Hey Veeky Forums I made a thread awhile ago about making a fallout florida campaign...

Hey Veeky Forums I made a thread awhile ago about making a fallout florida campaign. Well the campaign is about ready to start I just need throw in some fluff for flavor. I was thinking about making a radio host persona that could play music and give hooks for various side quest. Any ideas for an interesting radio host persona? Also general fallout pnp discussion thread.

Howard Stern except he's a ghoul

So regular Howard Stern?

Some sort of grouchy gatorman out in the swamps. He goes on and on about the evils of the Floridaman. If you need any ideas about what he talks about just look up articles with "Florida man does X"

Another idea would be a lunatic who claims he was abducted by aliens on the moon and was returned as their messenger, maybe have his quests revolve around space related things.

Oh fuck yes, especially if he is in the swamps around cape canaviril, and is always talking about ways to get into the old facilities. I would def follow gatorman/abductee into some spaceship shennangins.

Alex Jones. He's survived on Super Male vitality for 200 years.

Maybe twist things around by having the radio host work for a major gang? Most seem to be aligned with the major good guys in the games, so it might be fun to have a charismatic guy that's also trying to play down the actions of his gang and make them sound more noble.

Are your PCs leaving Florida at all?

Radio host could be a radioactive ghoul that can't leave the radio station because he himself powers it. Side quest: set him free and silence the airwaves possibly damning his listeners who count on his broadcasts for info or damn him to eternal hosting duties...

I'd try to think of something else. The cool radio host personality has been done 3 games in a row now.

I'll admit, NV's radio host didn't stand out to me too much.

I actually liked Mister NV better than 3 Dog. I haven't played 4 so I can't comment on it.

A host that's a robot. He still has the same programming he did before the war. He has a few faithful personel in the station who keep it up and running.
The robot is completely unaware a war even occurred and goes on like it's normal.

Bonus points if the robot has no real personality

I'm not saying Three Dog was all that great - not only did NV have better songs, but the news felt more interesting than just 'tell me what I already know I did' - but Mr. New Vegas just didn't stand out much personally. Which is good, in a way.

By the same token, I don't even know that 4 has a radio personality, unless you mean the Silver Spectre guy...

Make some tribes like
>Children of the mist. Swamp dwellers
>Sky trailers. People who reveres the space program and worships old rockets has a lot of boom booms
>Heap Kings. Lives in junkyards and are good metal smiths
>Cubanas merchants from old Cuba selling food stuffs and tobacco and shit to the settlements.

>space program

Some raider clan got the giant tank thing that moves the space shuttles working and now use it as a mobile fortress

Include the children of atom

>cult of atom

For a group of people whose religion involves the worship of nuclear ordinance and almost certainly has cancer as a prerequisite, they certainly get around

Honestly one of the few interesting things from FO3, but not something that I want everywhere. If they manage to get as far south as Florida, I'm calling bullshit.

How about a quest in one of the many abandoned forts?

The supermutant radio host was pretty fun.

...

I love the idea of a crazed person holed up in a multiple layered bunker with maybe a couple of other people who share the radio duties with him. They could even talk about superstitions and rumors about things that go bump in the night to keep the players afraid. A good rational character would always look at the rumors of ten foot gatormen in the swamps as being bunk except for maybe an unnatural sighting of a specially large radgator, but there's plenty of things to keep people afraid of the wasteland.

Making the radio station a very exclusive settlement sounds like a cool idea though. Maybe they're dedicated for searching for information about the old world and have an Old World weekly broadcast where they share their findings.

Are the Brotherhood a big influence in Florida?

The only Brotherhood activity on the east coast is in Washington DC. And Boston of you count F4, The Brotherhood in the west is a dying faction with the rise of the NCR so I doubt they would make another expedition to the east coast.

Could have like literally 3 of them. Or maybe the remnants of those who encountered those 3 XX years ago.

Maybe they were down there for a reason (you know continue the Cape Canaveral line of thought), maybe they got lost, or taken there.

