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Fallout 4 Enhanced, part 2 - minor factions
People seemed to like part 1 so I'm going in for round two! Last time, we discussed the main endings for the Commonwealth with the primary factions but we all know that there is more to the Commonwealth than that. We're talking small fry this time. Let's go with the new kids on the block
Gunners
In the base game, Gunners are just higher-level, better-armed Raiders. They're a well organized 'Mercanary' group with multiple outposts connected via Radio at Gunner's Plaza. They seem to be either new immigrants to the Commonwealth or (if the Vault 75 theory is true) have only just emerged. Personally, I think they're moving in from the South - most of their territory is located in the south of the Commonwealth, baring a few outposts further north that are well fortified.
They're plot irrelevant save for one thing: they're responsible for the Quincy Massacre, polishing off the Minutemen, and sending Preston Garvey running North. That is it. There is no major quests for them, no one comments if you wipe them out - you don't even know who their clients are. Okay, that's not true - the Diamond City robot chef hired them to steal a Deathclaw egg and Old Man Stockton (and thus the Railroad by consequence) protects his caravans. Every other client is a mystery. A common theory is the Institute but they would have to recognize that Stockton's activities, especially because his use to the Railroad is through his trade network.
So we have a group of highly militant if disorganized gang of private soldiers who have beef with the Minutemen and aren't scared of the Commonwealth's boogieman.
I think they should've been joinable or at the very least interactable. If I approach one of their bases, they should tell me to back off and leave, threaten me, etc. Just opening fire on every random person is what makes them just raiders. Should they suddenly be friendly? Absolutely not, despite their relationship with Stockton (and how I want the Railroad to be more focussed on slavery in general) the Gunners are canonically slavers so if a Gunner patrol comes across you in a random encounter, have them open dialogue to try and kidnap Sole, or have Minutemen quests to rescue kidnapped settlers
I also don't think they should have a single "Boss". Maybe a client who is specifically targeting the Minutemen for some fucking reason (Maybe it's a Drug Kingpin out of Goodneighbor, or some rich raider boss - or maybe they did it on their own volition because the Minutemen made it harder to do their job) but I think for every single operation they have in the game (Which is when they're specifically doing something, like being in Mass Fusion, Hallucigen or Greentech, and not holding territory) there should be a client that we can find in the game, and they should have a reason to do it.
The Gunners can also fulfill something that Fallout 4 desperately needed: an act 4. Now that X has claimed the Commonwealth, the Gunners being dealt with are probably high up on their list of actually establishing control. In part 1, I talked about how the Battle of Quincy should be this big epic battle involving multiple major factions as Quincy is taken back once and for all, freeing the captured townspeople and taking back the commonwealth - the Gunners are kinda just Bad Guys to Kill. But you know what? Great. Give them more men, more machine guns, etc. After that, taking Gunner Plaza should have had a major impact on the Commonwealth - the Gunners could no longer communicate between groups, the Minutemen Radio had further range than ever before, and their leadership was decapitated. This should send them scrambling - maybe even warranting a force from outside the commonwealth coming in to relieve their comrades. I think the Gunner-Minuteman war would've been dope
Children of Atom
The Children of Atom are Great. I love them. They're silly, cool, and low-key, right? Like, Eldritch Entitities exist in Fallout and they are typically related to radiation. This is just canon, there are beings beyond our comprehension who exist outside of our Reality.
But that's not important - why are they all so angry?
When I rock up to Kingsport Lighthouse, I want to talk to them and say "Hey, I support your religion, but can I make a settlement here?" and then BOOM! Unlocked Children Of Atom Settlement Items. Simple as, they're just a religion, I can allow them in my settlements - just stay away from the water, okay? Some of the radiant quests should just be going to your settlements and figuring out a solution between the Children of Atom and your settlers / Brotherhood / Institute. This goes double if you are a full member up in Far Harbor (which, legit I will not touch it cause it's great) as you spread your religion across the Commonwealth. Or at the very least, you tolerate them and control them
It's wild to me that they're hostile on-site. If I rock up to the Crater House to get baptized, they should let me be baptized! It's weird that they're just on-site for NO REASON! I want to see Children of Atom in every major city (they know the most about energy so they run the power grid, we just have to put up with the preaching) and follow every major caravan (they can help with a lot of radiation diseases on the road) to make the Church of Atom something that you might actually look at and go "Oh hey yeah that seems like a good idea."
