Cyoa fallout
Cyoa fallout
01
War. War Never Changes.
1: Sanctuary Hills- The pre-War home of the Sole Survivor, this once idyllic
neighborhood is all but abandoned, home now only to a crazy old robot and a few
Radroaches. The homes are mostly intact, though a few have collapsed, and there
might still be something valuable in them- though, the robot insists that you stay
outside of its master’s house.
4: Vault 81- One of the few Vaults to not go horribly wrong, Vault 81 first
opened its doors for trade around ten years ago in order to trade for much needed
supplies and parts. Since then, the Vault has been open for trade to those who
could prove their trustworthiness. They’re wary of non-humans, but they might
allow those who have earned their trust to enter the Vault.
6: Quincy- Quincy is an active settlement, rich with trade and protected by the
Minutemen. There’s not that much going on currently, but the town is safe for now.
7: Free Choice
8: Salem- Less of a settlement, more of a hotbed for trouble, Salem has only
one known human resident. It does, however, have a retirement home that is
populated by Mr. Handy robots (and a few cats, strangely enough), as well as the
currently unoccupied Museum of Witchcraft.
Drop In- You have no new memories or history in this world, giving you a clean
slate. You don’t have any obligations either, but the Minutemen are always looking
for new members… (Options that reference past events such as choosing to become
a Synth or Super Mutant do not give you any additional memories, despite what
their description might say. You instead just appear with whatever changes have
been made or skills that you’ve purchased.)
The Institute- You grew up deep underground, in the halls of the Institute,
where you’ve learned to use science for the betterment of mankind… well, that’s
what you’re supposed to be doing, but you’re on the surface for one reason or
another. Maybe you’ve been banished; maybe you’re doing field work, who knows.
In any case, you’ve got great intellect, but little experience with survival.
Human- You’ve got no special abilities, but there are very few who discriminate
against you and you blend in easier. (Free)
Ghoul- After a particularly heavy dose of radiation you’ve turned into a ghoul,
which gives you immunity to radiation and an unnaturally long lifespan. You also
look like a corpse, and are frailer than usual. Some settlements may also bar you
from entry, and a few people may even shoot at you on sight. (Free)
Super Mutant- Being exposed to Forced Evolutionary Virus has turned you into
a mighty Super Mutant! You tower over others and possess much greater strength
and durability, and at no cost to intelligence. You also have a much larger lifespan,
and immunity to most diseases and sources of radiation. However, Super Mutants
are sterile, and usually pretty ugly, and what’s worse is that most will be wary of
you at the very least; others may shoot you on sight, and it’s likely that you’ll be
permanently barred from entering certain settlements. You have green skin. (400
CP)
You can choose to become a “dumb” Super Mutant for only 200 CP; you have all
the benefits of above, but your intelligence has taken a dive. You can still speak,
and your personality is the same, but thinking hard makes your head hurt and
you’ve got overall decreased mental performance. You’re also yellow instead of
green. This is a drawback; it negates abilities/perks and goes away after your ten
years are up, but it doesn’t lower the amount of drawbacks you can take later on.
Synth- You are a synthetic human; or a Synth, as they are more commonly
known, and a Generation Three Synth to be more specific. Part man, part machine,
you were created by The Institute for either slave labor, infiltration, or just for the
hell of it. You’re free now, though, which is what really matters. You’re mostly
“human” though; you just have a few mechanical bits and bobs here and there. You
still have to do basic human things like sleeping or eating, but you require less of
those things due to more efficient biomechanical organs. You’re also more resistant
to disease and radiation, but not immune. (Free)
For 400 CP you can choose to become a Courser; they’ve got the same body “type”
as Generation 3 Synths, but at a much higher level. A Courser is faster, stronger,
can take more of a beating, is more perceptive and processes information faster,
but they’re still “human”, meaning they still have the same needs as a human.
These needs are lessened heavily, however, even in comparison to other Gen 3
Synths, and their resistance to radiation has become an outright immunity.
For 400 CP you can choose to become a Generation 2.5 Synth; you’ll have all of
your memories, but you’ll be in a completely mechanical body. You no longer need
to eat, drink, breathe, or sleep, you’re immune to radiation, poison, disease and
pain and you’re more durable and slightly stronger due to your metal parts. You’ll
also pass for human when seen from afar, but anyone who gets a good look at you
will quickly realize that you’re not human. You’ll require semi-frequent
maintenance, though fortunately you’ll be able to run mental diagnostics to assess
any damage.