Either way have boats. Like actual functioning boats. There's a lot of ocean down there. Throw in a leaky but functional submarine for added "how the fuck do we deal with this" plot hooks.

Could have Outcasts from 3 try to make an expedition South - for more tech, for a safe haven until they can reconnect with the West Coast, or to try and work around The Pitt and the original route they came east from.

Could also shoe in the Enclave making a haven there, or a pre-war faction miraculously surviving, if not quite how it originally was when the bombs fell.

Or use the Tactics Brotherhood.

>massive cargo ship carrying various commercial goods gets grounded during initial exchange
> eventually found and turned into a settlement with literally decades worth of goods ranging from non perishable foods to clothing and shoes.
>cargo containers can be turned into makeshift homes or scrapped for any use
>ship itself is massive enough to be a fortress.
> area becomes a hot spot for traders due to the excessive amount of "like new" goods" avaliable.

i seem to remember several ships getting stranded somewhere in the middle east due to war and they basically formed a makeshift nation, one ship cooked, one treated any injuries and sickness and i think there was also a soccer match.

I thought people didn't like Fallout tactics.

There will be a group of brotherhood who were sent to investigate strange new monsters emerging out of central Florida that are making entire settlements disappear. But they were nearly wiped out and the survivors are a little overzealous as a result.

People liked fallout tactics, it was fallout: brotherhood of steel that everyone hated

Rivet City was the coolest city in Fallout 3 - it'd be great to see a similar idea fleshed out with more detail.

I wonder how the city would react to their supply of 'like new goods' that they depend on so much for trade beginning to dry up. Maybe there could be a few quest where players either get involved in diplomatic backstabbery to try and keep things running as they were or support changing the status quo, or more directly figuring out what the hell the cargo cult could do instead.

I was planning on having a fair amount of sea travel. I even have an entire quest line centered around Ghoul Pirates

I did have a quest Idea for a giant albino radigator being hunted by a group of mercenaries whose leader lost a limb to it a few years back

Gonna have a lot of those. I plan on having the players holed up in a Fort fighting off pirates by sea, or joining the pirates and attacking the fort if they choose.

Well the campaign is going to open with the players arriving on a cruise ship turned floating city that travels around the US coast dropping of people, cargo, and fish.

I really like that. I'm defiled going to include it.

That would make for a good side quest.

That is gold . I was thinking about having a faction centered around the Kennedy space center, so abducted guy could be their leader.

Though I was going to sink during the first quest and have the players wash ahore.

I find it highly unlikely that the Outcasts still survive as their own faction after F3 with the rise of the regular BoS confirmed by F4. Their no wastelander policy will cause them to die out.
Still a cool idea though.

"mobile" isn't saying much. The crawler moves at a maximum of 2 miles per hour and burns 250 gallons of gas doing just that hour. I don't think they'd be able to get it working, either, since it's the largest self-powered land vehicle of all time. Cool base, though.

>cargo containers can be turned into makeshift homes or scrapped for any use
Fallout Tactics had a level where that happened. Here's the relevant portion of the map cut out for reference.

>this is a setting where a faction of militant recluses managed to reassemble and make functional a giant battle robot.
>a battle robot which years ago had been destroyed via space satallite controlled be even more militant recluses.

Let's not start saying what is and is not possible lol.

Also it's fallout. Thing probably is nuclear powered just like everything else

Final battle on top of Epcot giant golf-ball. It has that fallout retro-futurism feel to it

Side quest idea, I mentioned it in another thread.
Party run into a nuka-cola junkie, possibly a blue glowing-one hoped up on too much quantum, in one of the settlements.
He's got a terrible thirst for nuka, and anti-addition treatments can't help him.
He knows the local nuka-cola factory was researching something called Nuka-Cola Cool Down, supposedly able to subdue and wean addicts off the fizzy drink.
He's sent several other would be adventurers over the years, but the combination of an excess amount of security and construction bots has either sent them packing or ended their careers.
Offers to brew the party any kind of nuka they want, plus a handful of caps if they can bring the recipe back.
The ghoul plans to open a rehab clinic if successful.
Local businessman tells the party he'll pay them a huge amount to bring the recipe to him instead. He'll charge the public exorbitant amounts for the stuff, but offer the party a considerable discount.

