About Me I'm a video game design student and enthusiast about TTRPG communities and podcasts, but have only GM'd 2 games, both Fallout. I figured the easiest way to get involved was to do the legwork as a GM/Overseer. I've loved the Fallout Universe since I first engaged with it with Fallout 3, and have since gone back and played everything from Tactics to Brotherhood of Steel to the original 1 and 2. I'm a bit of a lore buff, so, as much as possible, I'll try to be keeping things in the campaign accurate and play around in the grey areas where nothings been written. Setting Blurb When atomic fire consumed the earth, those who survived did so in great underground vaults, when they opened their inhabitants set out across ruins of the old world to build new societies, establish new villages, and form communities. Now the year is 2289 and the location is Post-War Georgia. The date is Friday, October 28th, 2089. It is 5 days since the 212th Anniversary of the Great War, not that most individuals of "The Wasteland" much know or care. The Post-War South is thriving but still dangerous, and engaged in a war with the Brotherhood of Steel on its Eastern Front, and New Egypt on its Western Front. The area is governed by the Dixie Trade Alliance (DTA), a powerful coalition of trading companies, consisting of many trade caravans but mainly the great 3, the Sunbelt Syndicate, the Tennessee Valley Trading Company, and the Blue Ridge Caravan Company. The DTA regulates trade and resources, but various factions constantly challenge its authority Solstice City, one of the three capitals of the DTA, is a bustling trade hub with a population of around 35,000 people. Nearby, Mecha-Ville is a smaller city (~2000-4000 people), known for its mechanical innovations and great robot combat arena. In the heart of Post-Apocalyptic Atlanta, now called Terminus, lie the 8 great factions The Appalachian Chapter of the East Coast Brotherhood of Steel. The Ramblers The Sunbelt Syndicate The New Confederacy The Ghost-Faced Crew The Okefolkenokee The Disciples of Damnation and the Raiders by and large of the Wasteland These factions, and many more, vie for Control of an Ancient City, once a Terminal to the world. They fight for ideologies, they fight for resources, they fight for land, for relics, for people Because War, War Never Changes. Start You find yourself low on caps and at the end of your rope, just barely able to negotiate your way into a trading township, a walled industrial town by the name of Mecha-Ville. You take a seat inside nearest bar, and after a while consult the bartender. You have discussed your situation with the bar's owner, "Junior" and he has just the task for you, if you're willing to split the pay with the rest of the help... Game Details Date/Timezone: Saturdays @ 10:30am, EST Frequency : Weekly Seats Available: 3 Link to Listing: Here This game will require a payment to the DM of $5 USD per player per session paid through Venmo. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. Homebrew Rule Changes Luck - Luck refreshes at the start of each session, and at each long rest A luck point can be used to ricochet bullets on a hit that does no damage. Damage for weapon is re-rolled on the ricochet'd hit Movement rules work as follows Close 1-4 squares Medium 7-12 squares Long 13-18 squares Extreme 18+ squares Movement per turn: AGI 4-5 = 6 normal | 12 Sprint AGI 6-7 = 7 normal | 14 sprint AGI 8-9 = 8 normal | 17 sprint AGI 10+ = 9 normal | 18 sprint Mutations will work as extra traits, some are removable, some are permanent. Mutations are inflicted by large doses of radiation or FEV exposure. Content Warnings Abuse Alcoholism Alcohol Use Animal Death Blood Body Horror Cannibalism Character Death Child Abandonment Child Death Classism Death Drugs (addiction, use, withdrawal0 Extreme Violence Gore Guns Hostages Illness Kidnapping/Slavery Language/Cursing Murder Real World Religion Warfare