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Hidden 13 days ago 13 days ago Post by Bork Lazer
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Bork Lazer Chomping Time

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War.

War never changes.


The final conflicts of the 21st century were not waged over religion or territory but over control of our dwindling resources. Nations that were once allies were at each others throats, intent on preserving what they had by taking what little others had. Finally, on the eve of 2077, the world was damned in a storm of nuclear fire and devastation. And for a while, darkness and quiet reigned over the cold, irradiated surface of Earth.

This would not mark the end of humanity. Many of those who survived the fallout did so in large underground vaults. When the surface became safe for settlement, the inhabitants spread out and colonized the surface, forming tribes and societies. As more and more of the world woke up, the same tired squabbles and conflicts that brought the world to ruin were reborn again.

Past the radiation storms of the Pacific Cauldron lie the myths of an unblemished paradise: the Aloha Isles. Before the Great War, the Aloha Isles were a haven for the rich and wealthy as they sought peace from the turmoil in America. However, on the shorelines of the Aloha Isles, another face remained unseen in its great harbors, that of nuclear warheads and fleets of warships hidden deep underwater.

In the decades following the end of the Great War, a hermit taking up the ancient name of Kamehameha, united the six islands under his crown and used the remnants of military pre-war technology to turn the coastline into an expansive blockade.For the last century, the New Hawaian Chiefdom has defended their coastal heartlands from all manner of mutant, pirate and invader. As the decades passed, the isolationism of the island kingdom slowly thawed away as the need for trade and alliances outweighed their need for safety.

It has been 50 years since the Aloha Isles announced their presence to the world. Factions such as Gold Galleon Incorporated and the pirates of Leviathan seek to plunder the ancient military complexes on Aloha out of greed whilst others such as the Long Dragoons and the Bastion seek to begin again in paradise.

You are one tourist out of many seeking new fortunes on the recomissioned ocean liner, the Green Horizon. Whatever your intentions in the Aloha Isles, this cruise is about to be on a collision course with fate itself……


The Game


Fallout: Aloha is an action play-by-post roleplaying game set in the world of Fallout created by Interplay Entertainment and Bethesda Studios. Taking place in 2290 three years after the events of Fallout 4 and 8 years after New Vegas, the majority of the roleplay will take place in the post-apocalyptic remnants of Hawaii in this universe. In Fallout: Aloha, you begin as a 'tourist' on a refurbished pre-war naval ship headed for a course to the Aloha Isles. You can decide the reason for why you have decided to travel to the Aloha Isles but for mysterious reasons, you find that the ship you are on has hit a major roadblock. What exactly does this mean? You'll have to join the RP to find out.

Players are allowed to play a total of one character (alongside any pets or non-human companions) that can be of any race (within reason) of any background whatsoever. Players can feel free to use elements from all other related pieces of media within the Fallout universe or substitute their fanon, provided it fits into the setting. Players can interact within their group or go off on their own to venture in the Aloha Isles (although this is highly discouraged).

The GM will play the role of various faction leaders, allies, and enemies of the player OCs on the Aloha Isles. Players are encouraged to suggest their factions, allies, or any enemy factions they feel would be natural for the setting.

The Setting




The world of Fallout can be summarized in one word as “ post-apocalyptic satirical retrofuturism”. Unlike other counterparts in the genre such as “The Day After” or “The Stand”; Fallout is considerably more optimistic and uses its unique retrofuturistic setting to make light of the bleak circumstances of the aftermath of nuclear fallout.

The timeline of Fallout diverges from our own reality roughly around the end of World War 2. Technological development proceeded down a different route in Fallout as humanity harnessed atomic energy as a means of power and fuel for all manner of retrofuturistic appliances and technologies such as nuclear powered cars, advanced exoskeletons and laser guns. Things roughly proceeded down the same route as reality except with a lot more McCarthyism, communist paranoia, corporate monopolies and a dizzying amount of american exceptionalism.

Unfortunately, the same problems we face in our current world weren’t solved by these radical innovations. Shortages of every major resource began to spread across every country. Geopolitical alliances were abandoned and small scale conflicts began to emerge as countries tried to scavenge for every last drop of oil and gas. The U.S.A and China emerged as the foremost rivals, each engaging in proxy wars of annexation and conquest against one another.