Interestingly, I think they could be an ally for the Railroad of all people. If they give a Synth the identity of a Children of Atom Follower, they can live fine (some are immune to radiation, some aren't, it depends) in the Glowing Sea.
I could also see the Children of Atom and the Brotherhood of Steel having an Adeptus Mechanicus-Adeptus Astartes kind of relationship. Like, they view the Brotherhood as Atom's Fury taking and holding Atom's holy relics from Abominations. Oh, and by the way - the Children of Atom Cult almost took over the Commonwealth the winter before we woke up. Maybe some people should bring that up, especially because a peaceful variant of the faith won out in the end.
Raider Gangs
This pisses me off so much, cause Bethesda did the work to give each of the raider bosses personal beef and relationships with each other and have fairly consistent borders/areas of control that they work with - and then didn't do anything with them. There are six major factions of Raiders. I'm just going to briefly describe them, their attitudes and what I would change
Tourette Gang - They occupy the Federal Ration Reserve, so they should be incredibly well-armed, well-armored, and well-fed. The group is kept small and they focus on longe range weapons to make sure no one they dislike can get too close. Hate Tower Tom's gang, should wear surplus military or police gear. Near no major trade lines, but also don't need to be.
Beantown Boys - Tower Tom's group, they are sitting near no major trade or supply lines, and the only reason they're alive is that they can sell bear to Triggermen, other Raiders and also hold Red Tourette's Sister hostage (actually dead) so Red keeps sending them food. Sent people all the way out to BADFTL and they can see the writing on the walls and that a gang led by drunks is not going to thrive. Because they're so drunk, they focus more on melee weapons or things where they don't need to aim all too much like shotguns or machine guns
Boston Bandits - Led by Bosco, these Raiders should be the most 'classic' raiders. Controlling the majority of Boston and a chunk of Cambridge, his gang shouldn't have a particular focus, just to sell home that they're generic. Wide range of loot from the better equiped and skilled to the randos who just joined up. They should also have a BUNCH of traps to defend themselves from the ‘Beast’
Libertalia - this gang is different, led by a former Minuteman and his company, these guys should still have their laser muskets, Minuteman outfits, etc. For a group in the 'slow decline from guardians into raiders' they seem to have adopted the tattoos and grisly displays pretty damn fast. These Raiders should seem a lot more well maintained, more hygienic - probably a lot less chems too.
The Forged - The Forged are actually great, wish I could've seen em more though.
Judge Zeller - He tortures people into working for him until they're insane and fanatics. That to me sounds like either they sprint in with knives like crazy people or just insane spray-and-pray types. Lets give them automatic weapons and grenades to see what happens
I doubt the Engine could've handled it, but it would've been cool seeing these factions fighting over Raider camps and stuff after we clear it out, see how the territory changes through our actions and the various gangs. Giving them a unique feel on top of gang war violence is just fun.
Special mention to the Triggermen who really seemed like they would be important, but just weren't. I want them to act as the unofficial middleman between Raiders and Goodneighbor - Goodnighbor as a respectable trading town would never sell to violent evil raiders.... but they sell to the Triggermen and they don't have such compunctions. I'd also like to see a few of them lurking around Diamond City, giving the city a bit of crime or occasionally showing up in your settlements as black market salesmen
Caravan Collective
This is a new faction, but I could also call it Bunker Hill Plus. There are several traders and they’re all based out of Bunker Hill but in spite of that, there is no organization. No collective trade power. Nothing like Crimson Caravan or the Mojave Express. I think that the Caravan Collective should be a sorta rump state to the Commonwealth Provisional Government - while the actual government collapsed, the organized trade network and regulations that they made has survived the massacre
They shouldn’t have the big of an effect on the story - maybe a quest were you help Old Man Stockton root out Institute Spies - but negotiating them to go to your settlements instead of them just appearing one day. Similarly, the traders should pop up in Goodneighbor or Diamond City instead of just settlements and Bunker Hill. With the deal Bunker Hill has with the Raiders, they can travel pretty much unimpeded. This faction won’t be claiming the commonwealth, but they should have a presence and a decent size of Caravan security - if you don’t mess with them, they won’t mess with you
Super Mutants
These guys are unique amongst Super Mutants as they have no methods to reproduce themselves. Out west, there are a number of FEV vaults out there making more, though it’s rare - and in DC they have a whole Vault to make more, while the Appalachian guys have a few sources.
