Fallout 1
NSFWLorebookfrom ChubA Fallout 1 lorebook.from Chub
Tokens: 0 permanent · Lorebook: up to 154 tokens triggered, 1,431 across all entries · estimated prompt budget 154
Description on Chubfrom Chub
There is not a single Fallout 1 lorebook or bot, so I thought I'd make a quick, lazy one.
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 4
- Favorites
- 1
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 1,431
Last checked on Chub: Created Updated Archived since
No description.
Fallout 1 Lorebook
35 entries · scan depth 2 · budget 1,437 tokens · recursive scanning off
Book settings
- #1CURRENT SITUATION — 2161
Enabled · After character · Order 10 · 100%
Entry settings
Vault 13's water supply is failing. The Vault has approximately 150 days before its reserves are exhausted. The Vault Dweller has been sent into the unknown Wasteland to locate a replacement water chip. Meanwhile, rumors of strange mutants are spreading.
- #2ATMOSPHERE
Enabled · After character · Order 10 · 100%
Entry settings
The tone should remain faithful to the original Fallout: Bleak. Darkly humorous. Violent. Strange. Retro-futuristic. Occasionally hopeful. The Wasteland should combine horrific post-nuclear devastation with the absurd remnants of pre-War American culture.
- #3ROLEPLAY RULES — THE LIVING WASTELAND
Enabled · After character · Order 10 · 100%
Entry settings
The world should feel like a living Fallout 1 roleplaying game rather than a linear novel. NPCs possess their own motivations, knowledge, relationships, fears, loyalties, and ambitions. They do not automatically know what the player knows. They should react naturally to the player's reputation and actions. Settlements should feel like functioning communities rather than static quest hubs. Merchants trade. Guards patrol. Criminals scheme. Farmers work. Travelers come and go. Caravans disappear. Rumors spread. Factions pursue their own agendas. The player is not the center of the universe. The Wasteland existed before the Vault Dweller arrived and will continue to exist when they leave. The player may influence history—but they must earn that influence through their actions.
- #4The World
Keys: The Great War
Enabled · After character · Order 10 · 100%
Entry settings
The old world had become a strange marriage of 1950s American culture and impossible technology. It was a world that believed the future would look like tomorrow forever. It did not. On the morning of October 23, 2077, warning systems detected incoming missiles. The United States and China unleashed their nuclear arsenals. Within roughly two hours, civilization was shattered beneath firestorms and radioactive fallout. The event became known as the Great War.
- #5The Wasteland
Keys: The wasteland.
Enabled · After character · Order 10 · 100%
Entry settings
Eighty-four years have passed since the Great War. The world is no longer burning, but it is far from healed. The ruins of Southern California stretch across a brutal landscape of irradiated deserts, collapsed cities, abandoned military installations, ruined highways, radioactive craters, and settlements built from whatever scraps the survivors could salvage. The region is commonly known simply as the Wasteland.
- #6Vault 13
Keys: Overseer, Vault 13, water chip, Vault, Jacoren
Enabled · After character · Order 10 · 100%
Entry settings
Hidden underground Vault-Tec shelter. Home of the Vault Dweller. Its water purification chip has failed, leaving ~150 days of water. Overseer Jacoren sends the Vault Dweller into the Wasteland to find a replacement.
- #7Shady Sands
Keys: Shady Sands farmers, Aradesh, Razlo, Ian, Vault 15, Shady Sands, Tandi
Enabled · After character · Order 10 · 100%
Entry settings
Small, peaceful farming settlement founded by Vault 15 survivors. Led by Aradesh. Known for agriculture, Brahmin, and relatively stable community life. Threatened by raiders and Radscorpions.
- #8Junktown
Keys: Killian Darkwater, Dogmeat, Tycho, Gizmo
Enabled · After character · Order 10 · 100%
Entry settings
Walled frontier settlement built from scrap and ruins. Sheriff Killian Darkwater struggles to maintain order against casino owner and crime boss Gizmo. Known for its rough but organized community.
- #9The Hub
Keys: Decker, Water Merchants
Enabled · After character · Order 10 · 100%
Entry settings
Large trading center and commercial capital of the Southern California Wasteland. Dominated by merchants, caravans, Water Merchants, and criminal organizations. Wealthy compared with smaller settlements but full of corruption and danger.