This would all eventually culminate in the Great War. On October 23rd, 2077, the world was engulfed in a veritable nuclear holocaust. Billions of people died instaneously, entire continents were reduced to a blasted desert and millions more died from radiation, starvation or both. Small pockets of civilization managed to survive in large underground fallout shelters built before the war by Vault-Tec Corporation. These fallout shelters were known as Vaults. The mission of these Vaults were to keep their inhabitants safe from the effects of nuclear radiation and when the surface was deemed safe to live upon, release its inhabitants to colonise and rebuild a new society.

After 200 years, new factions arose out of the ashes. Societies like the New California Republic on the West Coast sought to replicate the structures of pre-war governments whereas other factions like the Brotherhood of Steel or Caesar’s Legion sought to embrace less traditional forms of societal hierachies to seek their own methods of civilizing the wastes. Blood and sweat has been spilt by these factions in the name of reclaiming pre-war technology, territory or simple ideological difference.

Technology isn’t the only difference in the Fallout universe. The effects of radiation are less akin to real life where you suffer horrifying mutations and die from acute radiation poisoning within seconds. Radiation in the Fallout universe is equivalent to magic. The wildlife in the Fallout universe has been horribly mutated beyond belief into freakish montrosities that pose a threat to normal wastelanders. In addition, a new species known as ghouls were born from humans that survived being exposed to larg





Remember These SPECIAL Rules!




• Respect is your number one strength!

Don't be an asshole or a dick, period. Remember that this is a roleplaying game at the end of the day and that everyone here is volunteering their own time to create a fun experience. This is going to be a chill environment but remember to respect boundaries and treat people the way you would want to be treated.

• Be perceptive about your posting!

I'm not expecting regular posts but a post once every two weeks is the minimum I'm aiming for. In addition, I do not have any expectations of quality or length for any post but a minimum of a paragraph would be fine for this RP. Again, I want people to abide by their own standards and make sure they post what they want to post.

• Have the endurance to be communicative!

If you have an issue or something preventing you from posting, communicate and don't leave us hanging. Always be communicative so that we can find a solution forward to keep the game moving.

• Charisma is the way to everyone's heart!

I'm not the one who dictates how this world and game works. We all do. If you feel as though you have any suggestions or alternatives for the RP, voice it.

• Stay intelligent about being in-character!

Guys, you can't use OOC information that your character has no way of knowing in the RP. Stop it. It's not cool. Also, please don't godmod, control other people's characters without their permission or break any established RP conventions.

• Handle conflicts with deft agility!

If there's a conflict between you and another roleplayer, I expect you two to hash it out like reasonable, not-online human beings.

• Good luck and have fun!

Join the discord server for further planning and discussion!
Hidden 13 days ago 1 day ago Post by Bork Lazer
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Game Rules and Mechanics


Basic Rules
Fallout: Aloha will be run on a dice system that streamlines elements of Mophidius’s 2d20 system for Fallout: The Tabletop Game combined with elements of the 5e d20 system. All characters start at Lvl 1. Here’s how the system works in a streamlined scenario.

- Todd Howard and Josh Sawyer begin to generate characters for a Fallout play-by-post game set in a post-apocalyptic version of New Orleans. Josh comes up with a synth gunslinger whilst Todd comes up with a ghoul scientist who can trace their lineage to pre-war America.
They first decide their SPECIAL stats. SPECIAL attributes are similar to DND’s stats with the exception of luck. All SPECIAL skills start at 5 and players have a total of 5 points to distribute amongst their skills. Players can choose to decrease their SPECIAL stats down to a maximum of 3 to gain extra points and the maximum amount of points a SPECIAL stat can have is 10. Josh chooses to make his synth gunslinger have high agility at 8 with their perception and luck at 6 whereas Todd chooses to give his brainy ghoul a whopping 10 points of intelligence.

- They then choose to tag 3 skills. All skills start at 0 and can be increased up to a maximum of 3 (for now). Players can choose to tag 3 skills to increase them by 2. Todd decides to tag Science, Barter and Repair whereas J.E Sawyer decides to tag Guns, Sneak and survival. The rest of your skill points is determined by your overall character background and your intelligence as well. You can distribute 9 points plus extra points equal the total amount of intelligence you have throughout all of your skills.

