Fallout: Great White North is a Play By Post roleplay on the Unofficial Elder Scrolls Pages forum. Posted and maintained by dungeon master Knight Captain Kerr, Great White North is something of a spiritual successor to Kerr's Fallout: Vault 54, which was played three years prior and took place in post-apocalyptic Louisiana.
The roleplay takes place in the year 2099, 2 years after the events of Vault 54, in the province of British Columbia, Canada. The players took on the roles of the survivors of an attacked caravan, a motley group consisting of people such as a Canadian freedom-fighter, a kindly ex-Vault physician, an ill-tempered ghoul, and even a ten-year-old girl.
As is the standard for roleplays ran by K.C. Kerr, Great White North runs on a modified SPECIAL system called CASPIE, which is roughly the same while forgoing the Luck stat entirely. Outcomes of player actions are decided by the roll of a die against the stats and skills of the player characters.
Has a character sheet.
List of Tropes
- Action Girl: Tabitha. Despite being ten years old, Tabitha interrupts a briefing by standing atop a table and proclaiming her intent to help the rest of the cast in killing the ghouls that attacked the party's caravan and killed her parents. When presented with equipment to choose from, she goes right to the grenades.
- Ron is also an example, being skilled in explosives and hand-to-hand combat. She was noted for being involved in a number of brawls in her vault.
- After the End: Great White North takes place 22 years after the nuclear holocaust that rendered much of the world irradiated.
- The Ageless: Lodds, as a ghoul, is subject to an extremely long life, but has only reached age 49 thus far.
- Ancient Conspiracy: Like many vaults from the video game series, the vaults that some of the player characters originate from were subject to social experiments.
- Christopher Guttenberg comes from Vault 5, where the wiring of the vault door was apparently deliberately sabotaged, preventing the residents from leaving until it was fixed.
- Lucas McWhite hails from Vault 18, which only accepted families with four or more children in order to deliberately promote overpopulation.
- Reese Byrne originates from Vault 116, which accepted families on the condition that one family member stayed behind.
- Only Ron, who comes from Vault 7, seems to have lived in a control vault.
- Boring, but Practical: A majority of the player characters that are skilled in combat prefer an old-fashioned gun as opposed to lasers.
- Crapsack World: True to the Fallout setting, the world on the outside of the vaults is largely uninhabitable. To make matters worse, the roleplay takes place near pre-war Vancouver in the cold land of Canada.
- Cursed with Awesome: As a ghoul, Lodds is healed by radiation, a small upside to unfortunate condition.
- Defusing The Tykebomb: Luke has to talk a laser pistol out of Tabitha's hands so that she doesn't kill Lodds.
- It was probably a mistake for Luke to give the pistol to her in the first place.
- Final Death: Every player character is able to be killed permanently, even ten-year-old Tabitha. Upon characters dying, the controlling player is able to create a new character to be introduced soon after to keep them in the game.
- Five-Token Band: Averted since the player characters created their characters independently from each other. The group includes two doctors, two Canadian freedom-fighters, an ex-US-military ghoul, a ten-year-old girl, a scrappy explosives expert, and a former garbage burner gone vigilante. By the design, the RP precludes the need for one of the player characters to be the 'leader' of the group, unless the characters themselves choose one amongst them to fill such a role.
- Global Currency: Unlike the game series, the settlements in the area of Elk Lake haven't yet adopted caps as a form of currency. Bartering is common and some settlements do use different kinds of currency; the Elk Lake Military Base people allegedly trade using ration cards provided by the military that remains there.
- Headbutting Heroes: Most of the cast developed personal beef with each other before they even began their journey.
- Hide Your Children: Completely averted by the presence of Tabitha, who is no more immune to the dangers of the wasteland than the rest of the cast.
- Infant Immortality: Averted by Tabitha, who like any other player character is very much kill-able.
- Luck Stat: Averted by the lack of the Luck stat in the CASPIE system.
- Only Known by Their Nickname: Ron's actual birth name is Ronja Jensdóttir, and her adopted name was Sarah Gunn. Calling her anything but Ron will likely result in bodily harm.
- Pacifism Backfire: Luke handed his laser pistol to Tabitha to protect herself and went to try and talk down Rhodes from killing Lodds. He did so unarmed as to not arouse more hostility. Tabitha, however, took the opportunity to threaten Lodds with the pistol she was given. If Luke hadn't talked her down, she might have actually shot Lodds, and would have had to live with her decision.
- Previous Player-Character Cameo: Lucas McWhite is the lost son of Irvine Gilead, a player character from the previous Fallout: Vault 54.
- Talking the Monster to Death: The player characters were given the task to either talk things out with the factions in the area surrounding Vault 115, or to eradicate them. Some of the player characters prefer the former.
- Was Once a Man: Lodds.