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workshop [2020/09/21 13:00]
kyle
workshop [2020/11/19 10:42] (current)
kyle
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 Workshops give a base improved manufacturing and material resource management. Even if none of its advanced applications are attractive, a basic Workshop is highly useful for any adventurer that tends to run out of Supplies quickly (such as from using heavy weapons).  Workshops give a base improved manufacturing and material resource management. Even if none of its advanced applications are attractive, a basic Workshop is highly useful for any adventurer that tends to run out of Supplies quickly (such as from using heavy weapons). 
  
-^[[#Workshop]] ^^Means of industry. | +^[[#Workshop]] ^^Make things^{{ra>diamond?24|Economy}} 
-|{{fa>caret-right?24}} |[[#Artifactory]] |Replicate artifacts. | +|{{fa>caret-right?24}} |[[#Artifactory]] |Replicate artifacts. |{{ra>diamond?24|Economy}} | 
-|{{fa>caret-right?24}} |[[#Garage]] |Buy and maintain vehicles. | +|{{fa>caret-right?24}} |[[#Fabrication]] |Create keystones on demand. |{{ra>queen-crown?24|Influence}} 
-|{{fa>caret-right?24}} |[[#Repair Shop]] |Repair non-organics. | +|{{fa>caret-right?24}} |[[#Garage]] |Buy and maintain vehicles. |{{ra>diamond?24|Economy}} 
-|{{fa>caret-right?24}} |[[#Revamper]] |Convert Capital to another type. | +|{{fa>caret-right?24}} |[[#Repair Shop]] |Repair non-organics. |{{ra>leaf?24|Vitality}} 
-^ ^^^+|{{fa>caret-right?24}} |[[#Work Crew]] |Accomplish big projects|{{ra>leaf?24|Vitality}} 
 +^^^^
  
 ====== Workshop ====== ====== Workshop ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Depot:** The Workshop is constantly creating ammunition, spell components, fuel, and other necessary materials to make them available to adventurers at rock-bottom prices. Adventurers can choose to refill 2 lost points of Supplies here mid-session by spending 1 Dosh. |+^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Depot:** The Workshop is constantly creating ammunition, spell components, fuel, and other necessary materials to make them available to adventurers at rock-bottom prices. Adventurers can choose to gain 1 point of Provisions here mid-session by spending 1 Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**Free Uses:** Supplies can be gained here for free a number of times per session equal to the base's Economy rating. Uses of this feature are shared among all adventurers. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Basic Gear:** The workshop also manufactures basic useful adventuring gear, which can be purchased here at a cost of 1 Dosh each: \\ - Rope (10 meters). \\ - Light source. \\ - Survival clothing. |+^{{ra>cancel?48|None}} ||{{fa>plus-circle?24&align=left}}**Basic Gear:** The workshop also manufactures basic useful adventuring gear and miscellaneous items, which can be purchased here at a cost of 1 Dosh each: \\ - Rope (10 meters). \\ - Light source. \\ - Survival clothing. \\ - Any random object from the Packrat table in the [[Outfitter]] archetype. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Duplication:** Artifacts (as from the [[Artificer]] class) can be reverse-engineered at the Artifactory. Doing so destroys the artifact in question, but also adds it to an Artifact Library list. New copies of any artifact on the Artifact Library list can be purchased here for 1 Dosh. |+^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Duplication:** Artifacts (as from the [[Artificer]] archetype) can be reverse-engineered at the Artifactory. Doing so destroys the artifact in question, but also adds it to an Artifact Library list. New copies of any artifact on the Artifact Library list can be purchased here for 1 Dosh. \\ \\ {{fa>minus-circle?24&align=left}}**Facilities Limit:** The base's Artifact Library list cannot be longer than double its Economy rating. If you wish to add a new artifact to a full list, you must remove another from it to make room. |
 ^ ^^^ ^ ^^^
  
-====== Garage ======+====== Fabrication ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Custom Vehicles:** Vehicles (as from the [[Vehiclist]] class) with any desired sort of frame can be purchased here. | +^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Spec Work:** The workshop can create advanced/specialized equipment for you, if you're willing to payBy spending 2 Dosh, you can have any keystone from an unlocked archetype built here on demand (or 5 Dosh to get a keystone from a locked archetype). \\ \\ {{fa>minus-circle?24&align=left}}**Temperamental Artists:** Fabrication can be used maximum number of times per session equal to the base's Influence rating. These uses are shared among all adventurers. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Refueling Station:** So long as you end a day of use with your vehicle back in your base, you do not need to spend any Provisions to "feed" it that dayIf you know the Automotive ability from the [[Vehiclist]] class, you may also ignore the additional daily Supplies cost of operation. \\ \\ {{fa>minus-circle?24&align=left}}**Local Jaunts Only:** If you end day anywhere outside of your base, you have to pay all applicable daily upkeep costs for a vehicle as normal |+
 ^ ^^^ ^ ^^^
  