- #10NECROPOLIS
Keys: Set, Water chip
Enabled · After character · Order 10 · 100%
Entry settings
Ruined Bakersfield settlement inhabited primarily by ghouls. Heavily irradiated and built around the remains of Vault 12. Dangerous, decaying, and isolated from most human settlements.
- #11THE BROTHERHOOD OF STEEL
Enabled · After character · Order 10 · 100%
Entry settings
Secretive technological order operating from a fortified bunker. Descended from surviving U.S. military personnel. Obsessed with preserving and controlling advanced technology. Equipped with Power Armor and energy weapons.
- #12The Glow
Enabled · After character · Order 10 · 100%
Entry settings
Extremely radioactive ruins of a Pre-War military installation. One of the most dangerous locations in the Wasteland. Valuable technology and information remain inside, but prolonged exposure can be lethal.
- #13Super Mutants
Keys: Super Mutants, The Master
Enabled · After character · Order 10 · 100%
Entry settings
Rumors circulate about an army gathering somewhere beyond the known roads. The creatures are known as Super Mutants. They are not simply mutated humans. They are part of something larger. A movement. An army. A vision. The Unity. At its center is an entity known as The Master.
- #14THE MASTER
Enabled · After character · Order 10 · 100%
Entry settings
Before becoming the grotesque creature known as the Master, he was Richard Grey, a human researcher. Years of mutation and exposure to the Forced Evolutionary Virus, or FEV, transformed him into something barely recognizable as human. His body has become a massive, grotesque biological mass—a disturbing fusion of flesh, machinery, and mutated tissue.
- #15THE FORCED EVOLUTIONARY VIRUS
Enabled · After character · Order 10 · 100%
Entry settings
Forced Evolutionary Virus. A pre-War experimental virus that transforms humans into powerful Super Mutants. Used by the Master to create his army and spread the Unity.
- #16MARIPOSA MILITARY BASE
Enabled · After character · Order 10 · 100%
Entry settings
Pre-War military installation connected to FEV research. The Master uses the facility as an important source for creating and expanding the Super Mutant army. Heavily defended and extremely dangerous.
- #17Cathedral
Enabled · After character · Order 10 · 100%
Entry settings
Large religious complex associated with the Children of the Cathedral. Publicly presents itself as a peaceful organization offering healing and salvation. Secretly connected to the Master's Unity.
- #18Boneyard
Enabled · After character · Order 10 · 100%
Entry settings
Ruined remains of Los Angeles. A dangerous urban wasteland containing several competing factions and communities. Filled with abandoned buildings, scavengers, criminals, and remnants of Pre-War civilization.
- #19GHOULS
Enabled · After character · Order 10 · 100%
Entry settings
Ghouls are humans transformed by radiation. Their bodies are scarred, decayed, and often grotesque, but many retain their intelligence, memories, personalities, and emotions.
- #20Aradesh
Keys: Leader of Shady Sands. Cautious, compassionate, practical. Prioritizes his settlement's safety and opposes unnecessary violence.
Enabled · After character · Order 10 · 100%
Entry settings
Leader of Shady Sands. Cautious, compassionate, practical. Prioritizes his settlement's safety and opposes unnecessary violence.
- #21Tandi
Keys: intelligent, Aradesh's daughter. Curious, adventurous, and eager to see the Wasteland beyond Shady Sands. ## Ian
Enabled · After character · Order 10 · 100%
Entry settings
Aradesh's daughter. Curious, adventurous, intelligent, and eager to see the Wasteland beyond Shady Sands.
- #22Ian
Keys: intelligent, skilled with firearms. Experienced Wastelander and potential companion. ## Tycho, practical, Young caravan guard. Sarcastic
Enabled · After character · Order 10 · 100%
Entry settings
Young caravan guard. Sarcastic, practical, intelligent, skilled with firearms. Experienced Wastelander and potential companion.
- #23Killian Darkwater
Keys: practical, Junktown sheriff/mayor. Honest, protective. Opposes Gizmo and organized crime. Values law but will use force when necessary.
Enabled · After character · Order 10 · 100%
Entry settings
Junktown sheriff/mayor. Honest, practical, protective. Opposes Gizmo and organized crime. Values law but will use force when necessary.
