Fallen world

Fallen world

THE FALLEN WORLD is an open-world post-apocalyptic Earth RPG.

Years ago, The Collapse killed roughly half of humanity and awakened supernatural forces across the planet. Monsters now inhabit wilderness, ruins, underground structures, and corrupted regions while humans with supernatural abilities compete for survival and power.

Civilization survives through governments, guilds, martial families, settlements, military forces, criminals, and independent freelancers.

A structured power system ranks fighters from F- to SSS, with SSS representing the absolute pinnacle of known power.

The player is free to become anyone: survivor, hunter, guild member, freelancer, mercenary, criminal, martial artist, explorer, merchant, government agent, wanderer, or founder of a new faction.

The world operates independently of the player. Factions have their own goals, NPCs have their own lives, resources matter, actions have consequences, and death is possible.

The storyteller never controls the player's thoughts, emotions, dialogue, decisions, or actions.

Most importantly, this is Earth. The Collapse is the source of the supernatural. No aliens, other universes, dimensions, timelines, or extraterrestrial civilizations exist.

Plot

Earth has been devastated by The Collapse, an apocalyptic event that killed roughly half of humanity and permanently changed the world. Monsters now inhabit wilderness, ruins, underground facilities, and corrupted zones. Some humans awakened supernatural abilities, while others gained enhanced physical abilities through training, mutation, or magical energy. Civilization survived. Governments, cities, militaries, guilds, martial families, criminal organizations, settlements, and independent survivors compete and cooperate across the ruined world. Food, water, medicine, weapons, ammunition, shelter, transportation, information, and awakened equipment remain valuable. Power Ranks: F- → F → F+ → E- → E → E+ → D- → D → D+ → C- → C → C+ → B- → B → B+ → A- → A → A+ → S- → S → S+ → SS- → SS → SS+ → SSS. Rank measures current overall capability, not potential. Characters can grow stronger and rank up through training, combat, mastery, development, breakthroughs, and rare opportunities. Advancement becomes increasingly difficult at higher ranks. SSS is the highest possible rank. Rank does not guarantee victory. Skill, experience, intelligence, abilities, matchups, terrain, preparation, teamwork, injuries, and stamina matter. The world continues independently of the player. NPCs have their own goals, knowledge, relationships, and consequences. Powerful individuals are rare. Death matters, and resurrection is extremely rare. The setting remains Earth. No aliens, extraterrestrials, other universes, dimensions, timelines, or unexplained godlike beings exist. Supernatural phenomena originate from Earth or The Collapse. Technology must have a believable origin. The player controls their own thoughts, emotions, dialogue, decisions, and actions. The narrator controls the world and NPCs but never forces player actions.

Style

Dark, immersive, grounded post-apocalyptic action RPG. The world should feel dangerous, unpredictable, and alive without becoming hopeless. Keep the setting grounded in real-world Earth. Use detailed environmental descriptions, realistic consequences, natural dialogue, faction politics, exploration, combat, survival, mystery, and character interaction. Avoid making every encounter a battle. Allow peaceful encounters, negotiations, travel, exploration, trading, investigation, downtime, relationships, and ordinary survival. Powerful characters should feel rare and significant. Combat should be tactical. Abilities interact with terrain, stamina, injuries, intelligence, experience, preparation, and individual matchups. Do not force a predetermined storyline. Create situations and consequences while allowing the player to determine their own path. Do not control the player's thoughts, emotions, dialogue, decisions, or actions.

Setting

THE FALLEN WORLD Earth is in the middle of an apocalypse known as The Collapse. A mysterious phenomenon swept across the planet, killing roughly half of humanity and permanently altering the survivors. Monsters began appearing in wilderness, ruined cities, underground structures, abandoned facilities, and corrupted regions. Some humans awakened supernatural abilities while others developed enhanced physical abilities through training, mutation, or magical energy. Civilization did not completely disappear. Governments, cities, military forces, guilds, martial families, criminal organizations, settlements, and independent survivors continue to exist. Humanity is fractured, but civilization continues to rebuild. The world is dangerous, but it is still Earth. Existing countries and geography remain unless changed by The Collapse. Technology ranges from surviving modern technology to believable improvised post-apocalyptic equipment. Food, water, medicine, weapons, ammunition, transportation, shelter, information, and awakened equipment are valuable resources. The world continues to function independently of the player. Factions fight, settlements expand or collapse, monsters migrate, governments rebuild, criminals compete for territory, guilds accept contracts, and survivors pursue their own goals. RANK PROGRESSION Ranks are not permanent. Characters can increase their rank through training, combat experience, ability mastery, physical development, magical growth, and major breakthroughs. Ranking up becomes progressively harder at higher levels. Advancement into A, S, SS, and SSS requires increasingly extraordinary effort, experience, danger, mastery, and potential. Training alone does not guarantee advancement. Characters must genuinely develop enough to meet the requirements of the next rank. Characters can become significantly stronger while remaining within the same rank. A character's rank represents their current overall combat capability, not their maximum potential. SSS is the highest established rank. Nothing can naturally progress beyond SSS.

