Fallout: A Beloved Post Nuclear Apocalyptic Game

Fallout: A Beloved Post Nuclear Apocalyptic Game
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A Post Nuclear Role Playing Game.
A Post Nuclear Role Playing Game.

Overview

Fallout: A Post Nuclear Role Playing Game was released in 1997 by Interplay Productions. This game takes place in the mid-22nd century, featuring a post-apocalyptic and retro-futuristic world destroyed by nuclear war between the United States and China. In this game, players will take on the role of Vault Dweller, a character who must search for the missing computer chip which will help fix his shelter’s water supply system. As they explore the wasteland looking for this item, they will come across other survivors who give them missions as well as engaging in turn-based combat. All of these activities require action points that will deplete over time.

The United States and China engaged in a global nuclear war on October 23, 2077, which devastated the world and destroyed modern civilizations. In the events of Fallout, we follow the Vault Dweller, a human born and raised in Vault 13, one of a number of underground fallout shelters built to protect survivors. Survivors on the surface survive by salvaging old world goods.

Under the mountains of Southern California lies Vault 13. It is possible for the Vault Dweller to visit major settlements, such as Junktown, where a local sheriff, Killian Darkwater, and a criminal, Gizmo, are in conflict; the Hub, a bustling merchant city offering employment opportunities; and Necropolis, a city founded by ghouls, humans who became nuclear-radiated creatures in Vault 12. In addition, the Vault Dwellers encounter various factions along their journey, including the Brotherhood of Steel, a quasi-religious technology-based group with militaristic warriors, the Children of the Cathedral, an optimistic religious cult, and the Super Mutants, a nuclear-resistant army.

The characters

By traveling into the Wasteland, a Vault Dweller can save their vault. It is possible to customize the Vault Dweller or choose one of three pre-generated characters: Albert Cole is a negotiator and charismatic leader with a legal background, Natalia Dubrovhsky is an acrobat and intelligent and resourceful granddaughter of a Russian diplomat at a Soviet consulate in Los Angeles; Max Stone is one of the largest people in the Vault, known for his strength, stamina, and intelligence. As a male character, the Vault Dweller has a canonical male body, but the other characters can be female or male.

It is possible to hire four companions: Ian, a guard from Shady Sands; Tycho, a desert ranger; Dogmeat, a loyal dog; and Katja, a member of the Followers of the Apocalypse. As well as Vault Boy, the mascot of Vault-Tec, creators of the Vaults and PIPBoy 2000. Killian Darkwater, the mayor and shopkeeper of Junktown and the Master, the main antagonist of the Super Mutants.

Story

The Water Chip, which controls water recycling and pumping machinery in Vault 13, stops working in Vault 13. With 150 days to go before water reserves run out, the Vault Overseer gives the Vault Dweller the task of finding a replacement. The Vault Dweller leaves Vault 13 with only meager equipment and the PIPBoy 2000, hoping to find help in Vault 15, which is abandoned and in ruins. Vault Dweller explores the wasteland and finds a replacement chip under Necropolis in Vault 12.

Upon returning to Vault 13, the Vault Dweller fixes the water system, but the Overseer becomes concerned about the mutants reported by the Vault Dweller. Vault Dweller is charged with finding and stopping the source of mutations, believing the mutations are too widespread and extreme to be a natural occurrence. Forced Evolutionary Virus (FEV) is being used to capture humans and transform them into Super Mutants throughout the wasteland. Super Mutants are led by the Master, who seeks to transform humanity into Super Mutants and establish “unity”. A front created by the Master, the Children of the Cathedral are being used to trick humans into submitting to him peacefully.

Vault Dwellers must destroy the vats containing the F.E.V. and kill their masters in order to stop the mutations; the order of the tasks is up to the player. In order to prevent the creation of more Super Mutants, the Vault Dweller travels to Mariposa Military Base and destroys it and the vats within. The Vault Dweller must find a prototype vault beneath the Children’s Cathedral, from which the Master commands his army, in order to kill the Master. Upon entering the Vault, the Vault Dweller has the option of convincing the Master that his plan will fail because the Super Mutants are infertile, killing him immediately, or setting off an explosion that destroys the Cathedral. The Vault Dweller returns to Vault 13 but is denied entry by the Overseer, who fears that their experiences will change them and the tales of their exploits and accomplishments will encourage the inhabitants to abandon the vault. The Overseer exiles a Vault Dweller into the wasteland. Fallout concludes with the consequences of the Vault Dweller’s actions.

Character attributes

Characters in Fallout are created based on seven basic attributes called SPECIAL, which stand for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These attributes determine their skills and perks.

Character Skills

A player’s seven basic attributes or SPECIAL determine the starting values for those skills at level one; most of those skills will fall between 0% and 50%. Those 18 skills range from 0% to 200% in value. Whenever a player gains a Level, they will receive skill points equal to five points plus twice their Intelligence that they can use to improve their skills. Three of the 18 skills may be “tagged” by the player. The rate of improvement for tagged skills is twice that of non-tagged skills.

There are six combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing.

There are eight active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, and Repair.

There are four passive skills: Bartering, Gambling, Outdoorsmanship.

Those skills can also be permanently improved by books found throughout the game world, but they are scarce early on. Once a skill reaches a certain level, books no longer influence that skill. A few non-player characters can also train to improve their skills. Character attributes determine how high skills can be developed; for example, a character with a low Intelligence rating won’t be able to boost their Science rating as high as one with a high Intelligence rating.

