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. | |
---|---|---|
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. | |
---|---|---|
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. |
|
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. | |
---|---|---|
Utility | plus-circleCustom Vehicles: Vehicles (as from the Vehiclist class) with any desired sort of frame can be purchased here. | |
---|---|---|
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. |
|
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. |
|
---|---|---|
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. |
|
---|---|---|
Utility | plus-circleLaborers: 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). minus-circleProject 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. minus-circleComplications: 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. |
|
---|---|---|