Perks-
Crafter- You’re good at putting things together in creative and innovative ways,
and you’re capable of quickly assembling things that are simply made. You’d be an
invaluable asset for any fledgling settlement, if it survives long enough. (100 CP,
free Drop In)
Charmer- You’re attractive- not absurdly so, but enough to turn a few heads
when you enter a room. You’ve also got a way with words that put most people at
ease, letting you convince or lie to others easier. Too much use of this might cause
others to hate or distrust you- or worse, they’ll stop giving you discounts! (100 CP,
free Railroad)
Chemist- Groovy! Knowledge of chemistry has given you the ability to recite the
entire periodic table, as well as knowledge of many exciting compounds such as
dipotassium phosphate! Oh, and you can also make less exciting things like
Stimpacks and Psycho, but why would you do that? (100 CP, free Institute)
Mysterious Stranger- You’ve got a strange talent for showing up when others
are in need of assistance. While there’s no guarantee that you’ll be rewarded for
providing help, you’ll quickly gain a reputation as some sort of guardian angel- in
fact, there’s a detective in Diamond City who might want to ask you a few
questions... (200 CP, discount Drop In)
Ace Pilot- Most Vertibirds the Brotherhood of Steel deploy crash, to the point that
Vertibird pilots have lower chances of survival in the field than most Brotherhood-
issued kittens. This is mostly due to the incompetence of their pilots, as well as the
shockingly low amount of small arms fire a Vertibird can take before becoming a
giant fireball. You, on the other hand, could pilot a Vertibird- or indeed any low
flying, manmade vehicle- through a Radstorm, at night, while dodging enemy fire.
(200 CP, discount BOS)
Night Person- You do your best work in the dark, and you excel in the art of
stealth. What’s more, sharpened senses allow you to use the dark to your
advantage when sneaking around; you have much better night vision, and your
ears can pick up on minute sounds. You might even appear to be more intelligent in
the dark, as your mind processes information at a much quicker pace while steeped
in shadows. (200 CP, discount Railroad)
Wasteland M.D.- You’re a doctor, not a dental nurse- you can fix most common
wasteland ailments, barring death. Radiation, illness, addictions, big gaping bullet
holes and broken bones can be healed with your gentle touch- well, and all those
years of something that might be generously called medical school, as well as a few
painkillers, some bandages, maybe some other things like sterile medical
equipment- but who’s counting? (200 CP, discount Institute)
Scrapper- You have the capability to dismantle and repurpose objects for your
own creations; even ones that you might not fully understand. So long as it’s not
hopelessly beyond your understanding, indestructible, or ridiculously big, you’re
capable of taking most things and reducing them to their base components,
salvaging any working parts with only a few days of work at the worst. (300 CP,
discount Drop In)
Mechanist- You know what makes robots tick… or beep. Not only can you repair
and create them from scratch, but you can also cobble them together, creating
some sort of robotic Frankenstein’s Monster that’s loyal to you and you alone while
also incorporating all of the best components of the robots it’s made from. (300 CP,
discount Institute)
Benevolent Leader- You’re keenly in tune with the need of your followers and
anyone else who pledges their loyalty to you, allowing you to know exactly what
needs to be done to garner the love of your people- or at least their votes. What’s
more, when a settlement that you’ve either founded or come to call home comes
under siege, they always seem to hold out long enough for you to intervene
directly- so long as this takes no more than a few days’ time after you first hear
about their plight. (400 CP, discount Drop In)
Know Your Enemy- Hate, anger, disgust… you channel these emotions when in
combat against an enemy you despise, increasing your skill in combat against them
greatly. You are also extremely adept at finding and identifying your foes, to the
point where you can sniff them out after a few minutes of observation or speaking
to them. (400 CP, discount BOS)
Inspirational- When you take to the battlefield, your allies gain a boost to
morale and combat ability; you won’t turn untrained civilians into soldiers with this
alone, but you might turn soldiers into veterans. Your allies are also strangely in
tune with each other, to the point where it’s extremely unlikely that they’ll
accidentally hit each other in combat. (400 CP, discount Railroad)
Cyborg- Part man, part machine, all SCIENCE. You’ve been enhanced with
cybernetic components that grant you perfect memory, increase your pain
threshold tremendously, and improve your bodies’ musculature, enhancing your
strength and durability, as well as some additional, minor improvements to all of
your organs. Your aging has also slowed to a crawl, giving you a much longer, more
youthful lifespan. (400 CP, discount Institute)
Legend of the Wastes- You’re the biggest, baddest dude around; when others
see the look in your eyes, they know that you mean business. You can get others to
surrender or pacify animals by displaying how intimidating/powerful you are. This
doesn’t work on robots or other things that are incapable of fear/thinking for
themselves, and if you attack someone after they’ve surrendered or left you alone
they’ll fight back even if things are hopeless for them. This doesn’t guarantee
