could solve the political problems farming wouldn't be a major issue.
You see all this difficulty and ambivalence in the game's characters, too:
The Brotherhood. In Capital Wasteland, they really weren't bad. But now. – Deacon Dialogue, Fallout 4 Those Super Mutants are a threat to everyone in the whole Commonwealth. I'm glad to have the Brotherhood's help to take them out. – Preston Garvey Dialogue, Fallout 4 Long as the Brotherhood of Steel keeps the heavy artillery out of the city limits, they're welcome here. – Diamond City Security Dialogue, Fallout 4 Flying that ship into the heart of the Commonwealth. Mark my words, the Brotherhood's here to start a war. – Nick Valentine Dialogue, Fallout 4
Characters are aware that the Brotherhood did good in the past. They're concerned about the giant airship in their space. They're grateful when the Brotherhood does something that happens to be helpful, even if their reasons were selfish. The decision about what do about them is floating in the air, from the day they turn up.
So now I'm back to my first point. You're the General of the Minutemen. Odds are, defending the Commonwealth as a Minuteman was one of the very first pledges you made at the start of the game. And sure, you're visiting all the factions and doing their quests, because that's how these games work.
Cool. So – I mean, they've asked you to bully and steal from the farmers you swore to protect. If you take your non-human companions to the Prydwen they will say the most horrible things about them. They've sent you to murder your friend Danse, even though he hasn't done anything and it's not like he can choose to not be a synth. They're powering up this really scary robot they can use to terrorise people. They're sending you to slaughter the Railroad, unprovoked, because they want their robot. At what point have you had enough? At what point do you go "Ohhhhh. This is the bad karma faction"?
There's a warning, right at the beginning of their quest line, from Haylen:
Field Scribe Haylen, personal log entry 324A. I'm starting to wonder if joining the Brotherhood of Steel was a good choice. I originally signed up seeking protection and comradeship but I'm worried that I've traded away a bit of my humanity in the process. The Brotherhood's message of hope for the future is idealistic and noble but their methods leave a lot to be desired. The leadership seems especially misguided. Instead of diplomacy, they wield violent confrontation to exert control. Despite all that, I've been successfully avoiding the fighting by following the career path of a field scribe. I suppose only time will tell how long I can stand the sight of spilled blood over my own moral fiber. – Scribe Haylen's Personal Log, Fallout 4
If you can recognise some foreshadowing, you can see where this is going.
I think the game doesn't force you to fight the Brotherhood with the Minutemen because you are the General of the Minutemen. It doesn't have karma options, it asks you to review the situation and make a decision what to do. You can fight the Brotherhood, if you choose to. In fact, you kind of swore that you would.
Yeah, they're running a protection racket. What are you going to do about it?
And I think that's very in line with the sort of story Fallout 4 wants to tell.
68 notes · View notes
grrl-beetle · 1 year ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
P.A.M. x Rayon Vert
14 notes · View notes
stoat-party · 1 year ago
Text
Tumblr media
Just making sure you guys are aware of the time Deacon tried to murder P.A.M.
283 notes · View notes