This is an old revision of the document!
All side projects have to be approved by the foreman now, thanks to that utter fiasco when Lenny tried to make a girlfriend.
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. | |
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caret-right | Artifactory | Replicate artifacts. |
caret-right | Garage | Buy and maintain vehicles. |
caret-right | Repair Shop | Repair non-organics. |
caret-right | Revamper | Convert Capital to another type. |
Utility | plus-circleDepot: 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. | |
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Utility | plus-circleBasic 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. |
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Utility | plus-circleDuplication: 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. | |
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Utility | plus-circleCustom Vehicles: Vehicles (as from the Vehiclist class) with any desired sort of frame can be purchased here. | |
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Utility | plus-circleRefueling 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. minus-circleLocal 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. |
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Utility | plus-circleFixer-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) minus-circleNon-Organics Only: Ordinary creatures without the Synthetic weakness cannot use a Repair Shop to heal. |
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Utility | plus-circleRepurposed Resources: When performing an operation to create a new point of Capital, adventurers can now use any other kind of Capital as payment instead of 5 Dosh. minus-circleNormal Risks: Failing the operation to create the new Capital still causes the payment to be lost. |
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