loyalty; any “allies” you gain with this might be completely loyal, or actively looking
to backstab you at the earliest opportunity, and anywhere in between. This also
doesn’t guarantee that they won’t try and “fight” you in non-combative ways if they
think they can get away with it. This also comes with a massive boost to your
intimidation factor. (600 CP, discount Drop In)
Pain Train- When you get going, woe to anyone who dares stand in your way;
you’re nearly unstoppable in terms of combat ability. You could take on an entire
raider encampment single handedly and kill a behemoth in melee. You’re also
unhindered by any armor that you choose to wear, so long as it isn’t ridiculously
impractical. (600 CP, discount BOS)
Mister Sandman- You bring eternal sleep wherever you go; you’re a master
assassin, and you’ve learned to kill almost completely silently. Poison, hand to hand
combat, silenced weapons, arranging “accidents”… all of these are simple and easy
for you to use or do, as if they were instinctual. You’re also good at discovering new
and odd methods for assassination; to give an example, there’s rumor that a tribal
out west assassinated several people using Super Stimpacks, which contain
chemicals that are lethal in high enough doses.(600 CP, discount Railroad)
SCIENCE!- The secrets of SCIENCE are laid bare before you! You now have the
knowledge to build incredibly advanced machinery, given enough time and
resources; teleportation devices, working cryogenics chambers, sentient AI,
machines capable of cloning or creating living beings, even lasers that are blue
instead of red! (600 CP, discount Institute)
Gear-
Starting Gear- You get faction appropriate clothing (normal clothes for Drop Ins
and Railroad, a uniform for BOS, and a lab coat for Institute) and your choice of a
10mm pistol, brass knuckles, a security baton, a machete, or a laser pistol (regular
or Institute), as well as 100 Caps. (Free)
Caps- 1,000 bottle caps, accepted pretty much everywhere as the post-nuclear
currency of choice. Could keep you going for a few months, if you’re frugal. (50 CP)
Chem Cooler- Contains five doses each of Buffout, Jet, Mentats, and Psycho, in
a handy yellow cooler. Comes with an advanced lock to keep out junkies looking for
a fix. (50 CP)
Medkit- Contains five doses each of Med-X, Radaway, Rad-X, and Stimpacks, in a
plain white medical kit. Comes with an advanced lock to keep out nosy patients.
(50 CP)
Explosives Box- Contains five each of frag grenades, frag mines, plasma
grenades, plasma mines, pulse grenades, and pulse mines. Comes with an
advanced lock to keep out children. (100 CP)
Leather/Metal Armor- Your choice of Yao Guai leather armor or scrap metal
armor; the metal armor is much more protective towards gunshots, explosions,
blunt and slashing damage, but weighs a ton and has inferior protection against
laser weapons in comparison. The leather armor is easier to move in and weighs
much less, but offers less protection overall. They can be worn comfortably over
most clothes. (100 CP)
Combat Armor- Much more protective than metal or leather armor, combat
armor is pre-war military issue that saw use during the riots that occurred after the
reclamation of Anchorage. Nearly covers the entire body, and can be worn over
most clothing. (200 CP)
Railroad Armored Coat- This coat is a creation of Tinker Tom’s; it’s heavily
armored, and commonly worn by Railroad “Heavies” who are considered the elite of
their organization. Offers good resistance to damage all around, but lacks a
headpiece. (300 CP, discount Railroad)
Synth Armor- Armor developed by the Institute for use by their surface teams,
Synth Armor is a superior variant of Combat Armor that offers greater ballistic and
energy resistance. This particular suit has been modified to cover the whole body;
normal Synth Armor covers less area due to the inherent toughness of Synths
requiring only their most vulnerable areas to be covered. (300 CP, discount
Institute)
Melee Weapons- Swords, knives, baseball bats, knuckles, etc; various “normal”
melee weapons for 50 CP. More advanced weapons, such as Super Sledges, Power
Fists, or electrified melee weapons, can be bought for 100 CP. (50/100 CP)
Energy Weapons- Laser weapons, excluding the gatling laser and including the
gamma gun, cost 100 CP; plasma costs 200 CP, and the Cryolator and gatling laser
costs 300 CP. Additional reloads can be purchased in the same manner as ballistic
weapons; the gatling laser takes Fusion Cores, and as such ammo only costs 100
CP. (100/200/300 CP)
Companions-
Canon Companion- You can recruit any canon character willing to join you on
your journey. You can recruit characters that are outside of the Commonwealth as
well; though traveling to their location is on you, as is convincing them to join you
in your journey. If their race or creature type is listed below, they are instead
bought at that price. Legendary Companions only receive enhanced physical
attributes, unless their creature type/race is listed below, in which case they receive
the benefits listed. (200 CP)
Assaultron- Assaultrons are highly deadly robots developed by RobCo and
modelled after an unknown female. They possess an armored chassis, powerful
servos that grant it great strength and speed, and a powerful laser in their head
that can disintegrate flesh on contact. If an Assaultron is made Legendary, its arms
can either be electrified or replaced with swords, and they can now engage stealth
technology similar to Stealth Boys to become invisible. (300 CP)
Behemoth- Ancient Super Mutants that have grown large and powerful with age,
this Behemoth seems to think you are its friend, and it is fiercely protective of you.
