The Wasteland
PLACES OF NOTE
As you journey throughout the once-glorious state of Texas, discovered locations and any relevent information about each place, such as it being the territory of a specific faction, the home of notable traders, questgivers or NPCs, or whether it has been cleared out or still poses a threat, will be added here.
* VAULT 17:
Your home. Located approximately 1 mile south west of Odessa, New Texas.
VAULT 17 SETTLEMENT STAT BLOCK
Population: 143
Size: Medium
Defence: 6
Power: 10
Water: 15
Food: 0
Happiness: 7
Prosperity: 8
Security: 6
📊 Attribute Breakdown
Power 10 -
• Vault reactor functioning perfectly
• Full environmental controls
• Life-support redundancy
• Lighting and manufacturing online
Water 15 -
• Massive underground aquifer
• High-efficiency purification
• Export-grade purity
• Primary trade resource
Food 0 -
• Agricultural biome completely failed
• Reliant entirely on imports
Defence 6 -
• Vault door integrity
• Automated turrets
• Internal security force
• Designed to repel, not project force
Happiness 7 -
• Clean living
• Education
• Healthcare
• Declining morale due to food anxiety
Prosperity 8 -
• Highly trained population
• Advanced medical and engineering knowledge
• Functional manufacturing
Security 6 -
• Strong systems
• Weak psychological security
• Overreliance on trust and routine
🧬 Settlement Traits
Vault-Tec Design -
• +2 Power
• +2 Water
• Cannot increase Food internally
Cryobank Dependency -
• If Food reaches 0 for 3 consecutive seasons, settlement collapses
Generational Control -
• Population cannot increase without functioning cryobank
ODESSA:
A small town located approximately 1 mile north east of Vault 17 in the state of New Texas. Population is 70% ghouls, the remaining 30% made up of humans, synths and various other outcasts. Run by Mayor Calvin "Chrome" Briggs. Constructed around a mostly intact 50's style diner.
ODESSA SETTLEMENT STAT BLOCK
Population: 110
Size: Medium
Défense: 4
Power: 3
Water: 5
Food: 4
Happiness: 6
Prosperity: 4
Security: 4
📊 Attribute Breakdown
Power 3 -
• Generator grid
• Wind turbines
• Salvaged fusion batteries
• Brownouts common
Water 5 -
• Semi-purified well
• Rain catchers
• Supplemental Vault trade (formerly)
Food 4 -
• Caravan trade
• Local brahmin herds
• Hydroponic shacks
Defence 4 -
• Guard towers
• Armed citizens
• Reinforced walls made of cars
Happiness 6 -
• Cultural unity
• Acceptance of ghouls
• Music, nightlife, community
Prosperity 4 -
• Trade-based economy
• Limited manufacturing
• Cap-poor but stable
Security 4 -
• Street justice
• Mayor’s influence
• Informal militia
🎵 Settlement Traits
Open-Door Policy -
• May accept any NPC regardless of mutation
• −1 defence if population exceeds 150
Neon Nights -
• +1 Happiness while Power is above 2
Caravan Hub -
• If trade routes are active, +1 Food and +1 Prosperity
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