Fallout PnP story help

Writing up an adventure I'm gonna GM with some friends, but I'm having a bit of writers block and I can't think of a good adventure, so I need some help please.

I'm not completely useless as a GM so here's the basic setting:

The story is going to take place in 2167, 90 years after the Great War between the events of Fallout 1 and 2, in Louisiana in and around New Orleans. From the lore I can gather that there is supposed to be vast plant and wild-life mutation in this swampy area.

I need a start-point for how my players meet and a basic goal for the campaign. I can then flesh out side-quests on my own.

Other urls found in this thread:

yuki.la/tg/thread/31439318
fallout.wikia.com/wiki/SPECIAL
fallout.wikia.com/wiki/Bloomfield_Space_Center
youtube.com/watch?v=mQR0bXO_yI8
m.youtube.com/watch?v=4ban5zOc48k
twitter.com/SFWRedditVideos

They all come from the same vault. One day, the plant roots cause too much damage to their room. They are locked out from the rest of the Vault for the safety of others, but tasked with retrieving stuff that will help those left behind.

Vault Twist: [spoilers]The Vault was designed to constantly and slowly collapse, forcing the inhabitants to tinier and tinier rooms. A few drugs in the air vents and the PCs and all the people there are 6 inches tall.[/spoilers]

Why is it always New Orleans?

Don't get me wrong, it's a perfectly good setting, but I feel like there are other unexplored regions of Fallout that could be used.

Like the Mobile Bay Area.

You could go with a simple raiding party that is starting to attack the settlement tat they find first. Like, after they leave the vault they go to a settlement and find some people who take them in. Raiders are threatening the village, party deals with raiders, heroes get their names out there and someone gives them their big quest. It's simple yet effective.

It can go there as well. It's basically set in the Gulf Commonwealth so if you have ideas for Mobile please share.

Yes, but I am looking for a big main plot to drive the campaign, mini stories are great but I don't want my players to feel they're just doing errands, they need to have a goal that is driving them and I can't think of something captivating enough for the whole campaign.

Basically, USS Alabama and Fort Morgan.

One is the site of a US Navy remnant, the other has neo-confederates who see the CSA through rose lenses and protect the Bay from sea monsters.

Actually, is there any info on the rations of the Gulf Region in Fallout?

Sometimes you don't get to the main plot for a campaign until you get a few sessions under your belt. If you start the campaign with the PC's getting kicked out of their vault you can run some fun adventures with them learning how to survive in the wasteland. From there you should have enough NPC's and adventure hook ideas that you can create a main plot.

>Rations
Factions

Definitely nothing official. You can make some stuff up as you see fit since the Fallout lore hasn't touched much on this region from what I can gather.

Yeah but I like seeding hints to the bigger picture throughout the campaign sort of like a prologue to what's coming.

Something to do with the Pre-War plague comes to mind actually. Might be interesting. Sort of a Last Of Us feel I'm getting thinking about it.

Mutant crocodile infestation.

Bump

Does anyone have that really awesome homebrew New Orleans one user made? With the Saints as an order of Knights and the city is run by a bunch of riverboat aristocrat ghouls?

How about ghouls have started attacking settlements in large numbers. The pc's are hired to find out what's causing them to group up. Build from there.

WTF I NEED THIS

Found I think the first thread it was in. yuki.la/tg/thread/31439318

The user who came up with it, the Silver Dollar Sam's and the All-Saints and everything, also posted a more complete and detailed PDF a while back but I can't find that.

Well that's unfortunate, but thanks for linking the thread.

For Fallout 1, 2 and NV the main story usually showed up after an A plot, like the water chip leading into the super mutant army, not a bad idea to start with one thing and have it lead into something at near extinction levels of dangerous

One of these days I'll make a Fallout PnP set in Detroit. The PC's will leave the vault and will encounter an old man who says,
"Welcome to Detroit. Roving bands of raiders who'll rob you blind and then rape you to death, drug dealers on every corner, ghouls hiding in every alleyway, and no-one in their right mind goes out without a gun... At least the bombs didn't change things too much".