- The GM starts them off exploring a ruined vault in the seedy lands of the Bayou. The vault door appears to be locked and Todd attempts to hack the vault. This requires a dice roll that uses both a relevant attribute and skill. Todd chooses his intelligence which has a score of 8 and combines it in tandem with his science skill. Both of them add up to 10. This skill check is relatively difficult for the average wastelander but is manageable for a wastelander with training in hacking so it gets a DC of 2. Todd then rolls 2 d20s equal to the DC class and gets 9 and 8. 2 of those dice values are below 10 which means it’s a success as Tood has overcome the difficulty of rolling 2 successes. Dice values that are below the skill and attribute check count as failures.

- The vault door opens and Todd and Josh enter the vault. A minute later, the pair discover a walkway leading to the lower interiors of the vault has been broken. There’s a ladder on the other side but it would require someone to jump across and use it to bridge the gap. Josh decides to roll for it and uses a skill attribute combination of agility and athletics. It adds up to 12. The difficulty class is 1. Josh rolls a 1. Oops. Don’t worry, however. 1’s in this system count as critical successes. A critical success counts as 2 successes instead of 1. So, Josh meets the skill check and successfully jumps over the gap to push the ladder across so Todd can walk over to the other side. As Josh rolled an extra success, he gains 1 Action Point that he can use later for a variety of situations.

- Todd and Josh continue to explore the depths of the vault before they’re ambushed by a feral ghoul. Todd decides to engage in fisticuffs with the ghoul whereas Josh decides to use his 10mm pistol. The ghoul has a defense rating of 1. Todd must roll his str and unarmed skill combined which adds up to 5 whereas Josh adds up his agility and guns which adds up to 10. Todd rolls a 13 resulting in a failure. However, he can use his AP to add one more dice to the roll. The extra dice rolls a 4 which is a success. Todd manages to deck the ghoul in the jaw whereas Josh manages to cap it in the face.

-That’s the basics for now!



Character Sheet



Hidden 13 days ago Post by Bork Lazer
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LORE


Factions









Minor Factions









Bestiary

Radgull -???

Blackbottle - ???

Leatherbacks - ???

Ghoses - ???

Locations

Miscellaneous


Hidden 13 days ago Post by Abstract Proxy
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Surf's up, baby.

Excited to see all this great lore and OOC stuff.

Will get to character scheming post haste.
Hidden 13 days ago Post by Dark Cloud
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I was thinking Ghoul, but the more I imagine a Super Mutant in a over the top pirate outfit the more it seems tantalizing
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Hidden 13 days ago Post by Letter Bee
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NCR Trooper, assuming we're only permitted to have one character.
Hidden 12 days ago 10 days ago Post by Eviledd1984
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Let me know If there is anything I need to change.
Hidden 11 days ago Post by Ezekiel
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Seems fun! I'll think up a character.
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Hidden 11 days ago Post by Abstract Proxy
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I shall endeavor to wrap up a traveling scientist with a cybercat (ty for this great idea, Bork) either tonight or tomorrow at some hour.
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I'll throw my hat in too if you'll have me. I'm cooking up a Vault 75 survivor.
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Hidden 11 days ago Post by Bork Lazer
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Let me know If there is anything I need to change.


There's something wrong with your skills distribution. Remember that it's 9 plus the number of intelligence points you have. You would have 16 skill points to spend over your skills and keep in mind skills can go up to a maximum of 3. Remember you can also tag 3 skills to add 2 points to them.
Hidden 11 days ago Post by Eviledd1984
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My apologies; I have made some changes, so let me know if I need to make any more changes.
Hidden 11 days ago 11 days ago Post by Letter Bee
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Name: Andrew Rivers

Race: Human

Gender: Male.

Age: 21

S: 3
P: 6
E: 6
C: 8
I: 8
A: 6
L: 3

Skills

Choose three skills to tag that your character is proficient in. You may then spend a further 9+INT Score skill points to distribute amongst your skills.

