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[LFP] FALLOUT: Emerald City [Fallout RPG] [$15/session] [All Players and Experience Levels Welcome!] ~ Weekly - Sunday 8 PM PST ~

This game will require payment to the Game Master at a rate of $15/session via Patreon (monthly subscription of $60). Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. GAME LISTING:&nbsp; <a href="https://app.roll20.net/lfg/listing/381478/fallout-emerald-city" rel="nofollow">https://app.roll20.net/lfg/listing/381478/fallout-emerald-city</a> A NEW BEGINNING Seattle was selected by Vault-Tec for weather experimentation in the event of an apocalyptic disaster. As such, their designs and plans varied from most others. It was to be a control vault until the time of the Release, at which point residents would then be subjected to planned follow-up experiments. When the bombs were launched, the Vault activated its contingencies, which included drawing in the cold precipitation that would (in their hopes) diminish the effects of radiation in the region. Fallout still affected the city, although in different ways. Buildings still suffered and decayed over decades, ghouls developed with radiation exposure just as everywhere else in the wasteland, and the few survivors in the area struggled to continue in the aftermath. A unique strain of the FEV created a different kind of super mutant in this region. Details are unknown, including specific variations and origins. Local descendants of native tribes returned to claim the area, taking the name of the Duwamish who had lived in Seattle prior to white settlement. They are at odds with a communal group of survivors known as 'Cascadia', but major conflict has not occurred. Due to the extreme weather of the region, travel around and through is extremely difficult by any means, including air. Low temperatures and other hazards make survival often fatal for any outside to venture inward. The region and the Emerald City itself are thus very isolated, including the FEV variation and unique communities. A contingent of the Brotherhood of Steel has recently been moving through the area en route to Alaska; they demand subservience of untainted humans, and destruction of any ghouls/mutants/etc otherwise. They are not seeking permanent residence at this time, but are marking the location and expecting provisions from the inhabitants. The EM Field blocks out Institute frequencies of communication and teleportation. As such, they do not have a presence or an oversight of the Emerald City region. VAULT 7 awaits 'The Release', a time at which an alarm will sound and prepared members of a team will exit into the Emerald City to restore the region for habitation. Vault dwellers do not know when this time will come, and have prepared each generation in the event that it should fall on their own. Each Overseer is given special instructions for procedures of and after The Release. CHARACTER CREATION All characters will be Vault Dwellers; one player may be a Mr. Handy! * Optional Survivor: Duwamish Tribe Member Seven major groups/family lines exist in the Vault. The party will all come from one of these paths, which also influence education/upbringing. The player who chooses the Records path will receive the Guidebook (Districts of Emerald City). 1. Records - Scout, Lore, Survival, etc. 2. Robotics - Robotics, Gadgets, Tech, etc. 3. Physics - Atomic theory, Radiation, etc. 4. Botany - Biology, Plants, Food, etc. 5. Engineering - Mechanics, Utilities, Tech, etc. 6. Medical - Biology, Stims/etc., Doctor, etc. 7. Security - Combat, Weapons, Survival, etc. In the vault, families were mostly educated and raised with a scientific background in preparation for The Release. A singular family line was trained for security with rudimentary military practices. All characters will have a family in the Vault. That family line will have a special area of focus within the sciences (or the security/military branch). As no one knows when The Release will happen, each generation prepares a new cycle of candidates for the new pioneers of Emerald City. The presently elected Overseer will outfit the group with basic necessities and an old map with a few key locations noted. PURPOSE: The Vault Dwellers released to the surface are to gain access to the Space Needle and activate the new frequency for the EM Field. This is to clear the weather in the region and activate a beacon to announce a habitable place in the Wasteland. * Main Quest Objectives * Free Roam w/Side Quests * Known &amp; New Factions * Collectibles * Real history &amp; lore-friendly development of the setting
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Session 0 held Friday. There is one table seat that is a maybe, currently under consideration. Will update this post when that is determined for sure. Please feel free to inquire within if interested in the spot, as it will be available and offered if not taken as such. *** GAME TIME CHANGED TO FRIDAY, 6 PM PST ***