All Super Mutants in the Commonwealth come from the Institute’s experiments. And by “Experiments” i mean Shaun intentionally destabilizing the region, Virgil himself says they aren’t accomplishing anything. Super Mutants are just made from random kidnapped people, a Synth replaces them and the mutant is set to rampage. And I think that these mutants should be aware of that fact.
All Super Mutants are communalist and love each other as ‘Brothers’ - basically Warhammer Orks - but these brothers no that they are a limitted supply. I don’t think these super mutants should be any smarter then their cousins, but perhaps more cautious? They can’t just make more, every Super Mutant is a rare resource. Suicide Super Mutants; while cool, don’t fit this model but every society needs its Lunatics
I even think you should be able to make a deal with them if you’re the Institute - promise them to keep filling up their numbers, and in exchange get an army of green shocktroops. The Institute doesnt care if the Greenskins rampage about - if anything, the Institute is already the Super Mutant’s greatest ally
Up Next - Companions and/or Settlements
#fallout#fallout 4#fo4#fallout gunners#gunners fallout 4#raiders#fallout raider#raider fallout#children of atom#coa fallout#fallout children of atom#fallout fanfic
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OC-TOBER Day 9 - Relationships ⚛️
I've drawn so many of my ocs happy. Time for a change. Artem and Hester are ex-CoA (Fallout), Hester was an absolute ass and made Artem's life hell, and eventually with a prank gone too far, indirectly caused Artem's ghoulification. Artem leaves CoA, year or couple later Hester leaves too. They meet in the future and Artem gets some revenge on Hester who ruined his life. I'm gonna cook up a situation where they have to work together and process some shit they went through. And make their relationship into something..... more tolerable.
#fallout#fallout 4#fallout ghoul#children of atom#bweirdoctober#oc-tober#clip studio art#my art#artem#hester#secret: since being in CoA means lots of radiation hester has extremely patchy and bad hair#so he's wearing a wig. you can tell from his eyebrows being a different color :'D#the wig is most prized possession#artem..... well artem doesn't have any hair so that's another thing to hate hester for
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Harmonize by Javier Charro
#Magic the Gathering#MtG#MtGPIP#Universes Beyond#Fallout#Fallout Commander Decks#Harmonize#Sci-Fi#Javier Charro#Wizards of the Coas
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How does Mortas see through that mask????
Atom works hard to keep this man alive
#At least his breathe will be the freshest in the capital#fallout oc#fallout#fallout 3 oc#fallout CoA oc#Fallout CoA
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Who are the Children of Atom?
The Church of the Children of Atom (truncated as Atomites, sometimes derisively called rad eaters) is a religious movement that worships Atom, a deity personifying nuclear weapons, their detonation, and the resulting radiation.
Where most people see weapons of mass destruction, we see holy tools of creation. Generally, we believe the world was created when an atom was split and that each nuclear detonation represents the birth of countless new universes.
[Source] [Index Post]
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Ultimate X-Men being more like cult is so cool.
But also cult named children of atom is not good for my blog.
#before i was into fallout whenever i searched children of atom (xmen) i got children of atom (fallout)#amd now i am fallout fan and coa is like one of my fave factions in game whenever i search for them i get X-Men#beautiful now coa is also a X-Men cult#n.cb#wednesday spoilers
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im already bored with my Child of Atom run. the problem is, once you get to the point where the build works best, the Far Harbor story is already done, and everything else is just...... kinda pointless. it'd at least be more fun if there were more than one Child of Atom settlement in the base game you could actually interact with as a member of the Far Harbor branch, bc otherwise you're just. basically done, story-wise.
im considering maybe restarting a different sole survivor character with less restrictive plot stuff, like my old power armor and soda obsessed one. or maybe i should just bite the bullet and play 76 already. i dont know man
#i always hit a wall with fallout 4 i swear#the world just still doesnt feel finished at times#and i know that like. playing as a raider or child of atom is a more restrictive build story wise#but at least Nuka World expanded on the concept#Far Harbor started to but didnt really stick the landing to tie into the main game#most of the CoA settlements are hostile even if you're one of them its WEIRD
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SLOWLY getting towards reuploading all the art I like of mine from DeviantArt. Anyways, this time Green. A Children of Atom super mutant!
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idea for a Fallout character which I'm not going to use: Children of Atom priestess who not only turns ghoul, but non-feral Glowing One
#fallout#children of atom#feel free to do something fun with the concept#I remember reading that in FO3 there was a CoA offshoot focussed on becoming ghouls but they all turned feral#but I like the implications of one of the rare non-feral Glowing Ones having a CoA background
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are there any pages that you can think of that need work that people could get their edits from?