Fuck. I just wrote a large campaign outline before accidentally tapping my backspace key without a text entry symbol, so I wound up loading the previous page and losing what I wrote.

I'm not writing all of that again, so I'll just say it in short this time.

-Group accepts an old scavenger's request for a team that will find an old score of his he left deep in the Biloxi wildlife reserve
-Gives team his old airboat. The man is about to die, so he's not concerned about a team nicking the boat in lieu of payment on job completion
>I'm looking at the map and the airboat route they'd have to take is overlong.
Have it transported by brahmin team initially (down to Shell Beach, then have them ride the boat St. Malo and have some early encounters be about protecting the ship. I'd make both Shell Beach and trading posts and St. Malo where things start getting tribal)
-The Biloxi wildlife management area is home to several tribals dealing with typical tribal shit you're free to spice up. An agrarian/trader tribe, an aggressive warlike tribe, and a mutant tribe trying live their lives without normies. reee
-Within the mix are also criminals, mad scientists, pelt hunters, and other social misfits/people who have reason to avoid cities. From this category you'd have what are essentially side quests and colorful additions to the area. Perhaps you come across trails of blood and bullet riddled wood and following the trail leads you to an old hunter just living his life who may or may not be offering you human remains when he invites you in to eat. Maybe a scientist conducting a study on the mutations of local with a knowledge of biology based heavily on books about dinosaurs and dragons that needs you to capture the eggs of something big and mean.

-Make up some plot that bogs you down in the tribal areas preceding the deeper marsh, then have them try to navigate using near 100 year old maps if not a pip-boy
-Once you arrive at Blind Bay (north east of Biloxi) have them find a flourishing and verdant community of heavily armed survivalists that found and used what your group will come to realize was a G.E.C.K which the old man tried to hide (his vault, located up near this group of survivalists, was set to open and use the geck, but were killed by the survivalists with only him escaping after ditching the GECK to keep the survivalists from using it out of spite)
-Being xenophibic, they capture the team and begin interrogating them, revealing that they've been planning to launch an invasion of new new orleans because a cult of personality developed around their leader who inflames the survivalist's passions by convincing them they were chosen people or something because god blessed them and their lands (the GECK). Maybe have them be the cause of hostilities in the native tribes, thinking that everybody aside from them are tribal and backward, so they'd destabilize and disunify them before conquering.
-Your team can handle this many different ways, but I'd try to orchestrate their escape and return to warn the city of the impending attack. The old man dies while the team is gone and leaves a letter explaining everything while revealing that what he really wanted was a team to scout the area in addition to recovering the GECK if possible. He wasn't truthful because he 1. Couldn't afford the going rate of a team who would be down with scouting a hostile camp and 2. Didn't want anyone running off with the GECK if they'd recognized/heard what it was.

-As return to New New Orleans to warn people, depending on how you've handled the tribals, they may fight with you and prepare or ignore your warnings. Convince the leaders of the city if you can, then end the quest with a huge battle or convincing the survivalist leader to stand down once he sees very clearly that they're not the only ones with guns, armor, and that have maintained the literacy and English.

What else...have the survivalists occupy the vault. Maybe you win the first battle and they retreat and the real final battle is held in the vault. Yeah. That's what I'd do.

Nice! Thanks for the ideas user.

I've been writing up a Detroit setting of Laser obsessed slavers vs canadian tribals for some time now

The PnP Rulebook has a nice segment of an adventure starting near the center of the country. Provide the players with a Highwayman or something soon after getting used to the system, and they can choose where they go? This is ignoring the setting stuff you posted, mind.

I live in Arkansas, and have a couple of friends/acquaintances that live in Louisiana that are into Veeky Forums stuff, and now I know what I'll probably run for them if our schedules ever line up to do it regularly enough.