Unfortunately, like many Super Mutants it is rather stupid, capable of only basic
sentence structure and thought, and its large size (around twenty feet tall) makes it
impossible for it to wield most conventional weapons. Legendary Behemoths are
now as intelligent as the average human, and they are strengthened significantly.
(600 CP)
Deathclaw- Roughly nine feet of teeth, claws, and muscle, Deathclaws are
incredibly strong and surprisingly intelligent, making them very deadly creatures.
Developed pre-war and modified by the Master, Deathclaws have spread across the
continent, quickly establishing their spot near the top of the food chain. This one
seems to like you, and it seems to follow your instructions like a well-trained,
domesticated dog. Legendary Deathclaws gain chameleon like skin, allowing them
to blend in with their surroundings, and can now speak due to experiments similar
to the ones the Enclave did on Deathclaws out West. (600 CP)
Deathclaw Egg- You’ve come across a Deathclaw egg; upon hatching, the
creature will imprint on you as its parent, becoming loyal to you. It will reach full
maturity in ten years; early on, it will rely on you heavily for food and protection,
but after a few years it will be mostly self-sufficient. If you make a Deathclaw Egg
Legendary, it only gains sapience and the ability to speak; it’s physically average in
every other way. (400 CP)
Dog- Man’s best friend has remained mostly the same in the post-apocalypse,
though many have returned to their wolfish roots since things went to hell in a hand
basket. This dog likes you for some reason; maybe you remind it of someone?
Legendary Dogs become loyal robodogs, and thanks to the mad science that
created them they not only have enhanced strength and durability, but also the gift
of speech- it’s surprisingly eloquent and intelligent, despite still apparently
possessing the mind of an animal, and it has a well-developed sense of humor. (50
CP)
Eyebot- Eyebots are hovering robots developed by RobCo for the purpose of
advertising and other tasks of varying difficulty. They possess a speaker from which
they can play the radio, as well as a weak laser for defense. Legendary Eyebots
gain tools from which they can synthesize various items, including ammunition,
given the proper materials, as well as upgraded sensors that allow them to detect
enemies from far away. (50 CP)
Gorilla- A Synthetic gorilla from the Institute has started following you, for some
reason. It seems to like you, but it may have ulterior motives; you can’t really tell,
because it’s a gorilla. Legendary Gorillas are not only sentient, but also possess
above average intellect and a love of philosophy, culture, and fine dining. (200 CP)
Sentry Bot- Incredibly powerful warbots, Sentry Bots annihilate their enemies
with built in weaponry (typically one minigun and one missile launcher, though
other combinations exist) and protect themselves with powerful armor. Legendary
Sentry Bots possess mortar launchers, giving them longer range options in combat,
as well as incredibly strong armor. (500 CP)
Yao Guai- Big, mutated black bears, their name is derived from the Chinese word
for “demon”- and their huge strength, vicious claws, and hideous appearance
certainly matches that description. This one likes you, for some reason, and it
might even allow you to ride it with enough coaxing. Legendary Yao Guais gain
cybernetic enhancements, which not only grant enhanced strength, but also
sapience and the ability to speak. (300 CP)
All Roads- You’ve been here before… maybe not to the Commonwealth, but this
world. You can continue your adventures from the main Fallout Jump; you’ll have a
history in this world that may affect the world around you, and it’s quite possible
that you’ll meet old friends- and old enemies. If you don’t take this, then the world
will be as if you haven’t taken the Fallout Jump; that it, things will be the same as
they would be in game. You may choose to retain drawbacks from that Jump,
though you won’t get any extra CP here for doing so. (+0 CP)
Sole Survivor- You do have memories of this world; or, more accurately, the
one that came before it. You will take the place of Vault 111’s Sole Survivor (you
may choose to take the place of Nate or Nora; or neither of them, in which case
both husband and wife will die in the cryo-chambers.) You cannot change the pre-
war world in any way, as the point in time where you “Drop In” is after being
released from your pod on October 23rd, 2287. (+0 CP, Drop In only, cannot take
All Roads)
Party Animal- You’re hopelessly addicted to a chem of choice; while you’re not
at risk of dying due to withdrawal, you will become violently ill without taking at
least one dose every 24 hours. (+100 CP)
Synthspicious- You’re extremely paranoid about Synths, to the point that you’d
accuse your own brother of being one. You won’t outright attack anyone because of
this, but it is possible that you’ll get into fights due to accusing the wrong person.
