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