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workshop [2020/10/09 11:35]
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. ^{{ra>diamond?24|Economy}} |+^[[#Workshop]] ^^Make things. ^{{ra>diamond?24|Economy}} |
 |{{fa>caret-right?24}} |[[#Artifactory]] |Replicate artifacts. |{{ra>diamond?24|Economy}} | |{{fa>caret-right?24}} |[[#Artifactory]] |Replicate artifacts. |{{ra>diamond?24|Economy}} |
 +|{{fa>caret-right?24}} |[[#Fabrication]] |Create keystones on demand. |{{ra>queen-crown?24|Influence}} |
 |{{fa>caret-right?24}} |[[#Garage]] |Buy and maintain vehicles. |{{ra>diamond?24|Economy}} | |{{fa>caret-right?24}} |[[#Garage]] |Buy and maintain vehicles. |{{ra>diamond?24|Economy}} |
-|{{fa>caret-right?24}} |[[#Repair Shop]] |Repair non-organics. |{{ra>diamond?24|Economy}} | +|{{fa>caret-right?24}} |[[#Repair Shop]] |Repair non-organics. |{{ra>leaf?24|Vitality}} |
-|{{fa>caret-right?24}} |[[#Revamper]] |Convert Capital to another type. |{{ra>diamond?24|Economy}} |+
 |{{fa>caret-right?24}} |[[#Work Crew]] |Accomplish big projects. |{{ra>leaf?24|Vitality}} | |{{fa>caret-right?24}} |[[#Work Crew]] |Accomplish big projects. |{{ra>leaf?24|Vitality}} |
 ^ ^^^^ ^ ^^^^
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 ^{{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>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>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]] class. |+^{{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>diamond?48|Economy}} ||{{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. \\ \\ {{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. |+^{{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>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Custom Vehicles:** Vehicles (as from the [[Vehiclist]] classwith 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'Economy rating (minimum cost of 1 Dosh)+^{{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 pay. By 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 a maximum number of times per session equal to the base'Influence rating. These uses are shared among all adventurers. |
-^ ^^^ +
-^{{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]] class, you may also ignore the additional daily Supplies cost of operation. \\ \\ {{fa>minus-circle?24&align=left}}**Local Jaunts Only:** If you end a day anywhere outside of your base, you have to pay all applicable daily upkeep costs for a vehicle as normal |+
 ^ ^^^ ^ ^^^
  
-====== Repair Shop ======+====== Garage ======
  
 ^ ^^^ ^ ^^^
-^{{ra>diamond?48|Economy}} ||{{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 (2 Dosh) \\ - Cure one disease (Dosh) \\ - Remove one permanent injury (10 Dosh) \\ \\ {{fa>minus-circle?24&align=left}}**Non-Organics Only:** Ordinary creatures without the Synthetic weakness cannot use Repair Shop to heal. \\ \\ {{fa>plus-circle?24&align=left}}**Subsidized Mechanics:** An amount of Dosh equal to the base's Economy rating is deducted from the total fees spent at the Repair Shop each session. Unused deductions do not carry over to the next session. |+^{{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 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 a day anywhere outside of your base, you have to pay all applicable daily upkeep costs for a vehicle as normal |
 ^ ^^^ ^ ^^^
  
-====== Revamper ======+====== Repair Shop ======
  
 ^ ^^^ ^ ^^^
-^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**Repurposed:** When performing an operation to make progress on a building projectadventurers can now use any kind of Capital as payment instead of 5 Dosh\\ \\ {{fa>minus-circle?24&align=left}}**Normal Risks:** Failing the operation to make building progress still causes the payment to be lost. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Twists:** No single establishment building project can benefit from revamped Capital more times than the base'Economy rating. You'll still probably have to at least lay a solid foundation with appropriate materials that were actually intended for that purpose. |+^{{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'Vitality rating is deducted from the total fees spent at the Repair Shop each sessionUnused deductions do not carry over to the next session. |
 ^ ^^^ ^ ^^^
  
workshop.1602264923.txt.gz · Last modified: 2020/10/09 11:35 by kyle