Just go read the plot for fallout tactics 2 and use that.

So you'll ask them for some ideas?
Will do.

Only that BoS have outpost there and that it's plagued by mutant crocodiles and plants that devour everything that moves.

This sounds fantastic

>Mutant crocodiles

Stronger or weaker than Deathclaws?

Funny, I've put giant mutant alligators in my campaign set in Florida as a minor plot point, with mobile carnivorous plants as regular enemies. I had no idea either were canon.
As for the topic at hand, starting it out like Dead Money might work: the PCs have all been trapped somewhere by someone who promises to free them after they break into some prominent pre-War ruins for them; naturally, the first half where you round up the crew can be replaced with the PCs discussing how to get into the place and/or pay back the guy that kidnapped them.

faster
>:)

Midwestern "we recruit everyone who can follow orders" fascist BoS to be precise.

I'm thinking of going with the vault idea though.

Is there any lore regarding the referenced pre-war plague?

That's BoS from Fallout: Tactics... Chicago, I think?

New Plague?
>Know the Signs!
Safeguard yourself and your community by knowing how to identify a person suffering from the New Plague. Common symptoms include:
>Profuse Sweating
>Unexplained Contusions/Swelling
>Massive External Hemorrhaging
>New Ideals, such as socialism
Created by Enclave to sterilize Chinese. Spy shenanigans happened and it was released in USA.
If patient survives, he ends up sterilized.

Could this be what Mccready's son is suffering from in Fallout 4?

I'm going to be using this area as the game-world. The Vault will be close to the Mississippi river roughly in the centre and I think it'd be interesting if the plant infestation starts due to flooding and other leakages in the vault. The flooding can either:
A: Kill all the other residents forcing the PCs out.
B: Just lead to the PCs getting soaked with plant fungi but the paranoid vault population kicks them out in fear of them being irradiated or infected with an outside disease.

It is written so on wiki.
>During the decade between 2277 and 2287, Robert Joseph MacCready's son Duncan has come down with a mysterious disease with no known cure. Its symptoms of a heavy fever and painful blue boils closely matches the New Plague.
Plus, nobody invented cure so far.

>concern

At least they're not on fire.

Okay, made a map for the PCs with an old school feel. I marked the most important Pre-War cities of New Orleans, Jackson, Mobile, Baton Rouge and Shreveport.

Any other interesting locations that I can maybe add? I don't need 101 like in FO3 or FONV, just a handful like in the older games.

Woops, New Orleans is a bit more East

Nice! Might want a copy to mark up for yourself.

Looks to be fun, keep up the good work!

I had a somewhat interesting concept, based on the fact that one of the Newfoundland (island off the coast of Canada) almost became a state instead of joining Canada, due to its involvement in the second world war, where the timeline split is supposed to be. During WWII it had tons of military stuff going on, had some major US navy and air force bases, because of its key location as the furthest east point in the Americas. Basically it plays off of its status as a huge strategic location with great sea access, and so it is incredibly militarized in parts. Most of the island would have still been fishing villages and rednecks, however towards the large military installations the cities would be a giant military base. Huge drydocks for building massive supercarriers, massive amounts of metals docks and scaffolding going every which way because how huge they are, so what you end up with is this giant twisted metal graveyard, reminiscent of a 40K Space Hulk. Because of the low non-military population, and the isolated nature of fishing outports that hosted the majority of the non-military population, its almost entirely uninhabited, so most of the survivors were native americans living on reservations, fishermen living in outport towns, or vault dwellers. Because the only access to the island besides sea and air was through a huge bridge, which is now destroyed, and a military undersea railway tunnel that nobody knows about, this huge island with a jackpot of military tech and resources is just sitting there, untouched since the bombs dropped, despite being so advanced, as there was no good way to access it.

Never did anything with it, so I don't even know if its that good of an idea.

