Workshops, Consumables and Tools

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Workshops

Workshops represent the means of producing Tools and Consumables. In the roleplay sense, they are the bustling facilities focused on production and research of the tools necessary for survival and thriving on Llyr. Regarding the game mechanids they are settlement-run microregions that allow for the purchase of Tools and Consumables relating to their workshop type. Settlement owners need to contact their respective faction owners to set up the workshop areas, representing the large scale construction and setup these areas require.

Workshops cost 200 credits per week to maintain, deducted from their owner.

Workshop types are as follow:

  • Armoury
  • Basic Workshop
  • Bomb Factory
  • Engineering Station
  • Medical
  • Research Hub
To receive a chosen Consumable or Tool from a Workshop you're a membe of, enter the workshop area and input:

/ai workshop [name of the tool or consumable you wish to craft]

25 credits will be deducted from your account.


Armoury

The Armoury is a bustling workshop where skilled weapon smiths and engineers craft an array of advanced weaponry, from blasters to melee instruments, ensuring the people of Llyr are well-equipped.

Consumables Tools
Ablative Armour Bandolier
Tracking Dart Discounted Armour Template
Discounted Weapon Template
Targeting device

Basic Workshop

The Basic Workshop is a jack of alltrades, master of none workspace. You can make a variety of tools and consumables from other workshops without having to dedicate the space as one of the other specialisations.

Consumables Tools
Molotov Cocktail Access Tuner
Hover Flare Flashlight
Medipen Mono-directional movement booster

Explosives Factory

The Bomb Factory is a specialised workshop where demolition experts and engineers collaborate to manufacture explosives, ranging from strategic charges to precision detonators, for both defensive and offensive purposes.

Consumables Tools
Smoke Grenade Trap Disarming Kit
Flash Grenade Remote Activation Trigger
Molotov Cocktail
Satchel Charge
Goonade
Frag Grenade

Drone Bay

Utility Combat
Eagle Blitz
EMT Panther
Targetting Aid

Engineering Station

The heart of innovation, the Engineering Station is a dynamic workshop where brilliant minds collaborate to design, build, and improve the station's infrastructure, utilities, and technological marvels.

Consumables Tools
Tool Sapper Access tuner
Plasma Cutter
Plasma Welder
Multispectral Visor
Omni-directional movement gear
Mono-directional movement booster
Flashlight

Medical

Dedicated to the preservation of life, the Medbay is a state-of-the-art medical workshop where skilled physicians and surgeons work to develop cutting-edge medical treatments, implants, and advanced healing technologies.

Consumables Tools
MediPen Health Analyser
MediSpray Laser Scalpel
Adrenaline Stim
Tox Grenade

Research Hub

The Research Hub serves as the intellectual epicenter, bringing together scientists and researchers to delve into the mysteries of Llyr, creating breakthroughs in terraforming, biology, and physics for the benefit of all on Llyr.

Consumables Tools
Tool Patcher Creature Analyser
Creature Capture Device
Plant Analyser
Plant Capture Device
S.T.R.O.B.E Module

Consumables

Consumables are perishable items. They are used up in the duration of a combat, and can only be replaced once the combat is finished unless its user has a trait or consumable that allows them to be replaced.

Using a Consumable requires a free hand. Whenever a Consumable is used, it is expended and removed from the player’s inventory. A player can carry up to two consumables with them. Traits and tools may increase this cap, but never more than 3 maximum consumables.

Name Effect
Ablative Armour You gain 1 additional armour hit point. This armour breaks first and cannot be healed.
Adrenaline Stim You become Energised for this round and the next round, and then become Fatigued for two rounds.
Flash Grenade Target a 3 block cubed area. Everyone inside gains the Blinded condition for 1 round.
Goonade You create a 3x1 plascrete barrier. This can serve as Cover
Frag Grenade Target a 3 block cubed area. Everyone inside takes 2 damage.
Hover Flare Target a 20 block cubed area. Everyone inside gains the Illuminated condition. This persists until the end of the encounter.
MediPen You restore 2 HP to one target within Close range.
MediSpray You restore 1 HP on two targets within Close range.
Molotov Cocktail Target a 3 block cubed area. Everyone inside gains the Burning condition.
Satchel Charge Pick a number of rounds up to 5. At the start of your turn that round this detonates, dealing 3 damage to anything in a 3 block cubed area.
Smoke Grenade Target a 3 block cubed area. Attacks through the smoke are made at Disadvantage. This effect persists until the end of the encounter.
Tool Patcher You restore one point of depletion to a tool of your choice.
Tool Sapper Target a 3 block cubed area. Everyone inside rolls a depletion test on each of their tools.
Tox Grenade Target a 3 block cubed area. Everyone inside gains the Poisoned condition.
Tracking Dart Make a regular Attack. If successful, you know the location of the target until the dart is removed with an Action.

