Oasis

DO NOT BUNKER LOOT AS A SHOPKEEPER!!!
Oasis is a post-war Town built into the mountainside on the outskirts of Yuma. It's a ragtag collection of traders, settlers and lowlifes all living safe within its walls.

It ostensibly acts as the trade hub for the region, with a well-stocked Shop and Bank ensuring a steady flow of caps coming in - a trip down into the lower portion will likely reveal something a little more sinister, or perhaps delve into the lunacy in the caves and pay your respects to the tree.

Citizen
Gregory: "Well, anyone may take the test. I think in your case, however, it would be a waste of time... for both of us. Someone of your caliber is simply not Citizen material."

Citizens are the general populace of Oasis. They are a collection of people from a wide array of backgrounds gathered to live within the walls: wealthy families, traders looking to make a living or the seedier members of society looking to exploit the Town and those visiting it.

It is important that as a Citizen, you remain in and around the Town. If you are not contributing to the Town and are choosing to spend the majority of your time away from it, you are likely to be exiled.

Remember: you are one of a group of civilised settlers living within a settlement with a Mayor, bank and well stocked shop. You are not a raider and should not be causing trouble simply for the sake of causing trouble. Compete in business and harass the Sheriff for their overuse of the baton, but be sure to not go around stealing and killing.

Any manner of things are available to do as a Citizen. Some examples are:


 * Run an underground gambling ring. Get a loan from the Mayor, and run high stakes poker games!


 * Take over the old building with the photocopier and start a newspaper. Invite people in for interviews, or photograph the Mayor doing corrupt deals with the NCR!


 * Create and sell jet out of the sewers! Oasis has Laws, but you are not required to follow them at all times. Just be aware that you will likely face exile for such things, and may draw unwanted attention from other factions.


 * Become the Mayor's assistant! Every good leader needs their subordinate, and having someone to run the bank for them is always useful!

Sheriff
Lucas Simms: "I ain't killed a drifter in weeks. This should be fun!"

You're Johnny Law, and you've come-a-knockin' for the scum of the wastes. There's not an Outlaw nor Legionary nor NCR Ranger that can stand up to the test of a burst from your custom .44 revolver, and you are nothing short of a crack shot with your scoped brush gun. Maintain order within the Town, set the Law when a Mayor is not present and man the gates when the need arises. You are not necessarily a force of good, but you should aim to benefit the Town as much as possible - always take the side of Citizens unless they're overtly breaking laws and attacking Wastelanders.

The responsibility of handling any prisoners in the cells is also yours: ensure there's nobody attempting to break out, and keep those doors locked tight. Interrogate anybody that needs it, or just blast Butcher Pete over the jukebox and enjoy a glass of whiskey as you watch them.

Handling the gates is one of the most important parts of the Sheriff's duties. It's the only way in and out of the Town at the start of a round and they spawn wide open. An uncontrolled stream of people in is sure to be a disaster. Conduct interviews at the gates to ensure you're welcoming in the right sort of people, and turn away any known troublemakers.

You should be allowing your Deputies to handle the general chasing down of criminals if at all possible - if you have a couple of good men, allow them to go barreling out of the gates to hunt down Outlaws. A good Sheriff hires people to fill the gaps if they have nobody to assist them: you spawn with a collection of Deputy badges, or can set bounties with a cash reward. Dead or alive.

Deputy
Primm Citizen: "Now you freed Deputy Beagle, all Primm needs is a lawman who can shoot a gun without wetting hisself."

The Deputy is the direct subordinate of the Sheriff, and serves as the backbone of the Oasis Law enforcement. With your trusty trail carbine and revolver, you'll surely make any would-be criminal think twice before causing trouble. You are not necessarily a force of good, but you should aim to benefit the Town as much as possible - always take the side of Citizens unless they're overtly breaking laws and attacking Wastelanders.

You may be tasked by the Sheriff to man the gates on occasion. This can be a somewhat tedious task, but it's vital for ensuring the smooth operation of the Town - demand people remove their masks before entering to get a good look at their face, or perhaps require NCR and Legion men to pay a toll before entering. If they don't like it, be sure to remember: you are the Law.

Detective
Ellie Perkins: "Always a trail to be followed!"