It also needs 2/3rd of a battleship's turret on it.
Why 2/3rd's? Fuck I don't know the middle barrel is all fucked up. Thing's loaded by hands, maybe super mutant hands, not quite a replacement for autoloaders but they do the trick.

Keeps settlements from getting too uppity, though it hasn't had to fire a shot in a long time, and some people are getting ideas. Dangerous ideas that involve the players.

I was thinking of a Fallout China setting.

What kind of tech would the Chinese have besides stealth suits? Were plasma weapons common for them?

Would a Hank Hill NPC that specializes in X and X accessories break the setting?

Have a ghoul host of Z88.3, the eternal station.

There's an autist in that town in the baseball stadium. You can do a quest to cure his autism but it kind of turns him into a shithead.

Shit user, I'm loving your idea and tempted to steal it.

Mind sharing some more stuff about it?

Why would you have Hank Hill in China? Just have the pork bun guy from Sleeping Dogs.

China also had that funky looking tank.

Cause I fucking love Koth. I'm sure a Chinese version of Hank isn't entirely impossible.

Not gonna lie a commie hating ghoul from pre-war times still spewing conspiracies and fighting communist tyranny, in a world where none exists would be breddy gud.

Fuck that: make Walt Disney (or not-Walt Disney)'s 'City of Tomorrow' a thing that actually happened. Fits in with the rest of Fallout.

... what if this ghoul was just straight up John-Caleb Braderburton, inventor of Nuka Cola. He didn't make CoolDown, though, and has no idea how to. The shakes keep him from doing much in his chemistry kit, anyhow.

Hate to disappoint ya, but Bethesda already pulled that number in Fallout 4, of sorts.

Just replace "Ghoul" with "Living Head put into a Jar and kept alive"

How is it that Bethesda can manage to make something really interesting rather boring?

>How is it that Bethesda can manage to make something really interesting rather boring?
because they suck.

guess i'm watching a playthrough of nuka-world.

Walt Disney had better be a self inflicted ghoul, or an imprinted personality on a super computer, with glitched out animatronics at his service.

Orlando should be call O-Land and be nothing but the ruined remains of a half-dozen amusement parks, each ruled by its own gang/mini-civilization based on the park's theme/mascots who are constantly at war.

Miami should be the center of Wasteland civilzation, if only for the metagame concern that its right on the Glades so its a great launching point for expeditions into that horror.

Brotherhood of Steel looking for the Kennedy Center because of a divine vision of Space Travel. Since Space Travel is the Holy Grail of technology, lets make the whole thing a Holy Grail reference! Three knights, representing Galahad, Percival and Bors, traveling alone to distant lands. They're chasing rumors of a man whom locals call The Fisher, who they say can guide those who are worthy to the lost Star Ships.

Also pirates. Lots of Pirates, out on the keys, you can fight them or join them or both.

Throw in the existential threat of Cuban Communists coming to take Florida for their own.

When I was running Fallout:Florida, I had the US take Cuba, and use the Fallout version of Guantanomo as a West-Tek facility to tinker with FEV, resulting in both East and West coast mutants. All of whom speak with a vaguely Cuban accent.

Super Mutant Behemoths can get even larger if they're in a buoyant enviroment with a plentiful source of food. had then discover a whale covered in sores and boils, with several large bites taken out of it.

Just shove a few fusion reactors in there and it'll be all good.

Because with many things in fallout, "lol fusion reactors" is a valid explanation. Because PreWar tech, that's why.

In Mothership Zeta China can be seen glowing from space two hundred years after the exchange. There's just nothing there but radioactive rocks.

>"Ah specialize in Powa Arma and Powa Arma Accessories"

As someone who lives in Florida, make sure you have at least one NPC who treats the long lost sport of college football as a religion and worships the team (Gators or the Seminoles) and has tons of team memorabilia. Conversely, this can be a cult of people that live in their respective team's stadium.