Better than deathclaws at fighting and hunting in swamps and underwater. Worse than deathclaws in one one open terrain punch ups. But it's clear that rad gators are a lot smarter and more patient.

A neat side plot could be a bunch of voodoo priests who exist peacefully beside the people of new Orleans but with a constant tension due to the culture clash. Due to the origins of voodoo spirituality and rituals as remnants of African healing practices, the vodou folk are quite useful to the city folk, despite their mysterious and often frightening nature. A side quest involves someone who seems to be killing people ritualistically in New Orleans and basically representing all the negative stereotypes about vodou, like mind control cannibalism voodoo dolls and the like. The first layer of this shows that it's just some shill in the vodou practitioners ranks being paid by a wealthy plantation owners son to cause trouble so he can curry favor with the populace by wiping out the black folks practicing witchcraft. HOWEVER, even further investigation shows that there's deep infiltration of the vodou tribe by actual eldritch cultists. Basically tying it into the main fallout side plot about the fallout universe being part of some eldritch blood gods playground. Like with the wizard dude in wasteland, the krivbekneh in Fo3 and khrems tooth in Fo4.

I wonder what would voodoo priests think of Ghouls.

, . , , . a . , . . , i a . , , ( ) . .

So, for some reason my text wouldn't show up a second ago, so let me reply now. I think ghouls would be viewed as strange liminal beings of importance by vodou priests. See, in voodoo, there is this concept of the wet place, a halfway to the afterlife that all souls go to. While there, you wait until someone finally makes a sacrifice big enough to send you along to heaven. This is usually some sort of party or sacrifice of an ox. Ghouls tangled in trees and vines out in the swamp might be regarded as Oracle's who are trapped between life and death. Either that or they are scary, angry spirits who have come back from the dead and have forgotten that they died. Like, despite some ghouls remembering the war, these vodou following folk think they are just ghosts that don't know they are dead. Maybe this leads to them getting revered as ancestors, maybe they have to be re killed and sanctified somehow, or maybe some ghoul takes advantage of the belief that ancestors who have waited in the wet place too long get mad and caus disease and hardship. So he covers himself in mud and moss and shit and lurches out of the swamp and demands good food and hookers and booze so that he doesn't bring more misfortune. Because member, a key element of vodou is that these motherfuckers know how to throw a fucking BANGIN party. There's a god who is never depicted without a cigar, rum, and cotton nose plugs (a thing that's either for hangovers or for corpses) like, death is definitely a party for vodou followers. Also, various vodou spirits are believed to possess people during rituals so they can complete a task normally beyond their power. And seeing as afformentioned rum drinking god is a skeleton in a tux coat and top hat you can imagine a due who party's his ass off and gets ghoulified in the swamp and comes back claiming he is the permanent vessel for baron samedi.

Nice, I'll definitely incorporate this.

Nice fluff, fan.

Good stuff right up until making the supernatural stuff actually real. Supernatural horror doesn't play to Fallout's strengths in the first place, and if Bethesda's shoehorn job is going to be your standard for making it work, then unless you're sure the players will love it you're better off not bothering with it.

...

This seems pretty good

I may sound like a complete idiot, but what kind of system would one use for a Fallout themed game? This thread has really piqued my interest

The Fallout RPG

GURPS

Not the GURPS system. I'm using SPECIAL.

Link? I will post what little Fallout I have in return.

filename unrelated, T-51best imo

fallout.wikia.com/wiki/SPECIAL

Everywhere from Chicago to Mt. Cheyenne in Colorado, which i personally think is a bit absurd.

It's hard to do good 3d climbing combat in a PnP.

>Initially, Fallout was meant to use the GURPS system by Steve Jackson Games.
Huh. I didn't know that.