!!!
if you see any room for improvement on the disability rep page feel free to add or tweak however feels right to you. it might be revised but it will probably stick. i'm sure there's stuff we missed, or could word better
another approachable first edit would be going to any talk page on something you're interested in & requesting information or visuals you didn't see on the page, or identifying room for improvement. like whatever you can think of. sincerely expressing what new content you'd be interested in as a fallout fan is a useful contribution to the community & will inform the culture of the wiki. (sign comments with "--~~~~")
you can request whatever you'd like to see! if your suggestion goes unaddressed you can mention it to me on my talk page and i'll do my best.
you can also just do your best & make any non-destructive change you want. sincerely go nuts. you might get revised or questioned at first but you will still have an immediate impact. as long as you're trying to help & can roll with peer review, then yall will make the place a lot better just by speaking up and/or hanging out a little
i decided the pages for puppet man and the moth cult should be gonzo and fun, and i made it so. i wanted to acknowledge that indigenous fans sometimes claim Benny so i did. i created the disability rep page without asking anyone & it's a 10k word community project. i added a section about christianity to the CoA page because i had a bunch of stuff to observe. sometimes when people delete one of my sentences i clarify with a sourced essay.
this place has changed rapidly. if you observe something true and interesting about the world or history of Fallout, people will want to hear it, and there's probably a way to communicate your observation on the page. Fallout belongs to fans & it's called lore for a reason. just be yourself, and have fun!🚀🚀🚀🚀
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I dont know how it took me till you posted that most recent sole survivor art to learn you were a fallout enjoyed, it fills me with joy. Fave companion/storyline?
Of the main companions, I think my favorites are Dogmeat, Nick, and Piper, but I've probably brought Ada along more than anyone.
I really love the character of this robot, built by a band of survivors from spare parts, developing attachments and feelings. I appreciate her trying to square the conflicting input of grief and justice at the point where neither really fixes anything unless the root of that injury is repaired. Ada's friends died because the robots programming was flawed and lacked the ability to see struggling humans as viable, not because Isabel wanted them to kill. At that point, killing her would be cathartic but it punishes her for a mistake she rekt didn't intend and lowers us to the level of the other wasteland factions who perpetuate the broken exterminationist view of conflict. It lets Ada continue to grow as a living being in spite of her loss and status as a robot. It's something I love about Ada in my interpretation that I felt was lacking in my impression of Curie.
The game wants to give us a romanceable female synth who is even less experienced than we are, so porting a robot's memory into a "human" works but that's a bit cheap for my taste. I don't dislike Curie but I would've enjoyed the option to help her realize a human body wasn't strictly necessary to help people. Developing the "humanity" in a machine feels more in line with rebuilding a better world than finding ways to eliminate the anthropocentric limitations of machines in a world where they can be fully sentient.
And yes, I think you should still be able to romance Robot Curie. It seems to work for Mr. Zwicky and Miss Edna! I think that's sweet and let's be play this as a world where people realize joy is precious wherever you find it instead of queueing up Curie's emergent personality. We see plenty of other robots with fully functional autonomous identities. The ability to accept them for who they are and can become in spite of their origins is a wonderful aspect of the world for me.
In general, I like keeping folks around and trying to give them another chance to make a go of it in the Commonwealth without the Institute or the Brotherhood trying to pull the strings from above or below. I try not to kill anyone I know I don't have to unless they're going to keep trying to kill me.
I've destroyed the Prydwen and the Institute every time, but I wish there could've been opportunities to bring a few BOS characters over to my side in the process, Proctor Ingram, in particular. I also like that there are hard choices to make though, that characters you would want to join you can just have incompatible ideology and loyalty.
For the game's sake I back the minutemen and the Railroad, but ideologically, the Atom Cats are my "faction" of choice. They're good people, hacking out a place for themselves, putting their skills to less genocidal use, and trying to bring a bit of light and beauty to their little peninsula. They watch out for their friends and neighbors. They ain't so keen on exterminating anything in particular. They aren't looking to rule over anything in spite of their impressive power armor skills. My favorite outfit these days is the armored AC jacket and modded Mechanist helmet.
