Welcome to Far Harbor
Far Harbor is a 18+ RPG that features loose stats, perks (and the ability to gain more) and a profile application. Don't worry if your knowledge of Fallout isn't extensive! Our docs cover the most important points and we'll be happy to answer any questions you might have about the world.

On Far Harbor, we like to focus on the oddness of a post-apocalyptic future where technology is as diverse as having synthetic life and guns made of wood pailings. Ghouls, super mutants, humans and synths all have a place in The Island. If you're looking for a place to explore a world blasted by radiation

. . . welcome home
Feburary 2277
Super mutants have been discovered on The Island after a disasterous expedition to find somewhere for the ghouls to establish an indepedent settlement. Meanwhile, Far Harbor was attacked by anglers, injuring many and placing additional strain upon the town's only physician.
  September 8 2017
I have installed the new "Pipboy" theme! It introduces the ability to display what items your character commonly carries (change this in the UserCP). If you run into issues, be sure to PM Kit the Human.

We've also switched to profile applications! Pending Users can now edit all of their details. You can find out about the process here.

  September 4 2017
We've relaxed out content rules! We're now rated, anything goes.
  August 21 2017
Adventure Time! Share a screenshot or a clip from your Fallout adventures to claim a perception point for a character of choice. Participate here!
  July 31 2017
HTML has been enabled for the development, wanted ads and plotters forums. Instructions are here. In other news....super mutants have been discovered on the Island. It is the first time they have been spotted. Super mutants are now a playable race!

  • Strength 1
  • Perception 4
  • Endurance 5
  • Charisma 3
  • Intelligence 5
  • Agility 8
  • Luck 0


  • laser rifle
  • knife
  • notebook
  • Race: Decommissioned Courser
  • Age: 6
  • Height: 1.83m/6'
  • Occupation: Guard
  • Plotter +


Phi (Z1-61) does not remember when he was created. He barely remembers anything before he left the Institute but he remembers the emotions and knows thinks he should not have them.

Phi was a courser for the Institute. He hunted down synths who had escaped the Refuge, a hunt that often left him in direct conflict with the Railroad. Phi returned to the Institute after an incident to speak with one of his friends, a discontented synth and janitor who desired freedom. They stole a transporter and left the Institute. When they were discovered to be missing, the transporters were disabled and Phi's memory was wiped. Additionally, the abilities that made him a terrifying synth were deactivated, leaving only the muscle memory developed from training.

The emotions however, linger.

Phi does not remember the event that saw him leave the Institute. He merely woke up one day with a spotty memory. He knew what he was. He knew what he did for the Institute but he did not know the details. It was as if the events and the places were wiped clean. With nothing else to do, Phi and his friend begun traveling in the North of the Commonwealth. He met with a Child of Atom who desired his protection whilst traveling. They traveled for a time and Phi assisted him in retrieving a nuclear core. The Child took Phi back to the Nucleus and told him of Acadia.

Phi entered Acadia in 2273 and settled in as a guard.

Phi is armed with a radium rifle and is typically armored in leather.