>-Once you arrive at Blind Bay (north east of Biloxi) have them find a flourishing and verdant community of heavily armed survivalists that found and used what your group will come to realize was a G.E.C.K which the old man tried to hide (his vault, located up near this group of survivalists, was set to open and use the geck, but were killed by the survivalists with only him escaping after ditching the GECK to keep the survivalists from using it out of spite)
Which GECK the classic Makeshift one from Fallout2 or the "Seriously bad idea to use, just take it apart and use the pieces for less explosive results." prototype from Fallout 3

Guess that's why some parts of Fallout Tactics are considered non-canon. Keyword: "some", since the Midwestern BoS is referenced in Fallout 3.

Classic would be noice.

What vault number should the PCs vault have?

I almost want a really slow starting tech for a fallout game, flare guns for energy weapons, americana heavy diamond marked .22 rifles and some pistols.

...

Search the list of vault numbers already in use and pick a number that isn't on there. Beyond that, pick one you don't mind saying a million times.

Locations finished.

Added Vault 71

Didn't ED-E's first recording in Lonesome Road imply the Enclave had a presence in Chicago?

They do I believe.

Though sometimes it seems like the Enclave is impossible to destroy no matter how many bases you blow up. What gives?

Ridiculous amounts of plot armour.

I played a bit of Fallout PNP awhile back. Never got to get too far, life distracted from the whole thing. Set it in Michigan, since that's where my group and I live. The story would have eventually pushed them towards Detroit, now known as Motor City, where they would have fought with the Motor City Raiders, who had been building new (functional) cars which allowed them to cement their power in the region. Also, I only ever referred to Michigan as "The Mitt." Sad that never went anywhere, I was having fun with it.

That was the biggest issue actually, I had no idea how to map it out. Most of it would be comfy wilderness exploration, with overgrown plants covering the relics of human civilization. The main plot was some group from the mainland found files on this island, and knowing no one had ever heard of it, a bunch of military factions are trying to rush in and claim all this paradise, seemingly untouched for the most part from nuclear war, and otherwise a goldmine of technological relics.

If anyone wanted an idea of a visualization, think of launchpad and the big tower structure they have there, mixed with pic related (Dld Russia from Destiny, if you're wondering), except it has a city build into it.

However as you said, 3d climbing is hard in a PnP, and this sort of requires it to work.

So, as a minor aficionado on how much it sucks to live in the south, there are a few things OP could include in their campaign:

>Rad roaches
Cockroaches in the south are so much fucking worse than up north. So instead of rad roaches being the obnoxious 2 health enemy that they usually are, these rad roaches are slightly smaller but more durable and travel in massive swarms. So, instead of rolling for damage you roll a die based on size/ spread of the weapon, roll a shitty save for the number hit and if the roaches fail that many die. But there's so many and despite them only doing a single point of damage, they can easily eat someone alive.

>Gators
Smart, quiet and patient, these massively oversized creatures will sneak up on you and drag you under. They are really bad on land and pack a good chunk of health. Also, because modern ballistic weapons (besides the very rare plasma and laser weapons) don't do so good penetrating water, you'll have a hard time taking them down if they decide to charge while you're up to your ass crack in swamp water
>FEV rad gators
These are very rare, very old gators whose exposure to FEV on the winds has eventually lead to them getting to be a real big som' bitch. These critters can get you on land as well as under water. They're like a deathclaws, but slower and smarter. Nigh on impossible to kill, their scales are covered in bullets, crude knives and spears, all mementos of their fallen prey. To kill one of these is to be a legend.
>Louisiana King
Big old constrictors that like to coil up in trees or hide in the rafters of overgrown pre war houses. Gotta keep your head on the swivel lest this massive beasts bowl you over and choke the life out of you.
>Green Anoles.
Not really nasty critters, seeing as they're mostly harmless. They eat blood bugs, roaches etc. They're useful because their squeezins can heal crippled or missing limbs. Unfortunately these guys will pop off their own limbs to get away from ya and are quick as hell.

So, I might have a solution to this, give me a minute to read the PnP rules and what I'm thinking might work

Wow thanks these are great!