Far Harbor has some great missions too. The hotel murder mystery is a hoot and the settlement locations offer a lot to play with. I try to strike a live-and-let-live balance there too, preserving the synth refuge, Far Harbor, and the CoA if I can help it. I never rat them out to the BoS. The memory-retrieval mini game missions are miserable though! It glitched out on my first playthrough and I couldn't finish it before my PS4 died.
Favorite settlements are probably vault 88, the Starlite drive-in (makes a fanatic multistory apartment base), Spectacle Island, Abernathy farm, Egret Tours Marina, the lumber mill, Outpost Zimonja, Greygarden, and the lighthouse. I'm a fan of modding-off the build limits and resource cheats so I can build elaborate apartment blocks out of scaffolding, warehouse bits and vault pieces. I can't get enough of encasing ruined buildings in larger buildings like warehouses or vault atrium assets too. After a while, the settlement building becomes my favorite aspect of the game after the story and world-building.
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@callsignbaphomet has opened the door to my opinions on magic in fallout ✨️ woe be upon ye <3
Okay okay okay sooooooooooo! This goes back all the way to my original playthrough of point lookout! Not only is this where we find the Necronomicon (I know its not called that but come one.) We see the Blackhall family praying and worshipping and reading from it. We are told it has power! The swamp people are drawn to it as well. In my mind it has to be able to give magical powers of some sort. Not to mention we are asked by Marcella to help destroy the book. Now I have a personal belief that her search for religious artifacts points to the artifacts having power as well.
Now my theory is we have 4 versions of magic that can be accessed, however none of them are arcane in nature. In fallout science is the stand in for arcane magics to me. The magic we are seeing is faith based, clerics, paladins, warlocks, etc. So let's talk about them one at a time.
ATOM: we see that the children of Atom have boons and benefits like immunity to radiation. They are the the most prevalent and widespread religion that we get to see. We see that they accept all of Atoms children. Ghouls of all types are seen as deeply connected to Atoms holy light! (It's why I theorize that Atom is at war with the eldritch entities but another time for that.) I feel like the CoA are capable of more feats than we get to see in game. Bethesda gave us a bit more of their capabilities in Far Harbor. We walked the hallucinations and we're guided to the answers we needed. I'm a big fan of the idea that the children are more important than we give credit for.
2. Ug-Qualtoth: they keep giving us locations and quests for this evil thing! He'll in the ttrpg they have an entire adventure associated! The two major characters we see tied to this are the Dunwich family and Lorenzo. The Dunwich family are directly tied to rituals, artifact finding, and sacrifices to the old gods which has given them extended lives and who knows what else! And with Lorenzo we get to see the effects his blood has not to mention the psychic powers he uses!! Oh and pickman too! His paintings are definitely related.
3. The Mothman: so this is the most recent addition to this ever growing web. But we see the effects of the mothman cults, we see that the Mothman can give you buffs and visions. The former church in 76 houses tomes you cannot read without keeping your connection to Mothman. It's ability to teleport in puffs of black smoke and prophetic abilities are undeniable.
4. I'll call this the miscellaneous section: we know ghosts are real (I'm counting them the more magical aspects of the games given supernatural entities and magic go hand in hand alot.) In Nukaworld we have the Ghoul magician who was capable of things that is more than just simple slight of hand. Going back to Marcella, she was searching for religious artifacts. In my mind that makes me thing that Christian artifacts hold some level of power even if minor given how the religion has fallen from its massive pre war following.
All in all I've been a devout believer in magic within the fallout universe and think they really need to add more aspects of magic and the supernatural in the games and not just the ttrpg. I know they probably don't want to because of pushback but it's so obvious that there is a dark undertone to this setting!
I don't think it would break any kind of cannon for a character to have some type of powers/abilities through a worship of a god/entity. (My brain is struggling but please if you have ideas or questions feel free to ask!)
