Vault Dwellers
This mod is (very) loosley inspired by the Fallout series of games.
The only changes to vanilla data are with ingredients for ration packs (Ration packs now require greenfruit and fresh meat due to the vanilla requirement for foodcubes making constant micromanagement of the cook necessary) and the human racial group (which now includes all the Vault Dweller Castes).
The Vault Dwellers themselves are an interesting bunch. The living condition in the vaults they have called home since the great cataclysm have resulted in a rigid caste system.
At the top are the Leaders. Only ever a few are present in a vault at any one time.
Next are the Scientists. They are the ‘Brains Trust’ of the vault. They handle medical and research tasks for the most part.
The Security caste keeps everyone in line. they are also tasked with repelling possible invaders, and conducting recon of the surface if the scientists determine the environment is safe enough for a human to survive.
The Engineering caste keeps all the machinery functioning, and runs the manafacturing and mining operations.
The Agricultural caste is responsible for working the hydroponic farms, and providing food for the Dwellers.
Many changes have been wrought over time. With the aid of genetic engineering and use of bionic and cybernetic implants, the dwellers only superficially resemble surface humans.
None are adept at swimming, being naturally slower and reluctant to learn the skill. Perception (sight range for now) is also reduced through underground living, although the Security caste recieve implants that provide slightly better than normal human vision, and the Scientist caste has thier vision corrected to human norms. Land movement speed is also decreased, and for most, combat speed is decreased (with leaders having unaffected combat speed, and security actually being slightly faster than human norms).
Genetic engineering has provided increases in the general health and fitness of all dwellers. Alongside this,Implants to monitor and maintain health are present in all Dwellers, This results in each dweller being able to self heal over time. Hitpoints and blood levels of most castes are improved, with security having the greatest incresase. Agrarians have no increase in this area.
Each dweller has implants that improve their ability to obtain nutrition from potential food sourses, reducing the need to eat. Security further has an implant that allows consumption of many things not generally edible to humans, further reducing their need for food.
Effects on base stats (Str, Dex, Tou) are varied based on caste.
Leaders have no effects.
Scientists are not as tough or strong as normal humans.
Security have natural and technological enhancements to all stats.
Engineers have reduced Dex and increased Strength
Agrarians have reduced Dex and increased Toughness.
Skills are much varied between castes, with most having some strong skills (those you may expect for their caste), and some weak skills.
I will be adding start postitions over time (of course, any start position that allows selection of race can make use of the Dweller races).
Start Postitions:
Oh no, not the water chip! – A lone security caste member is dispatched to find a replacement water chip. This start does not scale with global squad sizes.
What the Heck? Where’s the GECK! – Finding an essential piece of equipement missing, an advance party heads to the surface to pave the way.
Erm, just to be sure, I make no claims to ownership of any ideas or concepts related to the Fallout series of games. This is not intended to be a faithfull recreation of that gameworld.
Have fun!