When my group first got together we decided to all take a week brainstorming ideas for a setting and we would decide on something that would work for all of us. I went with Fallout and being that we're all from Louisiana that's what I focused on. We ended up deciding on running something else but that hasn't kept me from working on it over the years. It's mostly random notes but I'd still like to run it one day. It would always be set early, either during Fallout 1 or even before, so that the wasteland was still catching its breath and nations haven't sprung up yet. The ultimate plan was for this to end with the Wastes becoming safer and more stable, with a follow-up campaign in the same area, showing everything that has changed and what the decisions of the PCs affected.

>New Orleans is a lost city, one spoken of as a land filled with pre-war loot that is just waiting to be taken, if you can survive the ungodly beasts, living plants, and noxious fumes that have blocked off any entrance to the city proper.

>The once busy streets are now murky waterways, with only the most formidable of buildings having survived this long, stone and concrete structures dominate the horizon but are scarred by encroaching plant life and the obvious damage a nuclear apocalypse would inflict.

>Scavenger expeditions launched from Two Shores (a Baton Rouge-based trading/mercenary hub) occasionally break through nature's blockade to loot the city's untouched relics, those that survive are welcomed back with celebration, but to this day there have only been a handful of successful ventures, and the scavengers and mercs who survived keep the secrets to their success close to their chest.

>There have always been rumors of a community that somehow lived in the ruins, scavengers tell tales of lights breaking through the swamp's mist on occasion, and that on cold, lonely nights you can here deep melodies radiating from the interior. In reality there is a settlement of ghouls that have survived in a series of towers connected by bridges and walkways. They live peaceful lives growing strange crops on the rooftops and seem to be either ignorant, or uncaring, about the outside world. Investigation by the PCs would reveal that most of the ghouls are simple-minded ferals (think Fallout 1/2) and that only a dozen or so "intelligent" ghouls are still there, taking care of the others for the most part but occasionally venturing out into the swamp's themselves, searching for supplies and somehow avoiding all of the more dangerous swamp beasts.

>On the outskirts of the city lies 1 lone pumping station that was once part of a series of 3 that kept the flood waters at bay. One of the stations took a direct hit during the Great War, and the second is all but consumed by the ever looming swamp, but the surviving station has persisted with the help of a small army of service robots that were secured from The Blackout. It has fallen in disrepair but further investigation by the PCs reveals that the station and its robots are commanded by a crippled ZAX supercomputer that has been slowly failing over the years. It seeks a way to repair itself, and the pumps that it commands so that it can pump out the waters of a large swathe of the city, freeing it for habitation, but this would be a long and dangerous mission, one that would most likely bring more problems than solutions to the Wastes.

The last bit was supposed to be a main junction of the plot-that-never-was. When the PCs would repair it, about a third of the city would be successfully cleared of water, revealing unknown treasures to the PCs and the world around them.

It was also going to set up a foothold for New Orleans to rise again as a new city. The swamp being pushed back from more parts of the city, Lake Ponchatrain being easily accessible for fishing and more areas opening up for trade. New Orleans would revert to being a trading hub and a lot of political conflicts would arise over who controls what. Conflicts with other factions, such as Two Shores and a possible nation-state developing out of Lake Charles depending on the PCs actions there.

Brilliant. Thanks user.

Launchpad?

>launchpad

fallout.wikia.com/wiki/Bloomfield_Space_Center

RIP van buren. You would've let me go to the moon.

>RIP van buren. You would've let me go to the moon.
youtube.com/watch?v=mQR0bXO_yI8

Fats Domino is the most appropriste thing for Louisiana Fallout

m.youtube.com/watch?v=4ban5zOc48k

Crossover with The Postman. They're sent from their home areas to get the mail from a hub that's lost contact from their higher tier hub. They can't risk losing another mailman; go shoot trouble, pathfind, recover the lost mail that they've sent up, take it to the higher hub, give a copy of the proven route to them and help return mail from the higher hub and the other copy of the proven route.