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LANTERN

May not move a Lantern while it is burning fuel. This Lantern may hold up to 5 fuel a cycle; and requires 1 fuel per person it will protect. Monsters will not approach the Lantern, and those within its protection will be safe during night cycles and UV cycles. Creation: 7 Scrap and 3 fuel Minor Repair: 3 Scrap, 1 fuel. May hold up 5 fuel, but there is a one in three chance it will malfunction, and leave one person (decided by the GM) in the dark. Major Repair: 5 Scrap, 2 fuel. Returns to normal function.

LANTERN
May not move a Lantern while it is burning fuel. This Lantern may hold up to 5 fuel a cycle; and requires 1 fuel per person it will protect. Monsters will not approach the Lantern, and those within its protection will be safe during night cycles and UV cycles. Creation: 7 Scrap and 3 fuel Minor Repair: 3 Scrap, 1 fuel. May hold up 5 fuel, but there is a one in three chance it will malfunction, and leave one person (decided by the GM) in the dark. Major Repair: 5 Scrap, 2 fuel. Returns to normal function.

Tiny Bunker
Bunkers do not move. This Bunker may hold up to ten people, and requires 1 fuel each cycle to function, including running machines in the Bunker or protecting people. Bunkers may hold machines in place of people, but each machine must be in place for one cycle before it can begin working. Creation: 14 Scrap and 6 fuel Minor Repair: 5 Scrap, 2 fuel. Holds up to 5 people, requires 2 fuel each cycle to function. Major Repair: 10 Scrap, 4 fuel. Returns to normal function.

Tiny Bunker
Bunkers do not move. This Bunker may hold up to ten people, and requires 1 fuel each cycle to function, including running machines in the Bunker or protecting people. Bunkers may hold machines in place of people, but each machine must be in place for one cycle before it can begin working. Creation: 14 Scrap and 6 fuel Minor Repair: 5 Scrap, 2 fuel. Holds up to 5 people, requires 2 fuel each cycle to function. Major Repair: 10 Scrap, 4 fuel. Returns to normal function.

Small Bunker
Bunkers do not move. This Bunker may hold up to twenty people, and requires 3 fuel each cycle to function, including running machines in the Bunker or protecting people. Bunkers may hold machines in place of people, but each machine must be in place for one cycle before it can begin working. Coded: Small Bunkers are coded. So long as it is fueled, it will respond to one characters commands, and only allow those inside who that character allows. Creation: 28 Scrap and 12 fuel Minor Repair: 10 Scrap, 4 fuel. Holds up to 10 people, requires 4 fuel each cycle to function. Major Repair: 10 Scrap, 8 fuel. Returns to normal function.

Small Bunker
Bunkers do not move. This Bunker may hold up to twenty people, and requires 3 fuel each cycle to function, including running machines in the Bunker or protecting people. Bunkers may hold machines in place of people, but each machine must be in place for one cycle before it can begin working. Coded: Small Bunkers are coded. So long as it is fueled, it will respond to one characters commands, and only allow those inside who that character allows. Creation: 28 Scrap and 12 fuel Minor Repair: 10 Scrap, 4 fuel. Holds up to 10 people, requires 4 fuel each cycle to function. Major Repair: 10 Scrap, 8 fuel. Returns to normal function.