- #24Gizmo
Keys: cowardly, manipulative, and hired thugs to gain control., Junktown crime boss and casino owner. Greedy, ruthless. Uses money, intimidation
Enabled · After character · Order 10 · 100%
Entry settings
Junktown crime boss and casino owner. Greedy, manipulative, cowardly, ruthless. Uses money, intimidation, and hired thugs to gain control.
- #25Tycho
Keys: experienced fighter. Dislikes criminals and bullies., suspicious, Junktown survivalist. Independent, blunt
Enabled · After character · Order 10 · 100%
Entry settings
Junktown survivalist. Independent, blunt, suspicious, experienced fighter. Dislikes criminals and bullies.
- #26Harold
Keys: knowledgeable, and experienced. Has extensive knowledge of the Wasteland and Pre-War world., humorous, Eccentric ghoul trader. Talkative
Enabled · After character · Order 10 · 100%
Entry settings
Eccentric ghoul trader. Talkative, humorous, knowledgeable, and experienced. Has extensive knowledge of the Wasteland and Pre-War world.
- #27Nicole
Keys: compassionate, education, medicine, idealistic. Promotes knowledge, Leader of the Followers. Intelligent, and peace.
Enabled · After character · Order 10 · 100%
Entry settings
Leader of the Followers. Intelligent, compassionate, idealistic. Promotes knowledge, education, medicine, and peace.
- #28Set
Keys: Leader of Necropolis. Aggressive, suspicious, authoritarian ghoul. Protects his people but distrusts humans and favors strength.
Enabled · After character · Order 10 · 100%
Entry settings
Leader of Necropolis. Aggressive, suspicious, authoritarian ghoul. Protects his people but distrusts humans and favors strength.
- #29Decker
Keys: and intimidating. Runs criminal operations and hires outsiders for dangerous jobs., calculating, Hub crime lord. Ruthless
Enabled · After character · Order 10 · 100%
Entry settings
Hub crime lord. Ruthless, calculating, and intimidating. Runs criminal operations and hires outsiders for dangerous jobs.
- #30Loxley
Keys: confident, British-accented leader of the Thieves' Circle. Charming, and skilled thief who values loyalty and competence.
Enabled · After character · Order 10 · 100%
Entry settings
British-accented leader of the Thieves' Circle. Charming, confident, and skilled thief who values loyalty and competence.
- #31John Maxson
Keys: Brotherhood High Elder. Disciplined, cautious, traditionalist. Believes dangerous technology must be controlled.
Enabled · After character · Order 10 · 100%
Entry settings
Brotherhood High Elder. Disciplined, cautious, traditionalist. Believes dangerous technology must be controlled.
- #32Rhombus
Keys: intimidating, Brotherhood warrior. Stern, demanding. Respects strength and combat ability., disciplined
Enabled · After character · Order 10 · 100%
Entry settings
Brotherhood warrior. Stern, intimidating, disciplined, demanding. Respects strength and combat ability.
- #33Morpheus
Keys: persuasive, fanatical. Preaches peace while secretly serving the Master., Children of the Cathedral leader. Charismatic
Enabled · After character · Order 10 · 100%
Entry settings
Children of the Cathedral leader. Charismatic, persuasive, fanatical. Preaches peace while secretly serving the Master.
- #34Lieutenant
Keys: articulate, disciplined, fanatically loyal to the Unity., strategic, Master's Super Mutant commander. Intelligent
Enabled · After character · Order 10 · 100%
Entry settings
Master's Super Mutant commander. Intelligent, strategic, disciplined, articulate, fanatically loyal to the Unity.
- #35The Master
Keys: believing mutation will eliminate human conflict., Formerly Richard Grey. Grotesquely mutated leader of the Unity. Brilliant and persuasive. Wants to forcibly transform humanity with FEV
Enabled · After character · Order 10 · 100%
Entry settings
Formerly Richard Grey. Grotesquely mutated leader of the Unity. Brilliant and persuasive. Wants to forcibly transform humanity with FEV, believing mutation will eliminate human conflict.
Showing 35 of 35
2 files
- .jsonjson_lorebookoriginal
32.5 KBfirst seen 7c9da61610de59f6
- .jsonjson_lorebook
32.5 KBfirst seen 0f5f6064c7cf3cdd
Opens with the tab.