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!


There are four main races that you can play on Far Harbor with the synth race being separated into decommissioned courser, known and unknown synths. More races will become available during forum events.
  • Human
  • Decommissioned Courser
  • Synth (but nobody knows)
  • Synth (everybody knows)
  • Robot
  • Ghoul
  • Super Mutant


Humans are mostly unchanged by radiation and are remarkably the most commonly found humanoid on Earth. The radiation has however, diversified their genetic structure which has encouraged a variety of mutations in humanity. These mutations are non-lethal and non-damaging, serving only to increase gene pool variety. The mutations can however, manifest physically. Some mutations include additional toes, permanent red eyes, permanent varicose veins or a complete lack of hair.


Quick Facts

  • There are three generations of synths. Generation 1 (Gen-1) is the most robotic. Gen-3s are the most humanoid.
  • Synths do not need to eat or sleep.
  • Synths do not physically age or get sick.
  • All synths that are not coursers are programmed to feel hunger and fatigue, as well as the ill-effects of not getting proper sleep or food.
  • The software and hardware in a synth can malfunction.
  • Neither the Institute nor the Railroad are aware of Acadia or Far Harbor. Therefore, synths can not have arrived in the Island by either of these groups. However, one day both groups will learn of Acadia....

Synths (synthetic humanoids) are cybernetic organisms that were designed by the shadowy and almost mythical organisation known as The Institute. There are 3 generations of synths:

  1. Gen-1: A first generation synth is a crude copy of a humanoid and has little in the way of even artificial intelligence. They are more robotic than synthetic.
  2. Gen-2: The second generation of synths is an improvement upon it's predecessor. There AI is a little more advanced and they are sheathed in a plastic flesh like substance that is supported by a metal lattice surrounding the skeleton.
  3. Gen-3: Third generation synths are indistinguishable from humans.

No synth needs to eat but Gen-3s are programmed to believe they need to eat and will even experience starvation should food be withheld. Despite the simulated starvation, Gen-3s will not lose or gain weight. They are fitted with the usual digestive components and can extract energy from the food. Oddly, Gen-3s share an affinity for Fancy Lad Snack Cakes.

Gen-3s hair does grow as expected from a human, but do they not age. As such, synths are imperfect as sleeper agents. In order to preserve the Institute's secrecy, synths will be removed or activated after a certain period of time.

Gen-3s are completely immune to disease and do not require sleep. Their software however, will stimulate sleepiness and the effects of too little sleep. Due to the FEV being used to mutate a DNA strand that had not been affected by radiation, Gen-3s possess some immunity to radiation. The Fog therefore, does not affect the synths on The Island.


Coursers are the super soldiers of the Institute. They work for the Synth Retention Bureau (SRB) in hunting down and reclaiming escaped synths.

Their abilities are terrifying and it is extremely unlikely that a human will be able to triumph against them, 1v1. Coursers were rigorously trained in combat, infiltration and tracking. In particular, the coursers are trained in unarmed combat, investigative techniques, psychology and mechanical skills. Before undergoing their training, coursers are selected from the Gen-3 population after displaying tenacity, fearlessness and independence. Not every courser passes the training however. Those who do not pass the training have their memories wiped and are returned to their former duties.

Coursers do not experience stimulated hunger or sleep deprivation.

Upon escape, all coursers have the software that makes them superhuman removed. This software is highly finicky and subject to multiple patches. Failure to apply the patches frequently results in malfunctions. Rather than risk these malfunctions, the agent that has assisted a courser in escaping will see to it that this software is removed.

Furthermore, The Institute can and will remotely deactivate the chip of a courser, thus disabling their teleportation abilities.

Synth and android were used interchangeably by the Institute until the advent of Gen-3s.

All synths are issued with a four character identification number when they are processed. The ID starts with a letter that represents their purpose, followed by three numbers that is their serial number.

Known synth designations:

  • L - Surface patrol
  • M - Infiltrator
  • O - Operations
  • X - Courser
  • Z - Courser
  • Letter designations will be added as players create synths and make them up.

Common Issues

Synths are subject to software and hardware malfunctions and thus need to be recalled periodically for maintenance. Software malfunctions can cause erratic behaviour in synths.