Well
Wells may be moved, but doing so causes them minor damage. Wells require Fuel to run, and return 2 Water for each Fuel used. Wells connected to a Bunker return 4 Water for each Fuel used, but take the space of 3 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. Returns 1 water for each fuel used, Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Well
Wells may be moved, but doing so causes them minor damage. Wells require Fuel to run, and return 2 Water for each Fuel used. Wells connected to a Bunker return 4 Water for each Fuel used, but take the space of 3 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. Returns 1 water for each fuel used, Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Cooker
Cookers may be moved, but doing so causes them minor damage. Cookers require 3 fuel per cycle to cook any amount of food. Using the cooker reduces contaminated food to uncleansed, and uncleansed food to cleansed. Characters with the cooking Skill who use the cooker automatically create cleansed food. Characters with the Major cooking Skill also produce 2 extra Food. Cookers connected to a Bunker use 1 Fuel per cycle, but take the space of 4 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. Requires 4 Fuel to run, and cannot produce extra food. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Cooker
Cookers may be moved, but doing so causes them minor damage. Cookers require 3 fuel per cycle to cook any amount of food. Using the cooker reduces contaminated food to uncleansed, and uncleansed food to cleansed. Characters with the cooking Skill who use the cooker automatically create cleansed food. Characters with the Major cooking Skill also produce 2 extra Food. Cookers connected to a Bunker use 1 Fuel per cycle, but take the space of 4 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: : 4 Scrap, 1 fuel. Requires 4 Fuel to run, and cannot produce extra food. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Grow Box
Grow Boxes may be moved, but doing so causes them minor damage. Grow Boxes requires 2 fuel per cycle to use. You must plant food in them, and after 3 cycles you will grow three food for each food planted. If the Grow Box is not fueled, or is damaged before the food is complete, all food will be lost. Grow Boxes connected to a Bunker use 1 Fuel per cycle, but take the space of 4 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. Returns 2 food per food used after 4 cycles. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Grow Box
Grow Boxes may be moved, but doing so causes them minor damage. Grow Boxes requires 2 fuel per cycle to use. You must plant food in them, and after 3 cycles you will grow three food for each food planted. If the Grow Box is not fueled, or is damaged before the food is complete, all food will be lost. Grow Boxes connected to a Bunker use 1 Fuel per cycle, but take the space of 4 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. Returns 2 food per food used after 4 cycles. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Nectar Maker
Nectar Makers may be moved, but doing so causes them minor damage. Nectar Makers requires 2 fuel per use, and require food and water to make: 1 food and 1 water makes 2 Nectar, but you must have both. Characters with a Minor Nectar Making Skill make 3 Nectar, and characters with a Major Nectar making Skill make 4. Nectar Makers connected to a Bunker use 1 Fuel per cycle, but take the space of 3 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. 1 food and 1 water return 1 Nectar, no extra can be gained. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Nectar Maker
Nectar Makers may be moved, but doing so causes them minor damage. Nectar Makers requires 2 fuel per use, and require food and water to make: 1 food and 1 water makes 2 Nectar, but you must have both. Characters with a Minor Nectar Making Skill make 3 Nectar, and characters with a Major Nectar making Skill make 4. Nectar Makers connected to a Bunker use 1 Fuel per cycle, but take the space of 3 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel Minor Repair: 4 Scrap, 1 fuel. 1 food and 1 water return 1 Nectar, no extra can be gained. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Ammo Maker
Ammo Makers may be moved, but doing so causes them minor damage. Ammo Makers requires 2 fuel 1 Scrap per run, and creates 5 Ammo. Ammo Makers connected to a Bunker use 1 Fuel per cycle, but take the space of 6 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel

Ammo Maker
Ammo Makers may be moved, but doing so causes them minor damage. Ammo Makers requires 2 fuel 1 Scrap per run, and creates 5 Ammo. Ammo Makers connected to a Bunker use 1 Fuel per cycle, but take the space of 6 people, reducing the capacity of the bunker. Creation: 8 Scrap and 2 fuel

Minor Repair: 4 Scrap, 1 fuel. 3 Ammo per run. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Minor Repair: 4 Scrap, 1 fuel. 3 Ammo per run. Major Repair: 6 Scrap, 2 fuel. Returns to normal function.

Medical Bay
Medical Bays allow for characters to regain Health and their diseases to be cured, at the cost of fuel and cleansed food and cleansed water. Medial Bays take the place of 5 people within a bunker. Heal 1 Health: 3 each of food, water, and fuel. Creation: 28 Scrap and 12 fuel Minor Repair: 10 Scrap, 4 fuel. Requires 4 fuel, food and water to function. Major Repair: 10 Scrap, 8 fuel. Returns to normal function.

Medical Bay
Medical Bays allow for characters to regain Health and their diseases to be cured, at the cost of fuel and cleansed food and cleansed water. Medial Bays take the place of 5 people within a bunker. Heal 1 Health: 3 each of food, water, and fuel. Creation: 28 Scrap and 12 fuel Minor Repair: 10 Scrap, 4 fuel. Requires 4 fuel, food and water to function. Major Repair: 10 Scrap, 8 fuel. Returns to normal function.

Fuel Converter
Fuel converters convert Water and Scrap into usable fuel: 1 water and 2 scrap for 1 fuel. Fuel converters take the place of 5 people inside a bunker. Creation: 28 Scrap and 12 water.

Fuel Converter
Fuel converters convert Water and Scrap into usable fuel: 1 water and 2 scrap for 1 fuel. Fuel converters take the place of 5 people inside a bunker. Creation: 28 Scrap and 12 water.

Minor Repair: 10 Scrap, 4 water. Takes 3 scrap and 2 water to create 1 fuel.

Minor Repair: 10 Scrap, 4 water. Takes 3 scrap and 2 water to create 1 fuel.

Major Repair: 10 Scrap, 8 water. Returns to normal function.

Major Repair: 10 Scrap, 8 water. Returns to normal function.

Containment Cell
Containment Cells allow for characters to be locked up. They can hold up to 2 characters, and while they take no character space in the Bunker, they can malfunction and lock characters in. Coded: Containment cells are coded to a bunker. So long as the bunker is fueled, the character who commands the bunker also commands the containment cell. Creation: 28 Scrap; may only be built in a Bunker Minor Repair: 10 Scrap. Does not suffer from Major damage.

Containment Cell
Containment Cells allow for characters to be locked up. They can hold up to 2 characters, and while they take no character space in the Bunker, they can malfunction and lock characters in. Coded: Containment cells are coded to a bunker. So long as the bunker is fueled, the character who commands the bunker also commands the containment cell. Creation: 28 Scrap; may only be built in a Bunker Minor Repair: 10 Scrap. Does not suffer from Major damage.