You are the Detective. An old private eye waiting for people to come in need of help, and using your tools to track down criminals from the crime scene. Dust for prints, scan for DNA - use everything at your disposal to find out who-dunnit.

You are NOT attached to the Oasis Law, and are therefore not required to assist the Sheriff or Deputies with their duties. You're simply a private business owner. Be sure to advertise plenty to draw people in, for the Wasteland is a bloody place. A lot of crime goes unreported due to one party being killed off.

Be sure to remember that it is NOT your job to be scouring the wastes and hunting people down over a broke window. You're here for profit, just like most people. Too strict a sense of morality isn't something one can afford in the Wasteland, and digging too deep into entirely unreported crimes might harm both yourself and the Town you live in.

Doctor
Doc Mitchell: "I guess that explains how you're still alive. You're built solid as an oak."

The Oasis Doctor is responsible for running the clinic in the Town. It's a rather advanced facility, with a working chemistry dispenser, sleeper, morgue trays and a stockpile of medical equipment. You are tasked with ensuring the Townsfolk, and anyone else who wanders in through your doors, leave in a better shape than they arrive.

You are also able to produce a variety of chemicals to sell via the medical vendor in your front lobby - remember, the Wasteland is a harsh place. Keep this well stocked with stimpaks, patches and pills and you're sure to make a healthy amount of caps. You can label chemicals incorrectly to over-exaggerate their potency or charge extortionate prices upon completion of healing, if you're feeling especially mercenary.

See also: https://desert-rose-fallout-13.fandom.com/wiki/Guide_to_Chemistry

Prospector
Easy Pete: "Keep your gun handy if you go poking around some of the abandoned places around here, like the schoolhouse. Critters move in there sometimes."

As a Prospector, you have two main duties: mining for resources to sell at your shop window, and salvaging whatever you can from the wastes and pre-war ruins all around. Remember: you should not just be looting to equip yourself in better gear. Do trade and make deals with the Shopkeep, and search out specific requests from the Citizens.

You will spawn within the Prospecting building. The lower floor contains your equipment for mining and the exits, whilst the upper floor has your lathe, workbench and shop window. Head out the Northern door on the lower floor to begin mining - there are drills and pickaxes around, and a mining rewards vendor in the room for your ID.

Shopkeeper
As the shopkeeper your job is to upkeep the capitalist economy and sell your way into riches.

For a more advanced definition and guide click here.

Early Oasis
Nobody knows exactly when or how Oasis was founded. If you ask the older human and ghoul residents of this multi-district town, some will say it's been here for as long as they can remember and exaggerate that it's as old as Poppy the Possum. Others, especially the ghouls, will begin to regale a tall tale.

They say that a long time ago, a group of merchants, NCR prospectors, and hired guards got lost in the most intense sandstorm of the region seen in years. Getting turned every which way, they lost crucial navigational items, and any they had after the storm were of no use to them for they had not mapped this far south. Consuming their water and food one by one, their supplies became less and less until they were wandering aimlessly, all of them starving including their livestock and in the process of dying from dehydration.

Just when they had all but lost hope, they stumbled into a cave with an open roof. Their eyes followed the rays of sunlight to a tall, strong oak growing on a small little island of green, surrounded by clean, fresh water brought up by an aquifer, thousands of feet underground. Knowing there was no way to make it back safely, they saw the oak as a sign of the Earth being reborn, a flower blooming in the wastes - a sign of hope. This was only reinforced by the arrival of a possum, affectionately named Poppy by the townsfolk of that time.

Oasis grew and kept growing, going from just the cave, to a bustling town with multiple districts above and underground. Now they have a functioning pipe system, a sewage system, active engineers and mechanics, prospectors, medical doctors - if you can think of it, it's probably there. And thus, Oasis was molded into what it is today - a bastion of hope and civilization.

Modern Oasis
Unfortunately, peace in Oasis would not last forever. With the birth of Caesar's Legion and the following war between it and the New California Republic, Oasis finds itself between a rock and a hard place - right on the fronts of the war. With the war brought unsavory elements in droves, ranging from drug dealers, to outlaws, to cannibals. With their independence threatened and two giants closing in, Oasis's future hangs in the balance... It's up to the townsfolk to survive, and sometimes that survival comes with sacrifices.