Tagged Skills:

Guns: 2 + 1 = 3
Speech: 2 + 1 = 3
Repair: 2 + 1 = 3

Untagged Skills:

Barter: 2
Survival: 2
Lockpick: 2
Unarmed: 3
Sneak: 3
Medicine: 2

Personality: Andrew is generally a kind, sweet, generous person who objects to the NCR's heavy-handedness in the past and despises its imperfections, but genuinely believes that there are no viable alternatives to the Wasteland than the NCR or a Government like it. The Courier or Mr. House in the Mojave gathering a bunch of settlements, declaring themselves independent, and 'freeing' the Mojave with an army of Securitons? Fantasy. Is someone on the East Coast rebuilding a bunch of settlements to Pre-War levels all by themselves and creating a new Commonwealth Provisional Government? Nonsensical. Besides, even if those did happen, those had no staying power once their 'superhuman' founders were dead.

So it has to be the NCR that has to be saved, and it's people who have to save it. And so Andrew has been assigned this mission by what remains of the NCR Government: Go to Hawaii and find a way to save the NCR; for as they agreed, there is no other way - No other moral way - for this world to rebuild.

Background: Andrew was born in The Boneyard to an NCR Soldier and a Follower of the Apocalypse back when the NCR was already declining, but had not fallen yet. Andrew was raised on tales of better days by both parents, although their perspectives of what days counted as 'better' differed. Either way, Andrew joined the NCR Army at 16 and lived long enough to see defeat after defeat, including the long retreat from the Mojave, where he was hardened by the fight to survive. Nevertheless, he saw firsthand how the 'alternatives' to the NCR were even worse than it was, and how the NCR needed to be reformed should it be able to outcompete said 'alternatives'.

But when he arrived home, to protests and opprobrium and the political consequences of Kimball being assassinated, it broke Andrew's heart. At least his family, including his mother, did not forsake him. Taking a small period of leave, Andrew began going through his mother's books, hoping against hope to find a way to save the NCR and reform it so that it could stand against its enemies and their separate visions for the post-apocalyptic world.

It turned out it was possible. Just barely. But the means to do so were out of reach; it was like having hope dangled in front of him and then it being pulled away at the last minute. So as things spiraled down further, Andrew began looking for shortcuts; items like the Water Purification Chip and the GECK that had saved people before.

Then, he was called by his superiors, the last loyal officers of the NCR, and told, "There is a ship headed for Hawaii, where ancient Pre-War technology can be found. Get on that ship; find something that can save the Republic. If you can't; we'll forgive you, but if there's a chance that you can... Do what you must."

And so Andrew went on the Green Horizon, ready to meet and mingle with the other passengers on board and see who could be potential allies for his Quest to save the NCR, to save a civilization that saw no one as expendable (in theory). A civilization where people recognized their common bonds and helped each other (within reason).

He brought a book with him; a book of the NCR's constitution, laws, and history; this way, he can keep a memory of the Republic with him.

Equipment

- Service Rifle.
- 10mm Pistol.
- Hunting Rifle with Scope with the NCR two-headed bear painted on.
- Trooper Armor with a Gas Mask and Helmet.
- Switchblade.
- 2x Stimpak
- 1x Rad-X
- 1x RadAway
- NCR Dogtags.
- A Book containing copies of the NCR Constitution and Laws and a summary of its history.
- 2000 Caps.
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Hidden 11 days ago Post by Bork Lazer
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My apologies; I have made some changes, so let me know if I need to make any more changes.


Skills can only go up to a max of 3.
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Hidden 11 days ago Post by Randomguy
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Clive Lim

Race: Human
Gender: Male
Age: 28











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Hidden 10 days ago 9 days ago Post by Starlance
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Couldn't find a date for when exactly the Vault 75 uprising took place, so took some liberties there. Yell at me if it doesn't make sense.
Edit 25/04/2024: -1 PER, +1 AGI.
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Hidden 10 days ago Post by Eviledd1984
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Okay i made some changes to the skills, how does it look now?
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Hidden 10 days ago 10 days ago Post by Abstract Proxy
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I went in a slightly different direction that I had originally thought, but here's a CS that almost certainly needs some editing...

And I'll add an appearance image as soon as I find one that passes muster.



To prepare for this character, I also stole most of @Starlance's BB code.
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