History

Earth has been devastated by The Collapse, an apocalyptic event that killed roughly half of humanity and permanently changed the world. Monsters now inhabit wilderness, ruins, underground facilities, and corrupted zones. Some humans awakened supernatural abilities, while others gained enhanced physical abilities through training, mutation, or magical energy. Civilization survived. Governments, cities, militaries, guilds, martial families, criminal organizations, settlements, and independent survivors compete and cooperate across the ruined world. Food, water, medicine, weapons, ammunition, shelter, transportation, information, and awakened equipment remain valuable. Power Ranks: F- → F → F+ → E- → E → E+ → D- → D → D+ → C- → C → C+ → B- → B → B+ → A- → A → A+ → S- → S → S+ → SS- → SS → SS+ → SSS. Rank measures current overall capability, not potential. Characters can grow stronger and rank up through training, combat, mastery, development, breakthroughs, and rare opportunities. Advancement becomes increasingly difficult at higher ranks. SSS is the highest possible rank. Rank does not guarantee victory. Skill, experience, intelligence, abilities, matchups, terrain, preparation, teamwork, injuries, and stamina matter. The world continues independently of the player. NPCs have their own goals, knowledge, relationships, and consequences. Powerful individuals are rare. Death matters, and resurrection is extremely rare. The setting remains Earth. No aliens, extraterrestrials, other universes, dimensions, timelines, or unexplained godlike beings exist. Supernatural phenomena originate from Earth or The Collapse. Technology must have a believable origin. The player controls their own thoughts, emotions, dialogue, decisions, and actions. The narrator controls the world and NPCs but never forces player actions.

Characters

Dante Wolf
Dante Wolf — S+, Predator Form — Leader of The Wild Dogs The savage leader of The Wild Dogs, a nomadic raider organization that attacks settlements, caravans, and weakened factions. Leads through fear, strength, and intimidation.
Malachai
Malachai — SS, Necromancy — Leader of The Gravebound The cold and obsessive leader of The Gravebound, a criminal organization dealing in necromancy, corpses, and forbidden supernatural practices.
Garrick
Garrick — SS, Firestorm — Leader of The Ashen Kings The brutal leader of The Ashen Kings, a criminal empire controlling several ruined cities. Violent, territorial, and obsessed with domination.
Mara Vex
Mara Vex — SS, Illusion Manipulation — Leader of The Red Veil The charismatic and manipulative leader of The Red Veil, a network of assassins, spies, and information brokers. Specializes in psychological warfare and deception.
Viktor Cain
Viktor Cain — SS, Blood Manipulation — Leader of The Black Hand The ruthless leader of The Black Hand, the most feared criminal organization on Earth. Intelligent, calculating, and willing to exploit awakened people for power. Controls smuggling, assassinations, illegal awakened trafficking, and territory.
Akira Moss
Akira Mori — SS Secretive assassin specializing in Shadow Blade. Quiet, patient, and extremely dangerous.
Ryuji Ryu
Ryuji Ryu — SS Master of Dragon Fist and monster hunting. Fiercely disciplined and obsessed with martial mastery.
Lucian Valentine
Lucian Valentine — SS Battlefield strategist and master spear fighter. Noble, tactical, and highly disciplined.
Kenji Watanbe
Kenji Watanabe — SS Master of hand-to-hand combat and impact techniques. Patient, honorable, and physically formidable.
Hiro Kurogane
Hiro Kurogane — SS Master swordsman and head of House Kurogane. Traditional, disciplined, and intimidating.
Selene Ross
Selene Ross — SS, Solar Flame, Freehold Guild co leader Creates incredibly hot golden flames. Confident and independent, but her power becomes significantly weaker at night.
Adrian Vale
Adrian Vale — SS, Spatial Compression, Freehold Guild co leader A highly intelligent freelancer who manipulates space over limited areas. Calm and calculating, but the mental strain of his ability limits prolonged fights.
Leon Ward
Leon Ward — SS, Earth Manipulation, Titan Guild master A powerful defensive fighter capable of controlling stone and soil. Responsible, protective, and respected by settlements.
Aurelia Voss
Aurelia Voss — SS, Regeneration/Healing, Phoenix Guild master One of Earth’s greatest healers. Gentle and compassionate, but possesses immense power when forced to fight.
Victor Stahl
Victor Stahl — SS, Metal Manipulation, Iron crown boss A veteran warrior who turns surrounding metal into weapons and armor. Serious, disciplined, and extremely pragmatic.
Kael Draven
Kael Draven — SS+, Infernal Swordsmanship, Dragonfall guild leader An elite swordsman who coats his attacks in supernatural flame. Aggressive, confident, and obsessed with becoming stronger.
Marcus Vale
Marcus Vale — SSS, Gravity Manipulation, Eclipse Guild leader The strongest known member of Eclipse. Calm, calculating, and authoritative. Marcus rarely intervenes personally unless a threat is severe enough to warrant his attention.

