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2013, Hunters Books and Apparel, All Rights Reserved.


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Free Content Friday.. Vol. 039 November 2013
Solar Power
When the world nally subcums
to Outbreak Level 4, those who
are left will have to fend for
themselves. After Shelter and
Food, Power typically becomes
the most important need for the
populace, in order to run the
basic electronics that provide
creature comforts such as heat
and entertainment. As they start
to rebuild, electronic Power is
necessary to run highly valuable
pieces of equipment ranging from
tools to GPS and cell phones. The
strength of the Sun is unlimited and
readily available in even the most
remote locations; one just needs to
harness it.
Mission: Create Solar
Cell Generator - Small
USB Connected
Prerequisites
1 Population
2 Solar Panels from Solar Powered
Garden Lights, 4 Rechargeable
batteries, 1 Rechargeable
battery holder, and 1 female USB
connector, 1 USB cord of item
to be charged. (The resources
must be raided from Electronics,
Computer, Garden, or Hardware
store - GMs discretion)
1 Generic Resource for casing and
3 Generic Resource for wiring,
diodes and resistors.
Time
1d6+2


Objective
Chance of success is 10%, +5%
per Resource spent beyond
the minimum prerequisite (to a
max of +15%), +10% per Pop
involved in the mission with skill
in Electronics. +5 if Mission is
attempted in a Workshop.


Success
A Solar Cell Generator - Small
USB Connected is created with
the following special rules below.


Failure
The Solar Cell Generator - Small
USB Connected is not created
and all of the Generic Resource
is wasted. If a Catastrophe
is rolled, half of the speciality
Resource is wasted (at random).
The mission may be attempted
again after replenishing the
necessary Resource.
Special
Full Charge
A Solar Cell Generator - Small
USB Connected creates Power
for 1 item, enough to charge it
fully if the Solar Cell Generate
is placed in a sunlit area for 8
Time. This item must be able to
be charged via an applicable USB
charge cord, and can be no larger
than 1 CU in size.
Mission: Create Solar
Heated Shower
Prerequisites
1 Population
1 Resource Bicycle (or vehicle)
Tire Interior Tube, 1 Resource
Piping, 1 Generic Resource
Time
1d3+1
Objective
Chance of success is 30%, +5%
per Resource spent beyond
the minimum prerequisite (to a
max of +30%), +5% per Pop of
Committed Labor.
Success
A Solar Heated Shower is created
with the following special rules
below.
Failure
The Solar Heated Shower
is not created, and 1 of the
Generic Resource is wasted.
This Resource must be replace
before the mission is attempted
again. If a Catastrophe is rolled,
the tire tube is damaged beyond
repair and a replacement must be
found before the mission can be
attempted again.
Special
Hot Water - When left in the sun
for a minimum of 4 Time, the
Solar Heated Shower will provide
Hot Water up to the capacity of
the tire used. A character using
this shower will increase their
Sanitary level by 1 level higher
per use, as long as a cleaning
agent (eg: soap, shampoo, etc) is
used simultaneously.
Mission: Create Solar
Still
Prerequisites
1 Population
1 Resource Tempered Glass, 4
Resource of Wood, 1 Resource
of Insulation, 1 Resource of Black
Paint , 1 Resource of Piping
Time
1d4 +2
2
2013, Hunters Books and Apparel, All Rights Reserved.
F
R
E
E

C
O
N
T
E
N
T

F
R
I
D
A
Y

V
O
L
.

0
3
9
Free Content Friday.. Vol. 039 November 2013
Objective
Chance of success is 20%, +5%
per Resource spent beyond the
minimum prerequisite (to a max of
+30%), +5% per Pop of Committed
Labor.
Success
A Solar Still is created with the
following special rules below.

Failure
The Solar Still is not created,
and half of the Generic Resource
is wasted. This Resource must
be replace before the mission is
attempted again. If a Catastrophe
is rolled, the tempered glass is
damaged beyond repair and a
replacement must be found before
the mission can be attempted
again.
Special
Clean Water - 1 CU of Unsanitary
or Salt Water can be placed in
the Solar Sill, and if left out in
direct sunlight for d10+5 Time,
will provide 1 CU of clean water.
Survivors might be advised to
boil the cleaned water for added
protection against germs.
Cold - Characters in Cold Biomes
may not be able to take advantage
of a Solar Still.
Hot - Characters in Hot Biomes
will reduce the Time requirement
from d10+5 to d6+5.

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