-====== Repair Shop ======+====== Garage ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Fixer-Upper:** Vehicles, machines and creatures with the Synthetic weakness in the base can be repaired by spending Dosh: \\ - Restore all lost Flesh (1 Dosh) \\ - Remove one normal injury (1 Dosh) \\ Cure one disease (2 Dosh) \\ - Remove one permanent injury (5 Dosh) \\ \\ {{fa>minus-circle?24&align=left}}**Non-Organics Only:** Ordinary creatures without the Synthetic weakness cannot use Repair Shop to heal. |+^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Custom Vehicles:** Vehicles (as from the [[Vehiclist]] archetype) with any desired sort of frame can be purchased here. \\ \\ {{fa>plus-circle?24&align=left}}**Discount Lot:** All vehicles purchased here have their total price reduced by an amount of Dosh equal to the base's Economy rating (minimum cost of 1 Dosh). | 
 +^ ^^^ 
 +^{{ra>cancel?48|None}} ||{{fa>plus-circle?24&align=left}}**Refueling Station:** So long as you end a day of use with your vehicle back in your base, you do not need to spend any Provisions to "feed" it that day. If you know the Automotive ability from the [[Vehiclist]] archetype, you may also ignore the additional daily Supplies cost of operation. \\ \\ {{fa>minus-circle?24&align=left}}**Local Jaunts Only:** If you end day anywhere outside of your base, you have to pay all applicable daily upkeep costs for a vehicle as normal |
 ^ ^^^ ^ ^^^
  
-====== Revamper ======+====== Repair Shop ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Repurposed Resources:** When performing an operation to create a new point of Capitaladventurers can now use any other kind of Capital as payment instead of 5 Dosh\\ \\ {{fa>minus-circle?24&align=left}}**Normal Risks:** Failing the operation to create the new Capital still causes the payment to be lost. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Fixer-Upper:** Vehiclesmachines and creatures with the Synthetic weakness in the base can be repaired by spending Dosh: \\ - Restore all lost Flesh (1 Dosh) \\ - Remove one normal injury (2 Dosh) \\ - Cure one disease (5 Dosh) \\ - Remove one permanent injury (10 Dosh) \\ \\ {{fa>minus-circle?24&align=left}}**Non-Organics Only:** Ordinary creatures without the Synthetic weakness cannot use a Repair Shop to heal. \\ \\ {{fa>plus-circle?24&align=left}}**Subsidized Mechanics:** An amount of Dosh equal to the base's Vitality rating is deducted from the total fees spent at the Repair Shop each session. Unused deductions do not carry over to the next session. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Laborers:** A large number of semi-skilled laborers are available here and will perform one project per session at adventurers' behest (such as digging a trench, tearing down a wall, or transporting a heavy statue back without damaging it). \\ \\ {{fa>minus-circle?24&align=left}}**Project Limits:** A "project" is approximately what could be done by 20 motivated workers in one day. Really large undertakings might need to be split up into multiple projects worth and accomplished one bit at a time. If a project requires specialized materials or unusual tools, you will need to provide them. If a project happens somewhere potentially dangerous, adventurers might also need to provide an escort. \\ \\ {{fa>minus-circle?24&align=left}}**Complications:** There is no such thing as a construction project that is immune to complications. Whenever you have your Work Crew undertake a project for you, roll a trigger die. If the result is 7+, everything goes as planned. If 1-6, choose one complication from the list below: \\ - **Expensive:** It's going to take some expensive gear or additional resources to get the job done correctly. Completing the job will cost 5 Dosh. \\ - **Slow:** Unforseen troubles mean that the job is going to take longer than expected. The project will be finished at the end of the next session instead of right away. This also prevents the work crew from being assigned a new project during the next session. \\ - **Short-Sighted:** If you come upon a fence in the woods, don't tear it out until you know who built it and why. Proper research wasn't done before getting started this time. The referee comes up with some sort of negative consequence or side-effect resulting from the work. \\ - **Hazardous:** Workers were not adequately protected from one or more dangers that arose during the work process and will need some time to recover afterwards. The job gets done on time and as specified, but the Work Crew is not available for any more projects. At the beginning of each session, roll a die: if the result is 9+, the Work Crew recovers and is ready to go again, but if not then it remains unavailable for that session. This check is not a trigger die and thus cannot be manipulated by any effect that alters trigger dice results. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Laborers:** A large number of semi-skilled laborers are available here and will perform one project per session at adventurers' behest (such as digging a trench, tearing down a wall, or transporting a heavy statue back without damaging it). \\ \\ {{fa>plus-circle?24&align=left}}**More Workers:** A "project" is approximately what could be done in one day by a number of motivated workers equal to five times the base's Vitality rating. Really large undertakings might need to be split up into multiple projects worth and accomplished one bit at a time (referee's discretion)\\ \\ {{fa>minus-circle?24&align=left}}**Project Limits:** If a project requires specialized materials or unusual tools, you will need to provide them. If a project happens somewhere potentially dangerous, adventurers might also need to provide an escort. \\ \\ {{fa>minus-circle?24&align=left}}**Complications:** There is no such thing as a construction project that is immune to complications. Whenever you have your Work Crew undertake a project for you, roll a trigger die. If the result is 7+, everything goes as planned. If 1-6, choose one complication from the list below: \\ - **Expensive:** It's going to take some expensive gear or additional resources to get the job done correctly. Completing the job will cost 5 Dosh. \\ - **Slow:** Unforseen troubles mean that the job is going to take longer than expected. The project will be finished at the end of the next session instead of right away. This also prevents the work crew from being assigned a new project during the next session. \\ - **Short-Sighted:** If you come upon a fence in the woods, don't tear it out until you know who built it and why. Proper research wasn't done before getting started this time. The referee comes up with some sort of negative consequence or side-effect resulting from the work. \\ - **Hazardous:** Workers were not adequately protected from one or more dangers that arose during the work process and will need some time to recover afterwards. The job gets done on time and as specified, but the Work Crew is not available for any more projects. At the beginning of each later session, roll a die: if the result is 9+, the Work Crew recovers and is ready to go again, but if not then it remains unavailable for that session. This check is not a trigger die and thus cannot be manipulated by any effect that alters trigger dice results. |
 ^ ^^^ ^ ^^^
  
workshop.1600714804.txt.gz · Last modified: 2020/09/21 13:00 by kyle