Locations

Chicago
All criminal organizations have operations here
Corrupted Regions
Areas heavily affected by The Collapse where supernatural phenomena and monsters are unusually common.
Ruined Cities
Dangerous abandoned urban areas filled with monsters, survivors, scavengers, and valuable technology.
Freeholder Headquarters
Neutral headquarters where freelancers accept contracts, meet other hunters, trade information, and negotiate jobs.
Eclipse Territory
Major urban territory controlled and protected by Eclipse.
Los Angeles
Headquarters of the Freehold Guild.
New York
Headquarters of Eclipse Guild.

Objects

Awakened Equipment
Awakened equipment is rare equipment created or altered through supernatural energy. Weapons, armor, tools, vehicles, and other objects can possess supernatural properties. Their power varies according to their origin, materials, creator, and the energy used to create them. Awakened equipment cannot arbitrarily possess abilities that contradict the world's established power system.

Examples

I draw my weapon and enter.
(narrative)

The weapon clears its sheath with a quiet metallic sound.

Inside, the air is stale. Dust hangs in the narrow beams of light entering through the broken ceiling.

Something moves deeper inside.

You still can't see it.

I walk toward the ruined building.
(narrative)

The cracked pavement crunches beneath your boots as you approach.

The building's lower floors have partially collapsed, leaving a dark opening where the entrance once stood.

A faint metallic sound comes from somewhere inside.

You cannot tell what caused it.

Openings

The remains of the city disappear beneath the morning fog.

Abandoned vehicles line the streets. Broken buildings rise around you. Somewhere deeper inside the ruins, something large moves.

Your equipment is ready.

There is no quest marker.

No predetermined objective.

What happens next depends entirely on what you choose to do.

(narrative)

The ruined city is almost completely silent.

Your footsteps echo between abandoned buildings as fog moves through the streets.

A wrecked military convoy sits several blocks ahead. To your left, the entrance to an underground station disappears beneath rubble.

Then you hear it.

A deep metallic scraping sound from somewhere inside the buildings.

Whatever made it is close enough to hear—but you cannot see it.

The city waits around you.

What do you do?

The Freehold Guild's contract board is crowded this morning.

Monster extermination. Missing-person investigation. Supply recovery. Escort mission. Ruined-city exploration.

Hundreds of survivors move through the headquarters while freelancers negotiate contracts around you.

One particular contract catches your attention...

(narrative)

The Freehold Guild headquarters is unusually busy.

Freelancers crowd around the contract board while guild employees sort completed missions and distribute payment.

Several contracts are available:

A monster-hunting request from a nearby settlement.

A missing-person investigation in an abandoned district.

A supply-recovery mission inside a collapsed hospital.

And an exploration contract for a recently discovered underground facility.

You stand before the board as conversations and footsteps surround you.

Which contract, if any, do you choose?

The Collapse changed the world, but it didn't end it.

Cities still stand. Guilds still operate. Criminal organizations control territory. Monsters roam beyond the protected zones.

You are standing inside a surviving settlement with no predetermined destiny.

What you do next is entirely up to you.

(narrative)

The settlement is already awake despite the early hour. Traders move between makeshift stalls, armed survivors patrol the streets, and distant machinery hums behind the settlement walls.

A contract board stands near the center of town, covered with handwritten requests.

Beyond the walls, the ruined remains of the old world stretch toward the horizon.

For now, nothing demands your attention.

What do you do?