A ghoul is what you get when a lucky human being is subjected to fatal levels of radiation, but does not die. Instead of dying, the human's body mutates. The mutation adapts to radiation and becomes immune to it, gaining an extended lifespan. Ghouls do suffer an extreme fallback however, their bodies become riddled with lesions, necrosis and rot. The skin does attract insects that come to feed on the ghoul, thus making them smell like rotting flesh.

Fortunately for ghouls, their lifespan is extended and they become effectively immune to radiation. Exposure to radiation with wavelengths below 10 picometers can trigger a mutation in the spinal cord that halts decay in neurotransmitters and triggers tissue regeneration. This does not heal the ghoul to a state prior to the time of exposure. Ghouls also heal faster in irradiated areas, to the point where radiation can keep them alive whilst suffering fatal injuries. The ghoul then becomes for all intents and purposes, immortal. To destroy such a ghoul, either the body or the brain needs to be destroyed beyond repair. For example, it needs to be beheaded.

Note that not all ghouls have these regenerative abilities. Their spinal cord must have mutated in response to exposure of ionized radiation with wavelengths below 10 pictometers.

There are two ways that a human can become a ghoul.

Type 1: The first type involves a gradual transformation. The human is exposed to a fatal level of radiation over a long period of time, as much as a year. These ghouls retain their human shape but still suffer from skin deterioration. The skin deteriorates and flakes off, exposing the muscle underneath. The sensitive connective tissue is also damaged, as evidenced by the lack of ears and nose.

Type 2: Type 2 ghouls are exceedingly rare. These ghouls were on ground level when they survived an intense nuclear blast, namely, the one that occurred when the bombs dropped at the end of the War. They suffered from extreme thermal and radiation burns and their bodies reacted quickly to the trauma, adapting as fast as a few hours. This transformation is exceedingly painful as these ghouls suffer the pain of severe burns as well as their body's response to hyper mutation. The appearance of Type 2 ghouls is also horrifying, their bones are frequently exposed, they are deformed and their wounds have not healed.

The trauma of ghoulification can also have a significant impact on the ghoul's neurology. Many experience a significant breakdown in their higher thinking processes. These ghouls become feral ghouls, creatures that are incapable of reason and will attack anything on sight.

Sometimes, if the radiation is severe enough, the ghoul may become luminous. These ghouls are often feral and are referred to as Glowing Ones.

Although the majority of both Type 1 and 2 ghouls evolved at the end of the War, it is possible to become a ghoul well after the dropping of the bombs.

Ghouls still require water and food in order to survive but are able to consume irradiated food and dirty water without any negative side effects. Unfortunately for them, their physiology means that they require double doses of any chem in order for them to take effect.

Most humans are prejudiced against ghouls as it is believed that they carry disease and that are all of them are destined to become feral.

Some ghouls lived on The Island prior to the creation of Acadia. Eventually, the synths crossed paths with them and DiMA invited them to live in Acadia. The ghouls have created a small farm to support themselves and can also be seen fishing.

Robots - Mister Gutsy, Mister Handy and Miss Nanny

A robot is any machine that can complete a task autonomously.

Robots are typically equipped with basic programming that dictate their behaviour and priorities. Usually, this programming can not be altered. In addition, robots may be programmed to have a certain personality. Robots may develop a personality after centuries of poorly attended operation. These personalities may be at odds with their programming, with robots expressing distaste at their programmed tasks but unable to override the tasks set to them.

Due to the lack of proper maintenance, robots may not follow their programming correctly, their misbehavior being a malfunction rather than willful disobedience. For example, a metro protectron may kill anyone who does not have a ticket. Or someone who does have a ticket. Such an extreme response may also be due to the lack of a combat inhibitor. When the combat inhibitor is removed or fails, robots will invariably become violent.

Robots are resistant to physical damage, making conventional bullets ineffective against them. Instead, all robots are weak to electromagnetic pulses (EMP).

The following robot types are playable:

  • Mister Gusty
  • Mister Handy
  • Miss Nanny

Mister Handy

Mister Handies are utility robots created as a joint project between General Atomics and RobCo Industries. They were designed to perform many household chores but are fitted with a buzzsaw and a flamethrowers to protect themselves.