Tools

Tools are items with a limited amount of uses, denoted by their depletion status. Once depleted, Tools can no longer be used unless repaired by a trait or a consumable i.e Enginner or the Tool Patcher consumable.

Using a Tool requires a free hand. Whenever a Tool is used as part of an action, it triggers a depletion roll. A player rolls a 1d6. On a 1, the tool loses one depletion point after use. When a tool's depletion points are reduced to zero, it runs out of power or is otherwise made defunct. A player can only carry a single tool with them. Traits may increase this cap, but never more than 2 maximum tools.

Command Description
/ai tool deplete Decreases an item's depletion points
/ai tool restore Increases an item's depletion points

Some Tools are Mountable, meaning you do not require a free hand to use the item. This can be explained by the item being strapped to your body or even to your weapon.

Name Effect Mountable
Access Tuner As an action, you can test to hack a keypad, camera, or computer within Close range.
Bandolier While the Bandolier is equipped, you gain one extra consumable slot.
Creature Analyser Make a Test in close range. If successful you gain basic information about the creature.
Creature Capture Device You can Test to capture a living creature with this device. Depletion tests are rolled at the end of each day.
Flashlight As an Action, you toggle the flashlight on/off. As long as it is on, anyone six blocks in front of you  is Illuminated.
Health Analyser Shows the health of the target within close range as well as any common ailments or injuries.
Laser Scalpel When using the Medical Savant trait, test with advantage but only restore 1 Hit Point.
Mono Directional Movement Booster Take special movement. You can move up to 6 blocks.
Multispectral Visor You can make perception based tests with 2d6, ignoring any advantage or disadvantage.
Omni Directional Movement Gear Take special movement. You can move in any direction and end your turn mid-air.
Plant Analyser Make a Test in close range. If you succeed, you gain basic information about the plant.
Plasma Cutter As an action, you can cut through an object such as a door or a thin bulkhead, as well as rubble.
Plasma Welder As an action, you can seal a doorway or hole shut. Doors sealed this way cannot be opened without a Plasma Cutter or the Super Strength Trait.
Remote Activation Trigger You can link any tool or consumable to this trigger. As an action, you can activate the linked tool or consumable from up to 100 blocks away.
Trap Disarming Kit Test with advantage to bypass or disarm traps.
Targeting Device You mark a target. The next attack against that target counts as being Focused.
Plant Capture Device You can host a living plant within this device. Depletion tests are rolled at the end of each day.
S.T.R.O.B.E Module You cannot be targeted by attacks caused by the Opportunist trait. Any attempts to do so cause you to test depletion instead.

Drones

Name Stats
Blitz HP: 3

1 Light Ranged Weapon

The drone gains the Quick Shot, Onslaught, and Die Hard traits.

Eagle HP: 2

The drone operator can see and hear what this drone can.

EMT HP: 2

This drone gains the Medical Savant and Engineer traits.

Panther HP: 3

1 Heavy Ranged weapon

The drone gains the Marksman, Sniper, and Resolute traits.

Targetting Aid HP: 2

The drone operator can reroll one failed attack roll per turn.

Tools and Flavour

Players are allowed to, and encouraged, to write their own flavour to the Tool items so long as it does not affect the mechanical benefit of the tool. For example, they are allowed to represent a MediPen consumable as an healing stimulant can be an Aalindari hyponeedle, a breathable chemical gas canister, a simple first-aid kit or whatever else might come to their mind. This type of flavour only adds to the roleplay with the mechanical effect only affecting the combat scenario and the RPG mechanics.

Grandfathering in Tools

Tools have been a crucial part of our system up to this point despite not being formalised in this way. In order to keep your existing tools relevant, we are allowing players to convert their existing tools into one of the newly implemented items. Alternatively, if you do not find your tool matching any of the new ones you can convert it into a roleplay item and retain it that way, with the understanding that it won’t have any mechanical benefits.