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Surviving Fallout with Essence

Dropped in the post apocalypse of the Fallout Universe with the Essence of Scholar and Crafter but has little to no skills in combat.

Damon_Jager · Videojogos
Classificações insuficientes
21 Chs

Entry 2

Day 3

I officially started work today, John introduced me to my minders and the quartermaster while I was here at the Settlement. My two minded are Jenny and Harry, they are a married couple that had moved here from further along the coast they are form what I guessed ex-Mercs. They were told watch me till I had proven that I wasn't just going to steal their tools and run or something.

The Quartermaster is Linda a very old woman who is a slave driver, she manages all the supplies the settlement needs like food and water while also keeping track of all the tools and equipment.

For the next couple of days I will be her bitch, she has given me a long list of what she wants done around the settlement once that is done my probation will be done.

One, fix the generator. Their power generation has been down for months now and they need it for water purification and practically every thing else. They has been relying on Fusion Cores to power the purification plant but they are completely out and they don't want to risk traveling to ruins as their have been a uptick in supermutant activity.

Two, fix all the guns and equipment of the guards/hunters. The settlement relies entirely on pipe rifles and a couple of cheap pistols they had traded for back at Diamond City. [Except my minders who both had Bolt Actions and Assault Rifles].

Three, fix the Lighthouse. The light has gone out years ago and with it the trade as traders along the coast avoid this area do to all the washed up.

I first looked into what options I could use, the most obvious idea was to make a scrap windmill on top of the lighthouse at the main power source, while making an ethanol generator as back up or for large power spike.

The windmill would be east to make as all I had to do was make the blades and connect it to a alternator which would provide power. If my guess is right it will take about a week of work to get it working and put on top of the lighthouse.

[Power Windmill]

The Ethanol generator is complicated, it will take a full forge to make if I can't find a old gas engine from a pre-war vehicle. The problem is finding the motor or even a vehicle that used gas engines from before the war as they had mostly been scrapped or designated for military use.

So if they want to have a back up Generator the settlement scrappers will have to find one themselves.

For the Guns they just need to be scrapped for parts and completely remade to be anything of worth. They are just pipes and bolts that they had welded together over the years, from my look over my best bet is to make them all break action rifles or breech loading like the Springfield Model 1873 while it would cut down on firing speed it would also stop all of the Misfires and Breeches.

The light house is actually a simple fix, it needs new wiring and a strong enough light when I get the power going it should come right on.

End-of-Day-Three—————————————————

Day 4

I started work on the Windmill today, it is going to be an ugly thing but once the power gets going I can remake it to look better.

The blades I had made out of a shed I had found along the beach, since I was not a member of the settlement I did not get a allotment of power like they did for their stuff.

So I had to cut them up by hand, it took all day juts to cut two blades out. To take a break I started to work on the pulley and gear system to transfer the motion to the alternator, and I miss non radioactive food.

End-of-Day-four—————————————————

Day 5

Work progressed on the windmill I have finished the blades and now I'm working on how I'm going to hook up the alternator system to be efficient as possible.

I also began designing some guns, the biggest problem with pipe weapons are safety and reliability. They are slapdash and use sub-quality materials to house the round and the Barrel is prone to exploding after extended use.

To counter this while using the parts I and a available I decided to abandon having magazines or clips for the rifle or pistol they simply were to prone to damage.

So I chose 3 different solutions to this problem, One break action for things like shotguns these would be used for the civilians that stay here in the settlement. Two Breech Loaders these are for hunting and for the guards here and for hunting the larger game like rad stags or a very large caliber for hunting the giant crabs. Last is Wheel Gun which is just a revolver type of load, these will be used by the scrappers who need to put a lot more ammo down range.

While relaxing one day I was thinking about how to get non radioactive food or at least food that tasted better. Then it hit me I can summon small quantities of DEAD or NONORGANIC matter so I can summon "dead" seeds to gather DNA samples then I can eventually grow them in a hydroponic bay. I can also eventually do this to animals if I have the right infrastructure to grow them.