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i know nothing about fallout or about your ocs so! i wanna hear about them please tell :]
:DD ok! most of it is heavily basd on the lore of the are in fallout but ill try explain
ill put it under a cut bc long
so heres the far harbor lore (spoilers for both the dlc and fallout 4 base game):
[pt: (spoilers for both the dlc and fallout 4 base game) ]
so its on the area called far harbor (fallout 4 dlc) where theres a few factions and a really heavy radioactive fog. theres the harbormen (town of the island residents considered 'normal') who are forced into a small town on the coast since most of the island is covered in fog. theyre not very accepting of outsiders and people considered different. then the fog. its considered to turn people 'strange' and 'crazy' from the radiation and maybe a supernatural/mythical element (at least in the beliefs of the residents). theres people who live in there who are considered 'crazy' and are cannibals. theyre called trappers and hunt and eat almost anything. no one likes them. (which. is reasonable). they live in ruins and camps in the wilderness and abandonded areas in the fog part of the island theres also acadia. its an old observatory that has been turned into a refuge for synths (robotic/articifial people created by evil science organisation called the institute to spy on people by replacing them. these guys are fighting for their freedom to not be slaves to the institute. almost everyone hates them because theyre a symbol of the istiture and are the ones replacing their loved ones.) these guys are running from the institute to not have their minds wiped and turned back into slaves basically. theyre hiding on the island and have neutral to bad relations with the town. they mostly stick to themselves. then theres the Children Of Atom (CoA). basically a cult around radiation. like actual cult not the joke version. they believe that radiation is sentient and they need to return to it. theyre isolated and go through strange rituals to prove they are a part of the religion/cult seriously. they try recruit the player when you first see them. town/harbormen hate them, think theyre crazy. they also kinda want to kill everyone for their religion to make 'atom' (radiation) happy and worship the fog of the island. oh and basic stuff: fallout is post apocalyptic after a nuclear war 2 centuries before the games. most things are dead. everything is still rebuilding (shacks made of rubble, very few towns/cities, mostly farms and small homes sparsely.) most animals that survived are horribly mutated and aggresive and dangerous. mutated humans that are basically zombies are called Ghouls. some havent lost sentience and are basically human minus appearance and immunity to radiation and aging. they are discriminated agaisnt a lot.
Now the OC (finally lmao):
so their name is Pine and theyre a hunter/fisher on the island and they live in the wilderness mostly. they are nonbinary (agender) and aroace. Theyre dad's side of the family who they live with past their toddler years are all trappers. their mum was a harbourman who ended up joining the cult CoA. they lived with the harbourmen untill they were a young child and ended up leaving to their dad after they were old enough to be taken care of by them. theyre considered an outcast by the town and they dont really like them but they still are allowed in and hang around there soemtimes. their dad and family cares about them and is as caring as a trapper can be. they live with cousins and uncles and their dad (cant remember if they had siblings (theres a family tree we made years ago somewhere but i cant be bothered getting up to find it now)
so they just keep going between their dad/family, the town, camping out on their own and visting their mum. the cult lets them in the area but they dont really like Pine (kinda like the harbour).
they end up meeting a synth around their age and getting into a QPR. the two then travel together.
oh yeah and pine has a pet rabbit that follows them around a bunch.
their appearance is short messy brown hair and tanned skin. they have a bunch of scars from fighting the wildlife and hunting. they also have heterochromia. their right eye is green and left is brown. usually they wear a beanie and jumper or t-shirt and overalls.
thats all i remember right now. might get up soon to find actual info/refernce sheets we made like 2/3 years ago
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wip of Mortas new look, I just wanna share this smoochy mans process.
Gonna be refurbishing and redesign this old Fallout oc of mine:
'Once a high confessor for a New York Children of Atom faction, now a lost shepherd without his flock, Mortas wanders the wastes in search for new followers to form and control. He never goes into large settlements due to his concerning attire making settlers nervous and sometimes can be seen hovering outside a few just to trade with the caravans'
#he knows he looks like your disturbed CoA but he desperately tries to just give fortunes and blessings to any that will listen to him ;w;#his old attire is lost to the past now he gone look like a scraggly wastelander#fallout oc#fallout 3 oc#fallout children of atom#fallout
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The Alters at Which We Worship
#fallout scenery#fallout gifs#fallout banner#fallout wallpaper#fo4#fallout 4#children of atom#COA#the church of the children of atom
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Sent kasumi home, replaced tektus but spared him, kept dimas secret, I think this was also not the best solution because a peace build on lies etc. Etc whatever but I am satisfied. Also wish I can let kasumi decide what she wanted. Anyways now she has her family and she can always go back to Acadia if she needs too so nothing that much lost I guess.
#fallout 4#geym#i think also i like everybody in far harbor dlc#sometimes watsonian sometimes doylist tho#allen lee cam fuck himself but also i think he is a good character#coa are insane but i drunk the radaid i love them this is not good I am guessing i already have some kind of cult past#but they are nice and insane amd have cool aesthetic🥺#acadia are synths they are getting pass from me directly and i don't think dima is evil or monster while he did terrinle things#anyways its still not over tho there is 4 more memories
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