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!

Introduction

Far Harbor is set on an island that is simply called The Island, less commonly it is known as Mount Desert Island. It has an area of 280km2 or 108 square miles. The tallest mountain stands at 1.520ft or 465m. The Island lays off the main coast of Maine and can be accessed by boat. It is home to a variety of mirelurks, feral ghouls, anglers, gulpers, fog crawlers, giant hermit crabs, wolves and radstags. Irradiated raccoons, lynxes and muskrat can also be found on the Island.

The Island boasted an experimental wind farm that was touted as the clean alternative to nuclear power during the Pre-War era. Called the Wind Farm Maintenance, it lies south of Far Harbor and is used by DiMA to power Far Harbor. The power is used to keep lights on, defenses working and most importantly, the fog condensers functioning. The Island is shrouded in a thick radioactive fog that can be dissipated by the fog condensers. Some of these condensers have malfunctioned however and so the fog has been slowly consuming the Island.

The Island is home to four main factions. The Harborpeople, the Acadians, the Trappers and the Children of Atom:

  • The Harborpeople live in Far Harbor, a small port town that is home to one inn and a variety of general stores. Far Harbor is surrounded by fog condensers that dispel the radioactive fog.
  • Acadia is primarily home to synths but ghouls who face censure in Far Harbor, have found succour in Far Harbor. Though it welcomes humans, it can not support humanity.
  • The Children of Atom live in a city called The Nucleus. They worship Atom as a deity.
  • The Trappers are an NPC group. They are raiders that live in the outskirts of The Island. Once, the Trappers were people who lived in Far Harbor but prolonged exposure to the Fog has made them savage. Trappers are not a singular organised group but are instead a description of the kind of raider that exists on the Island. The Trappers use weapons familiar to them as hunters. Meat and pole hooks, lever action rifles, hunting rifles and harpoon guns. Their armour is made from pelts, skins and fishing nets.

Super mutants have recently been spotted on the Island though no one knows where they originate from or if there are more than two.

There are four suits of power armor on the Island. Acadia, The Nucleus and Far Harbor have one each. The fourth is lost in the Deep Fog. None of the suits work and will require player participation through In Character events for them to be repaired (which shouldn't stop your characters from trying to repair them. They just won't be successful.) More detail about the suits can be found in the factions guide.

Caps - Currency

Before the Great War destroyed the world in 2077, Nuka-Cola shipped thousands of bottles across America.

With no overarching government to set the value of the dollar, post-Great War humans were forced to turn to another unit of measurement to supplement the bartering trade. Given that caps were widely available and the secrets to the manufacture were lost to the bombs, caps filled that void. The Hub Merchants of New California were the first to adopt their usage. Their influence spread throughout the Wasteland.

Far Harbor, by virtue of trade with the mainlanders, have also adopted caps as standard currency. However, they are also likely to use Vim! bottle caps. Vim! caps do however, lose their value outside of the The Island. Therefore, anyone wanting to trade with the mainland must exchange their Vim! caps to Nuka-Cola.

The price of any one item varies according to the value placed on caps and the scarcity of the item. For example, fish and angler meat is readily available in The Island and is therefore, cheap compared to it's price in Diamond City.

For role play purposes, we use the in-game value of objects and adjust as makes sense for the setting. Below is a suggested list of items and their value in order for you to extrapolate the cost of an item. It should be noted that bartering is probably more common on the Island, with neighbors trading their excess vegetables, meat or creations in order to gain whatever they can not grow or create themselves.

Pricing

  • 10mm Pistols are readily available but deathly useful - 50 caps
  • Assault Rifle - 144 caps
  • Angler meat is readily available but acquisition is high risk - 20 caps
  • Carrot is readily available - 3 caps
  • Chicken noodle soup - 20 caps
  • Clock, contains working gears and other useful things - 90 caps
  • Hermit crab meat - 80 caps
  • Lever-Action Rifle - 150 caps
  • Power Tools - 500 caps

The Nucleus - Children of Atom

The Nucleus was once called the Mount Desert Island Naval Base and served as a submarine pen before the War. The Nucleus is still home to the USS Democracy, which was in dry dock at the time the bombs fell. The Naval Base was used by Faraday and DiMA some years later as their home and base until DiMA gave it to the Children of Atom when they were exiled from Far Harbor.

The Children of Atom erected a small settlement around the submarine pen. It is well guarded. The submarine, called The Vessel, houses the Throne Room from which High Confessor Tektus rules from. The reactor core is now a crypt, allowing the deceased to remain in Atom's glow. Furthermore, the Vessel serves as living quarters for the Children.

Acadia - Synths & Ghouls

Acadia is home to both synths and ghouls. It is housed within an observatory perched on the edge of a sheer cliff face.

The entry level to Acadia is the dome of the observatory. The dome houses a mainframe that provides DiMA with extra storage and processing power. The level below dome contains a repair station and living quarters for the synths. Further down are the main living quarters for the synths. Outside of the main building is a small farm that is maintained by ghouls. The ghouls have built shacks for themselves around the farm and some operate a store to trade with the Harborpeople, on those occasions that the human's needs outstrips their prejudice.