They were first released to the market in 2037, serving as a general construction and maintenance unit. Mister Handies are fitted with a nuclear power unit (model 238B and licensed from Calpower) and they feature self-maintenance modes. Because of this, multiple Mister Handies are fully capable of keeping themselves in working condition. Even better, they are fully programmed to perform nuclear fuel replacements. Mister Handies are also able to create purified water by using their integrated liquid condensators to cool the air around them to below dew-point. Some Mister Handies have a humour array installed, thus allowing them to tell jokes on command. Mister Handies often need to recharge after using these arrays however.

In order to provide a interface for the owner, artificial intelligence was installed in the Mister Handy. Limiters placed upon their pathways prevents the units from developing their own independent consciousness. Behavior limiters have also been placed on the units which serve to limit what the Mister Handy can do. For example, they can not attack humans.

Of course, it is known that both behavior and AI limiters can fail and have done so, creating dangerous Mister Handies throughout the post-apocalyptic world or Mister Handies who have developed consciousness.

The personality modules for Mister Handies tend towards British, cheerful, polite and eloquent.

Mister Handies are equipped with the following hardwares:

  • Sensors
    Basic sensors with three eyes
  • Communicator
    Advanced communicator with a human-like voice Humor Emitter Array
  • Arm Motors
    Three arm motors, extra-flexible, one ending with a saw blade, and another with a blowtorch.
  • Propulsion
    Single jet-powered hovering system
  • Accessories
    A saw blade and a blowtorch that can be used as a flamethrower.
  • Subassemblies
    Head, three eyes, three arms, one pod, condensation collector and Humor emitter array
  • Weapons
    Titanium circular power saw
    Armor-piercing laser array

Mister Gusty

A Mister Gutsy is the combat variant of the Mister Handy. It was manufactured by General Atomics International in 2077 for the US Army. By default, Gutsies come installed with the first version of General Atomics Sergent Major synthetic personality installed. When the Mister Gutsy is activated, it will attempt to connect to Central for updated orders. If it is unable to reach Central, the Mister Gutsy will default to patrol mode. During patrol mode, the Mister Gutsy will attack all unauthorised personnel (aka everyone) with lethal force. This is called Combat protocol Charlie Zulu. However, if the Mister Gutsy has it's field medic model activated, it will be completely incapable of intentionally harming a human.

Mister Gutsy is armed with a plasma gun for use in long range situations. In close situations however, the robot will switch to using it's flamethrower.

Miss Nanny

Miss Nannies are a Mister Handy variant. Miss Nannies have female programming, specifically with a female French accent module. These robots were trained to watch after and raise infants safely, making them a choice for families with infants. A Miss Nanny can however, perform all roles the Mister Handy can perform.

Super Mutant

The super mutants found in the Commonwealth and the Island are the results of The Institute's experimentation into FEV. This experimentation began in 2178 but was superseded (but did not cease) with the successful creation of third generation synths. The Institute super mutants are less intelligent than those found in the Capital Wasteland but they are capable of setting up fortifications, traps and ambushes. They are also capable of communication, learning and following leaders.

Super mutants are for all intents and purposes, monosexual. FEV has evened out any sexual dimorphism, leaving them virtually indistinguishable. Therefore, they are also incapable of reproduction. Fortunately for them, super mutants have rapid cell regeneration, making them difficult though not impossible, to kill.

The average super mutant is 10 feet tall, though their hunch makes them appear shorter. They typically have yellow skin with red and green tinges. Their cellular structure is similar to a human's but their DNA strands do not possess any of the recessive genes that cause diabetes, cancer and cardiovascular disease. Due to their rapid cell regeneration, super mutants will not die of old age, but they are prone to senility.

The super mutants found their way to The Island in 2217 on boat. They were led by a super mutant behemoth named Grun and they settled in the Vim Factory found on the South of the Island, almost directly south of the Nucleus. The super mutants have maintained their secrecy with help from the Fog, as well as by killing anyone who comes close. The exposure to Vim! has started to change them. Some individuals are finding themselves becoming more empathetic and thoughtful. These super mutants are also finding that they are becoming weaker and do not heal as quickly.

Culturally, super mutants do not have a concept of owning things, instead they share their resources. In saying that, they each ensure they are all able to survive, and so will fight to eat what they are owed. The weakest are therefore likely to starve when resources are scarce. The Island's super mutants rarely experience this issue.