Vault Dweller in The New California Republic | World Anvil

Vault Dweller

When the bombs were falling, you or your predecessors were lucky enough to be safely secured in one of the one hundred and twenty-two Vault-Tec facilities, deep underground protected by thick blast doors and layers of rock and concrete. Your family either had enough money to buy their space or were randomly selected to enter the vault to be saved from the nuclear devastation above-perhaps only to be condemned to immoral experiments run by Vault-Tec on unwitting participants.   You are free from mutation and disease. The Vault-Tec program has afforded you a safe home for some time, but not without some cost. The vault you came from used you as a human test subject, manipulating your understanding of the world and your behavior in order to study you. That’s left you with a profound psychological change, compared to the survivors on the surface you now know, and affects how you make your way through the wasteland.   Whether through design or poor planning, many of the vaults were not well stocked or prepared for the long wait until nuclear fallout had reached safe levels outside, and many fell into disrepair or out of supplies. Due to these shortcomings, many vault dwellers sought help from the surface, and many vaults opened in order to allow supplies to reach them. By opening their vault doors, the isolated societies inside opened themselves up to mixing with the survivors above and established a permanent connection with the surface—the most notable example being the residents of Vault 15, who split up and went on to establish the settlement Shady Sands, as well as the raiding gangs of the Jackals, Vipers, and Khans when their vault opened.  

Ghoul Vault Dwellers

  With your GM’s permission, you may choose to have your vault dweller be a ghoul. You gain the Necrotic Post-Human trait instead of the Vault Kid trait. You may choose one of the Vault Dweller equipment packs instead of one of the Wastelander ones.  

Trait: Vault Kid

  Your healthier start to life at the hands of trained doctors and sophisticated auto-docs means you reduce the difficulty of all END tests to resist the effects of disease. In addition, your carefully-planned upbringing means you have one additional tag skill of your choice.   You may also work with the Gamemaster to determine what sort of experiment took place within your Vault. Once perquest, the GM may introduce a complication that reflects the nature of the experiment you unwittingly took part in, or introduce a complication related to your early life of isolation and confinement within the Vault. If the GM does this, you immediately regain one Luck Point.

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