Essence of theFallout Shelter
byWintercat
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AI summary
Gives you control of an underground bunker built for long-term habitation after a nuclear disaster, self-sufficient and reliable, defaulting to Fallout's Vault-Tec aesthetic but instantly changeable on first arrival or later by an overnight shift while emptied, sustaining its inhabitants through hydroponic grow-beds, aquaculture tanks for fish and lab-grown synthetic meat, and running on an advanced fusion reactor with self-replenishing fuel and automated safe disposal of hazardous waste. It initially houses about a hundred people, expandable to a thousand with life support rated for twelve hundred, comes with advanced sensors monitoring the surface and gate discreetly while guarding against interference, and needs no maintenance while unoccupied, though residents handle upkeep once inside, finding the work unusually easy. Optionally it arrives with a skeleton crew of twenty completely loyal, hardworking inhabitants who meet the Overseer's entry requirements — with further survivors arriving at roughly ten a day to plead for admission, which you grant or deny individually, summoned from thin air if the shelter has been placed in another world.
Generated précis — the sections below are the author's original text.
Description
This black essence is fizzy and tastes of soda and a hint of radiation.
Effects
27You gain control over an underground bunker meant for long-term habitation in the event of a nuclear disaster, built to be able to remain self-sufficient for a long period of time and to provide a sturdy, reliable shelter for the inhabitants.
By default this comes with Fallout-verse and in particular the Vault-Tech aesthetics, but this can be changed instantly on first arrival to the shelter, or later on by an overnight shift as long as the vault is emptied for the duration of these changes.
The fallout shelter is capable of providing sustenance with hydroponic garden holding several grow-beds to allow agricultural production to take place, as well as aquaculture tanks for growing fish, and even lab-grown synthetic meat to serve as food-stuff. The fallout shelter also has large water-reservoirs and purification systems to allow it to purify and recycle water in large amounts, for drinking, farming, and hygiene reasons alike.
The fallout shelter comes with an advanced fusion reactor at a lower level, with seemingly self-replenishing stock of reactive material and automated means of recycling and disposing of hazardous materials that no longer serve any purpose, without risking any lives handling them in person.
The shelter will initially have roughly enough room for roughly 100 inhabitants, but its residential levels can be expanded to host up to 1,000 inhabitants safely, the vault having the life-support systems to provide clean air, food, and water for up to 1,200 inhabitants if pushed, but with a strongly recommended cap of 1,000 inhabitants at most to avoid straining the systems, and potentially causing some break-down to occur further down the line.
The fallout shelter comes with advanced sensors linking it to the ground-level, and around its gate, allowing for monitoring of the surroundings in a discrete manner, as well as being on guard against potential interference with the shelter’s functions.
The shelter does not require maintenance or cleaning efforts if not occupied, the structure seemingly able to solve those needs perfectly fine when empty, but once occupied, these tasks will be left up to the residents, though they will find maintenance and clean-up notably easier than it should be. Replacement parts will always be present when needed, but not in large enough quantities to sell, simply to replace things as needed.
Optionally, the Fallout Shelter will come with a skeleton crew of 20 inhabitants that meet the Fallout Shelter’s overseer’s requirements for entry. They will be completely loyal and hard-working, but intentional poor treatment can erode this over time.
Additional survivors may be requested to arrive, at the rough rate of 10 new inhabitants daily, reaching the gates and requesting entry, which can be granted or denied on individual basis.
If this fallout shelter has been placed down to manifest in another world, it can either summon these acceptable inhabitants seemingly out of thin air close to the entrance to the shelter and finding their way to its gate to plead their case, or it may send a siren-song attracting Doomsday Preppers and other similar folks wanting to seek safety inside an isolated, self-sufficient community of like-minded folks.
If left empty other than the vault’s overseer, the vault will gain access to a small handful of robotic servitors that will keep the facilities in working order, producing food stocks and placing them in cold storage where they will stay fresh remarkably longer than they should be capable of doing, as well as keeping everything ready for arrivals later on. Once there is at least the minimum crew of 20 inhabitants, in addition to the overseer, these robotic servitors will retreat to a lower level and return to their pods until needed again.
This fallout shelter can either be kept in a small pocket-dimension with a blasted up irradiated wasteland occupied by a variety of unsavory sorts of creatures and people up top along with some struggling survivors looking for a safe haven to live in, or it can be placed down to manifest in the world the Essence consumer is living in at a designated spot, the entrance forming up first followed by the rest of the structure itself.
This may take place inside a cavern of some sort for a top-level access directly to the facility, or a partially concealed elevator lowering down to an entrance facility and the gateway to the shelter’s interior, where upon any visitors can plead and make their case or attempt to threaten and demand entry, still locked out of the shelter’s interior only gaining access to this entrance area.