You know who wouldn’t take this drawback? A god damn Synth, that’s who! (+100
CP)
Mimics- The Institute has released Synthetic copies of you into the
Commonwealth; some of them are convinced they are you, some of them are
hunting you down to replace you, some of them will cause mayhem to ruin your
reputation, and a few of them may even try and further what they think your goals
are. They don’t have any of your supernatural abilities, but they’re very convincing
replicas. Any companions you have will have Synth doubles made as well. (+100
CP)
Scrounger- Just about everything is scarce in this world, but for you, it’s even
worse. You’ve got horrible luck when searching for loot, making scavenging and
living off the land (or city) much harder. (+100 CP)
Medicine Resistant- Your body doesn’t mesh well with Stimpacks, meaning
that you have to heal the old fashioned way or go to an actual doctor. You also
can’t remove radiation from your body using Radaway (though Rad-X still works),
which means that getting rid of excess rads will be much trickier than usual. (+200
CP)
Crippled- One of your arms or legs has been permanently crippled, making life
much more difficult and dangerous for you. You cannot get around this using
magic, regeneration/healing, or cybernetics/prosthetics. (+200 CP)
Idiot Savant- You might’ve taken a few blows to the head, or maybe your chem
habit finally caught up with you in a bad way; in any case, you are now very dumb.
You also let out annoying laughs/giggles every so often, which is a bit annoying and
might put others off. On the upside, when talking to other dumb people you can
understand them perfectly- they’re even surprisingly eloquent, given their apparent
lack of intelligence. (+200 CP)
Lone Wanderer- Companions? What are those? You can’t take any companions
with you, nor can you buy them here. You’ll be, at most, acquaintances, with other
people; you’ll have no real friends, wherever you go. You walk a lonesome road.
(+200 CP)
Institutionalized- Oh boy; the Institute has somehow created a Synth with all
of your powers, perks, and skills, as well as your memories, and it’s been set loose
to hunt you down. It was incredibly expensive to create, but if you defeat it the
Institute will start sending Synths with random abilities (that you have) after you;
though they won’t have the full set that the first one had. (+300 CP)
Prime Time- Democracy is non-negotiable; Liberty Prime has been set loose to
kill you; what’s more, he’s been upgraded with technology from the Jumps that
you’ve been to previously, increasing his versatility and combat prowess
significantly. Destroying it will cause the Brotherhood of Steel to come after you,
and they, too, will utilize tech from previous Jumps- though to a lesser extent- to
try and kill you. (+300 CP)
Weakened- Everything not from this world originally has been weakened
significantly; whether it is a companion, an item, or an ability, it’s a shadow of its
former self. Does not apply to non-supernatural skills. (+300 CP)
Survivor Mode- You’ve lost all memories of this world (unless you take All
Roads, in which case you remember your history, and you have memories of the
time between the original Fallout Jump and this one) beyond what your background
gives you; Drop Ins only have basic wasteland survival knowledge (or pre-war
knowledge, if they’ve taken the Sole Survivor drawback). Your abilities are also
reduced as if you had taken the Weakened drawback, though you don’t receive any
extra CP for this. If you take this and Sole Survivor, you get an additional +100 CP
to spend. (+600/700 CP)