You could also have have both groups and make them fight each other, which is honestly how it works here IRL.

Christ that pic is horrifying.

The last part of that could be a lot cooler if FNaF hadn't happened.

Try watching the MaTN version. Funny and he explores pretty much all of it.

>implying the Chinese haven't already rebuilt their entire society and made a gigantic glowing dome to shield themselves from potential invaders like the dirty wall-building chinks they are

Any ideas for the best location for a Fallout game, TEXAS?

What system did you end up going with OP?

Or anyone who is doing a fallout game.

You're mistaken my friend. The MidWaste is the best.

>Gator tribal tweakers living in the swamp
>hate the not!Seminole techno-injuns
>once a year, they gather at an ancient arena and fight

This shit writes itself.

how close geographically are their stadiums?

might seem a bit too close to Diamond City and Moe's Swatters though.

There should be a guy that has read all of those "Florida Man" news stories and thinks he's some kind of supervillain/hero.

Cape Canaveral could have a project pluto style rocket, with the options to send it to a few different cities across the world. Can also send it into space to fuck up some Zetans, possibly with some cultists/ghouls/supermutants aboard the rocket

Trump's wall

>Fallout: Florida
>no mentions of a nuclear hurricane ITT

As a Floridian, I am disappointed.

Texas, Louisiana area.

I you don't have the Alamo, you dun fuckin' goofed.

What, to keep the Mexican feral ghouls out?

The distance between Gainesville and Tallahassee is about 160 miles via I-75 and I-10.

However, every podunk town and outpost between the two cities is going to be a devout fan of one of these teams.

seems like a pretty big distance for a civilization without horses or cars, but I have no idea what the scale OP is planning. If both cities are on the water, they could have fleets of small sail boats they raid each other with.

The PC's could either join one faction's navy, destroy the victor's wounded and damaged ships, or start a new team by enslaving/drafting all the best players from both teams

>I haven't played 4 so I can't comment on it.
Well, it wasn't the guy I came up with years ago when I ran a game in the Commonwealth, so I auto-hated it.

The radio host in 4 is such a bitch. He becomes a good host after his questline but it's just annoying to even have to go through that shit for a decent radio host.

Would make more sense being operated by BoS or Enclave since they'd have the resources to maintain that thing

wait, he has a quest?

Shit man, i'm 100 hours into this game and have never talked with him

Nah, you GOTTA do the cryo rumor justice.

You don't get it from him. Go into the bar in Diamond City and the rusky there should give you the quest. Basically you teach him to man up and fight for himself and he realizes that being a pussy all the time is pointless.

Alaska might be fun for a military heavy game, same with Hawaii. Huge Enclave presence there with Pearl Harbor as their main hub. Underwater Vaults could quite possibly be a thing. Huge naval influence with raider/Enclave fleets battling it out, maybe have a volcano worshiping group that sacrifices people to stop it from erupting, etc.

I just want a FO game where I can team up with the Enclave.

that's not China tho

What are some neat faction ideas for FO: China?

There would still be some American troops from the takeover of Nanjing and Beijing wouldn't there? And I doubt the US would eagerly bomb their own troops.

eh, the US government wasn't very concerned with human rights and tended to see people as units. If there was a tactical advantage to nuking their own troops, they'd take it.

Most companies were kinda evil now that I think about it. Nuka Cola is addictive and tried to steal Vim's soda recipe. Hallucigen straight up killed hobos and interns. Vaultec goes without saying

Bubba Ray the Swamp King, A Ghoul Billy who runs an operation out of an old paddleboat casino lodged in the Gatormurk swamps

Nanjing and Shanghai* sorry.

RobCo used prison inmates' brains to act as the CPU for their brain-bots. General Atomics gave their Mister Handy models goddamned buzzsaws and flamethrowers on the civilian models.

Big Mountain experimenting on the American population.

they as fucked up as Unit 731?

I don't know if we have the figures on how many people Fallout's government and corporations have murdered, but I'd say it's probably pretty bad. When a private corporation can kill interns and part time workers without anyone noticing or caring, it's indicative that the culture did not care about individuals