The shelter includes a number of work-stations, such as controlling miner-drones burrowing deep underground from parts of the shelter to look for raw ore and similar resources, returning to their stations depositing gained materials for sorting and transportation, and possible disposal.
Other places such as internal manufacturing space and laboratory space can be crewed and used to produce a variety of goods based on blueprints available, as well as working on creating additional blueprints with some concentrated effort.
Medical facilities will also be available, and have their own production capabilities, such as creating safe alternatives for any regular medicine available in apothecaries and drug stores, as well as more advanced variations with better performance and less side effects if someone is willing and able to spend time working on the subject with the aid of synthetic intelligence devoted to the process, but taking its cues from residents assigned to said work-station.
You retain full control over the fallout shelter’s systems that cannot be revoked by any means, and any attempts to subvert this control will be met with failure and increasingly hostile countermeasures, culminating with activating a concealed thermo-nuclear exothermic reaction device should you have been thrown out and forcibly escorted off the premises while another faction seeks to claim the place for its own.
You can deploy a fresh fallout shelter at another location one week after the destruction of the old one in such a case. Additionally, if you simply wish to move locations, or return the vault to the pocket dimension, you may initiate the procedure while within the vault, at which point the residents will need to decide if they wish to stay with the shelter, or evacuate prior to its transfer. Once initiated, the transfer will take place within 6 hours, or once everyone who does want to leave has left the place, whichever comes first. With full support from everyone in the shelter, the process can be initiated in as little as 5 minutes.
You will find the Overseer’s quarters to have a fridge stocked with a number of cold Sodas of a particular post-nuclear wasteland setting’s most well known drinks, with a hint of radiation in each sip, but will also find your body highly resistant to said radiation, and capable of passively purging it out of your system. This resilience and resistance applies to any other residents that remain in the fallout shelter for at least one month, and persists for up to 6 years after they have left the shelter if they choose to do so.
Optionally, for those who want to conduct some experiments in either ethical or unethical manner, the Fallout Shelter can be customized when first entered or deployed, or once fully emptied to allow an overseer to initiate the process unseen by anyone else, to arrange for any additional facilities or machinery necessary to carry out this process.
This can also directly influence the shelter’s starting skeleton crew, or additional arrivals later on, if one wanted to set up an experiment following the canon examples such as 999 women and 1 man, or 999 men and 1 woman, 999 people and 1 wild tiger, or 1 lone man and a box of puppets, for instance. Creating a double-Shelter with an unseen secondary shelter carrying out experiments on another Shelter is possible, but limits the starting size to 50 residents on both sides, and maximum of 500 residents at each side.
These experiments can result in all manner of horrible incidents, depending on how they play out, so if a fallout shelter is render inoperable and unusable beyond any hope of recovery, the overseer can declare it decommissioned and start fresh with a new Fallout shelter later.
Optionally, there may be some karmic component attached, resulting in nasty downfall to those conducting their experiments, possibly ironic deaths related to their own fields.
Optionally, you can gain access to a full database of Vault-Tech’s pre-war tech and access to any materials, blueprints, and sample devices that could have theoretically been added to the vault prior to the start of the war. No one of a kind examples will be possible to have as examples, but having full blue-prints just waiting for a thorough analysis by the laboratory before they can be cleared for manufacturing facility might theoretically be available. Other such blueprints might be present in encrypted holo-tapes that might require more extensive time in the laboratory being decrypted for use by the synthetic intelligence.
This may include weapons, consumables, armor, and various other tech. Note that default recipe of various Fallout pharmaceuticals will carry high risk of addiction, so any ethical person might consider running them through several research-cycles to attempt to alleviate or completely eradicate this problem. Immoral and profit-chasing individuals might desire to enhance addictive qualities or further strengthen such formulas, even if it resulted in some side-effects or a nastier crash following the use of said pharmaceuticals.
If you choose to change the aesthetics of the Fallout shelter, this database’s contents will alter in aesthetics as well, and potentially open some new avenues of research, but the general tech-level will not increase without further research-efforts.
Making the Fallout Shelter appear like an XCOM ‘Ant Box’ will grant a more modern, near-future look to things, but it will not grant more powerful lasers or plasma weapons, despite similarities, rather the research cycles to improve the starting materials further would still be necessary to get access to better tech, and might require chasing after some samples or additional information to making more progress in a shorter time period, and to overcome bottlenecks in said research.
- Categories
- utilitymagicitemscraftingsurvival
- Traits
- companionstechnologyenhanced intelligencenecromancystealthpocket dimensionportals
- Keywords
- intelligenceleadershipspace manipulationsummoningsystem interfacebase of operationselemental powerssustenanceart and musiccreationresistanceweapons