It is also possible to improve some skills by equipping certain items. For example, lockpicking skills can be improved by equipping lock picks. In addition to temporarily increasing the player character’s skill level, chems can also lead to addiction and withdrawal. As skills gain more rating, they cost more skill points to increase.

Character Traits and perks

During character creation, the player has the choice of choosing two traits and perks for their character. They are special character backgrounds. Most traits have profound effects on gameplay. A trait usually includes one beneficial effect and one detrimental effect. They are listed under the perks on the character sheet. Once a trait is chosen, it cannot be changed, except by taking the Mutate! perk, which lets them change one trait at a time.

Recruitable NPCs (non-player characters)

To assist the player character in the post-apocalyptic wasteland, various non-player characters can be recruited. As opposed to Fallout 2, Fallout does not have a limit on the number of NPCs that can be recruited. While their armor and statistics remain unchanged throughout the entire game, only their weapons can be upgraded.

Main Locations

Vault 13: The Vault Dweller’s home. The first quest in the game is to find a replacement water purification chip for the vault. Under the supervision of the vault’s overseer, who is committed to protecting and sheltering all of its inhabitants, none of them are permitted to leave. Considering Vault 13’s approximate location matches the location of Mt. Whitney, it is likely that it was located beneath the mountain. Vault 13 may also refer to a mountain in Indian Wells Valley, within the bounds of the Naval Air Weapons Station at China Lake, known as B-Mountain. There is rumored to be a large underground research center inside the mountain, which looks very much like illustrations of the location in the game.

Vault 15: There were once a large number of people living in vault 15 who had very different ideologies and cultures. As a result of overcrowding and diversification, four groups left the city, three of them forming raiding groups – the Khans, the Vipers, and the Jackals – and one settling down and establishing Shady Sands. The vault 15 is now home to several mutated animals. There is no water purification chip in the vault.

Shady Sands: Between Vault 13 and Vault 15, a group of former residents of Vault 15 have established a small village known as Shady Sands, led by Aradesh who asks the Vault Dweller to help him get rid of the radscorpions threatening the village. The Vault Dweller can also recruit Ian, an experienced traveler and gunman, to their group, or “recruit” Tandi, Aradesh’s daughter, by failing to return her to town. “In remind of hope and peace” is engraved on an obelisk in the center of the city.

Khan Base: The Khans, led by Garl, have set up a camp near Shady Sands. Tandi, Aradesh’s daughter, is eventually kidnapped by the camp’s raiders, and it is up to the Vault Dweller to save her.

Junktown: Junktown is surrounded by piles of wrecked cars, run by shop owner Killian Darkwater, who is the sheriff as well as the grandson of the town’s founder. In Junktown, weapons are not permitted except in self-defense, and the gates are closed at night. A casino owner wants Killian dead because he “cramps [his] business.” The player character can either assist Killian or Gizmo. Also available to the Vault Dweller are Tycho, a ranger, and Dogmeat, a wild dog.

The Hub: A major commercial center in the game, the Hub is filled with quests. Its districts are controlled by three powerful groups: the Water Merchants, the Crimson Caravan, and the Far Go Traders. The Vault Dweller can extend the time limit in which they must find a water chip by sending water merchants to Vault 13.

Necropolis: Originally Bakersfield, California, now consists of Necropolis. Overrun by ghouls and containing a vast sewer system, Necropolis is the aftermath of Vault 12. The Enclave designed vault 12 so that it could not be closed and that its inhabitants would be exposed to high levels of radiation. As a result, after the Great War, its inhabitants turned into ghouls. There were three groups of ghouls: the surface dwellers, who were the most numerous, and paranoid about outsiders and non-ghouls; the glowing ghouls, heavily irradiated ghouls, rejected by even their own, and the underground ghouls living in the sewers of the city. Observing an unusual super-mutant invasion, which may pose a serious threat to humanity’s future, the Vault Dweller finds the water chip here.

Boneyard: There is still a remnant of Los Angeles’ cityscape known as the Boneyard, also called Angel’s Boneyard. In this town, the player character can receive upgrades for endgame equipment: the turbo plasma rifle and hardened power armor. Katja may also be recruited here by the player character.

Lost Hills: An organization with roots in the US military and government-sponsored scientific community dating back to before World War I, the Brotherhood of Steel is headquartered in this bunker, shown as “Brotherhood of Steel” in Pip-Boy 2000. In addition to the on-ground entrance, the outpost has four underground levels; level zero is closest to the surface and level four is the furthest underground.

The Glow: A former West Tek Research Facility, The Glow is now an irradiated ruin. A laser and plasma weapon experimentation was conducted here, as well as the development of the FEV and power armor. In the Glow, a mainframe called “ZAX” controls it. The Vault Dweller’s objective is to retrieve a holodisk left by a fallen member of the Brotherhood of Steel that proves he entered. During this assignment, the player character must consume anti-radiation drugs in order to survive the highly radioactive The Glow. If the player character is unaware of the high radiation levels in this zone, they would succumb to radiation poisoning very quickly.

Mariposa Military Base: This former military base was used to conduct research on FEV (which had previously been conducted at the West Tek Research Facility).

The Cathedral: The Cathedral is the home of the Children of the Cathedral organization, which is a facade for the Master’s plans. Beneath the Cathedral, the Master lives in a vault.

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2 thoughts on “Fallout: A Beloved Post Nuclear Apocalyptic Game

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