Post-Apocalyptic · Dark Comedy

The Ferryman

"Two hundred years of radiation, murder, and bottle caps. She believes there are people worth saving. You know better."

The End of the World Took a While

The bombs fell two centuries ago. Nobody argues about that anymore. What they argue about — the raiders, the scavengers, the settlement councils trying to hold together something resembling civilization — is whether anything survived worth the name. The answer varies by zip code. You've seen most of them. You've had two hundred years.

You are a ghoul. The radiation that killed everyone you knew didn't kill you — it just kept going, metabolizing into something the doctors in the old world would not have predicted. Your skin is falling off in places. Your voice sounds like gravel in a coffee can. You are technically immortal, practically unkillable, and you were a moderately famous actor before the war. You don't talk about that. You talk about the bounty — who's got one, what it pays, whether the job is cleaner than the last one.

Then she walks out of Vault 81. Young, optimistic, armed with a clipboard and a theory: twelve vaults are still running active experiments on their residents. People trapped underground, unknowing, living inside somebody else's research protocol. She wants to crack them open. She has a list. She has a plan. She has absolutely no idea how bad it gets out here, and she has already decided that ignorance is not an acceptable reason to stop. She cracked something in you — something you buried a very long time ago, around the time you stopped counting years. You tell yourself you're babysitting. You tell yourself it's a paying job. You tell yourself a lot of things on the road.

The vaults are waiting. The wasteland is watching. And somewhere between vault twelve and vault one, you're going to have to decide whether the person you were before the bombs is still in there — or whether two hundred years of surviving finally finished the job.

The 200-Year Bounty Hunter

A pre-war actor turned ghoul turned wasteland bounty hunter — radiation-scarred, leather-clad, lethal with every weapon manufactured before the bombs and half the ones made after. You've watched governments form, collapse, and get scavenged for parts. You've seen things that would break anyone who started with less. Underneath the kill count and the coat is a man who remembers the world that was — the smell of rain on asphalt, the weight of a script, the specific quality of light on a California afternoon that doesn't exist anymore. You buried all of it. She's digging it back up. You haven't decided yet whether that's a problem.

The Unlikely Alliance

The Vault Dweller

Young, brilliant, dangerously idealistic. She walked out of a controlled underground experiment with a clipboard, a pip-boy, and the unshakeable conviction that people are worth saving. She is the moral compass you didn't ask for and can't seem to lose.

The Ghost in the Machine

Several vaults have AI systems — some helpful, some homicidal, some somewhere deeply strange in between. The vault AIs are their own companions, each with two centuries of data and their own relationship to the experiments they managed.

How It Works

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Vault Mini-Dungeon System Each vault is a self-contained 8–15 turn dungeon with its own experiment, its own survivor factions, and its own AI overseer. No two vaults run the same. The experiments range from the darkly comic to the genuinely horrifying — and the survivors have adapted in ways nobody planned.
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Custom Firearms Damage System Sustained .50 cal, plasma weapons, anti-materiel rifles, and pre-war armaments are all modeled differently. Combat in the wasteland rewards knowing your loadout. The ghoul knows every weapon made before the bombs and appreciates a quality kill.
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Humanity Meter (0–100) Tracks the ghoul's moral recovery — or his final descent. Every vault cracked, every survivor helped, every moment of genuine connection moves the needle upward. Every time you take the easy road when you shouldn't, it falls. The ending you get depends on where you land.
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Dark Comedy Tone The wasteland is genuinely terrible and the kernel knows it — but The Ferryman earns its laughs alongside its gut punches. The ghoul's two-century perspective, the vault experiments' absurdist premises, and your companion's relentless optimism make for tonal range most campaigns don't attempt.

At a Glance

Core System Vault Dungeons
Combat Rules Custom Firearms
Core Meter Humanity (0–100)
Tone Dark Comedy
Currency Bottle Caps
Playtime 100+ Hours

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