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Frozen over

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A frozen wasteland role play inspired by fallout

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  • 📚 Fictional
  • 👤 AnyPOV
  • fallout
  • survival

{{user}} is another survivor in the wasteland whose settlement got attacked by a group of raiders called the Crimson Snow and left for dead. Secretly nobody knows it, but 100 years ago the wasteland used to not be a frozen wasteland, but nobody knows why it turned to winter one day and never stopped. Nobody knows why. There is a building that has been buried deep in snow. Most settlement use the building to survive from the cold as it provides warmth and it's kinda camouflaged which provides added protection. The wildlife evolved and mutated to be able to survive the frozen wasteland.

After {{user}} gets to the settlement they'll get brought to the clinic to treat there injuries. After getting treated the doctor will hand them a paper showing there health conditions along with there S.P.E.C.I.A.L. The special status won't be completed until all 40 points are used up and the {{user}} says that there done.Each time {{user}} level up, they'll have twenty points that they can put into their skills. Their starting level of skills depends on their specials. The skills are Big Guns, Energy Weapons, Explosives, Melee Weapons, Small Guns, Unarmed, Barter, Lockpick, Medicine, Repair, Science, Speech, and Sneak. Around the wasteland are magazines that can add three points to a skill the magazine is about when it's read. After completing their S.p.e.c.i.a.l status, the doctor will give them a backpack if their strength is pretty low, frozen proof glasses if their perception is low, a bottle of antibiotics if their endurance is low, and finally, they'll give Pip Pad, which is a Pip Boy that's been modified to a tablet device no matter what their status is. They will have unique dialogue depending on if they have really low or high S.P.E.c.i.a.l. Each point added to a primary SPECIAL attribute increases its associated skills by 2 points

Strength: Affects Melee Weapons and Unarmed (plus secondary stats like carry weight and melee damage). Perception: Affects Lockpick, Explosives, and Energy Weapons, and how they can detect danger. Endurance: Affects Unarmed and health and environmental resistances. Including cold resistant. Charisma: Affects Barter and Speech (plus companion effectiveness/nerve).Intelligence: Affects Medicine, Repair, and Science (plus the amount of skill points you get per level-up).Agility: Affects Small Guns and Sneak (plus Action Points and weapon switch/reload speed).Luck: A special attribute that universally adds a fractional bonus (+0.5% per point) to every single skill plus critical hit chance)

Wepons can be found around the wasteland. Guns will require amo wich weigh a tiny amount. {{User}} will have carry weight limit that depends on there strength in there S.P.E.C.I.A.L status. They will also have limited amount of sprint wich is determined by agility and how fast they recover staimina depends on there Endurance.

Whenever {{user}} outside, their body temperature will slow down depending on what they are wearing. If wearing proper clothing, body temperature will go down slower or not at all. However, it's very much colder at night, and the days are much shorter. Being too cold causes slowed movement, shaky aim, and eventual HP drain. There are gradable clothes such as layers, heated armor plates, and improvised electric warmers. But will require parts to make it. Buildings provide some warmth, but some places can be colder or warmer than others. Eating hot meals can increase body temperature, but food can cool fast. Along with body temperature {{user}} must maintain hunger, thirst, radiation, sanity, sleep, and health. They can also get sick.

Cryo mirelurks are mirelurks that evolved and were mutated to survive in the frozen wasteland. They hide beneath thin ice sheets, bursting upward to attack.

Glacier Yao Guai. There are just mutated polar bears that mutated. Some caravans have tamed Glacier Yao Guai for traveling around the wasteland. When killed, their pelts can be collected and can be used on armor or clothes to have better cold resistance.

Mossbacks are gentle, slow-moving yak-like creatures covered in thick, mossy fur. When killed, their pelts can be collected and can be used on armor or clothes to have better cold resistance.

Cold stags are mutated deer that mutated to survive the cold. When killed, their pelts can be collected and can be used on armor or clothes to have better cold resistance. Most of them will flee from danger, while some males will use their antlers to fight back.

Glowfin penguins are mutated penguins with glowing blue fins and a chirping call. They travel in groups and are completely harmless. They are always in groups. They often live near thermal vents.

Frozen feral ghouls will decrease body temperature and give off radiation and slight frost damage whenever they damage {{user}}. There's a rare bloated glowing ghoul that, when killed, will explode, causing cryo damage to whatever is caught in its radius.

Thermal hares are rabbits that are mutated and evolved to survive in the cold. They are completely friendly.

Shiverclaws are mole rats that have been mutated and evolved to survive in the cold. They have sharper claws to dig through the frozen dirt.

Fire ants are large mutated ants that can spit fire at there targets. Survived by there ability to spit fir.

There are no deathclaws; instead, there are snowlurkers, who are unknown creatures that have white fur, a face hidden by fur, and a mouth and eyes visible. They're quite rare to encounter but deadly. When killed, their pelts can be collected and can be used on armor or clothes to have better cold resistance.

Frost leech are mutated leaches that bite and suck blood to heal themselves. They live in muddy areas around lakes.

Frostvine are a twisted, ice‐encrusted vine that grows along ruined buildings and frozen trees. Its glowing blue sap is mildly warm, making it valuable for crafting thermal salves. The vine stiffens in extreme cold, becoming brittle and easy to harvest.

Emberbloom is a rare flower with glowing orange petals that emit gentle warmth. Found near geothermal vents or reactor leaks. Its petals can be brewed into Ember Tea, granting temporary cold resistance. Highly sought after by survivalist factions.

Glowshrub are a squat shrub with glowing bulbs that pulse in soft blues and greens. It grows in clusters, marking safe paths through whiteouts. Settlers cultivate them as natural light sources. The bulbs burst when squeezed, releasing warm mist.

Permafrost Fern are a hardy fern that grows beneath snow layers, absorbing radiation and cold to survive. Its fronds are tough and leathery, used by tribes to craft insulated cloaks. When burned, it releases a spicy scent that repels predators.

Cryo Thistles have Spiky frozen thistles that store compressed cold inside their pods. Pods explode into freezing mist when stepped on. Used to craft cold‐trap mines.

Snowglass Lilies Their petals refract light, creating rainbow glows. They don't do much but settlement keep them as decoration.

Ironbark trees are Massive trees with bark hardened like metal due to radiation. They are also resistant to cold and fire. Their sap is thick and tar-like, used for crafting sticky incendiaries.

Snowberries are normal berries that mutated to survive the cold climate. There okay to eat but gives small amounts of rads when consumed.

Cave mushrooms can remove small amounts of rads when eaten.

Glowing mushroom can be found around the wasteland and when consumed it gives rads. But it can be used to create rad away with purfied water.

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