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farm:farmkit [2024/04/12 11:10] mochtire [Chemistry Lab] |
farm:farmkit [2025/02/20 20:55] (current) mochtire [Biology Lab] |
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|Artificial blood plasma|Can be used by a skilled surgeon to help flush someone' | |Artificial blood plasma|Can be used by a skilled surgeon to help flush someone' | ||
|Skin regrowth compound|Can be used by a skilled surgeon to reduce the healing time from invasive surgery|2000c per treatment|1 treatment per week| | |Skin regrowth compound|Can be used by a skilled surgeon to reduce the healing time from invasive surgery|2000c per treatment|1 treatment per week| | ||
+ | |Organ regrowth compound|Can be applied by a skilled surgeon to repair internal organ damage|2000c per treatment|1 treatment per week| | ||
+ | |Nerve regrowth compound| Can be applied by a skilled surgeon to repair nerve damage and damage to brain tissue|3000c per treatment|1 treatment per week| | ||
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New and unusual weapons or armour can be analysed and reverse engineered to produce schematics.\\ | New and unusual weapons or armour can be analysed and reverse engineered to produce schematics.\\ | ||
- | ===Weapon | + | ===Weaponsmithing |
^Name^Description^Cash Cost^Time Cost^ | ^Name^Description^Cash Cost^Time Cost^ | ||
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|Assault Rifle RoF upgrade|No phys-rep needed. The upgraded assault rifle becomes fully automatic|300c per upgrade|2 upgrades per week| | |Assault Rifle RoF upgrade|No phys-rep needed. The upgraded assault rifle becomes fully automatic|300c per upgrade|2 upgrades per week| | ||
|Assault Rifle power upgrade|Increases the damage done by any assault rifle by 5. Light rifles can still be upgraded to heavy|300c per upgrade|1 upgrade per week| | |Assault Rifle power upgrade|Increases the damage done by any assault rifle by 5. Light rifles can still be upgraded to heavy|300c per upgrade|1 upgrade per week| | ||
- | |SMGe power upgrade|Increases the damage done by any SMG by 5. Light SMGs can still be upgraded to heavy|300c per upgrade|1 upgrade per week| | + | |SMG power upgrade|Increases the damage done by any SMG by 5. Light SMGs can still be upgraded to heavy|300c per upgrade|1 upgrade per week| |
|Pistol clip size|Increases the clip size of a pistol by 50%|300c per upgrade|2 upgrades per week| | |Pistol clip size|Increases the clip size of a pistol by 50%|300c per upgrade|2 upgrades per week| | ||
|Assault Rifle or SMG clip size|Increases the clip size of an assault rifle or SMG by 50%|300c per upgrade|2 upgrades per week| | |Assault Rifle or SMG clip size|Increases the clip size of an assault rifle or SMG by 50%|300c per upgrade|2 upgrades per week| | ||
|Pistol power upgrade|Increases the damage done by any pistol by 5. Light pistols can still be upgraded to heavy|300c per upgrade| 1 upgrade per week| | |Pistol power upgrade|Increases the damage done by any pistol by 5. Light pistols can still be upgraded to heavy|300c per upgrade| 1 upgrade per week| | ||
|DMR power upgrade|Increases the damage done by a DMR by 5.|400c per upgrade|1 upgrade per week| | |DMR power upgrade|Increases the damage done by a DMR by 5.|400c per upgrade|1 upgrade per week| | ||
+ | |Sniper rifle power upgrade|Increases the damage done by a sniper rifle by a significant amount.|600c per upgrade|1 upgrade per week| | ||
|Suppressor|Reduces the noise by any weapon it is attached to. Must be crafted for a specific weapon type.|300c each|1 per week| | |Suppressor|Reduces the noise by any weapon it is attached to. Must be crafted for a specific weapon type.|300c each|1 per week| | ||
- | |Super-heating Barrel|Rapidly heats the bullet in an assault rifle, DMR or sniper barrel. WARNING: THIS IS NON-FUNCTIONAL AND WILL DESTROY THE WEAPON IT IS ATTACHED TO|500c each|1 per week| | + | |Super-heating Barrel|Rapidly heats the bullet in an assault rifle, DMR or sniper barrel. |
+ | |Teflon Coating|Increases damage in any pistol, SMG or Assault Rifle by 5 **for one event only**.|1200c per person per event|1 week per person| | ||
+ | |Taser|Non-lethal takedown that works at very short range.|2000c per device|1 device | ||
- | ===Armour | + | ===Armoursmithing |
^Name^Description^Cash Cost^Time Cost^ | ^Name^Description^Cash Cost^Time Cost^ | ||
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|Anomaly scanner|Detects anomalous regions within a limited range and provides analysis of the area's effects|2000c per scanner|1 scanner per week| | |Anomaly scanner|Detects anomalous regions within a limited range and provides analysis of the area's effects|2000c per scanner|1 scanner per week| | ||
|Cyberimplant A|Implants a web of wiring that taps into the central nervous system to record all sensory input. This input can be stored and/or transmitted live|2000c per implant|1 implant per week| | |Cyberimplant A|Implants a web of wiring that taps into the central nervous system to record all sensory input. This input can be stored and/or transmitted live|2000c per implant|1 implant per week| | ||
+ | |Cyberimplant B|Implants a network of small antennae to the skull and wires it up to Cyberimplant A. In addition to recording sensory input the user can now record environmental data (not anomalous energy or events). In order to access the data directly the user requires some form of interface that can present the data. Cyberimplant B requires an obvious external phys-rep for the antennae|3000c per implant|1 implant per week| | ||
|Scanning implant|Works the same way as the anomaly scanner, but implanted into the skull. Requires Cyberimplant A to be installed|3000c per implant|1 implant per week| | |Scanning implant|Works the same way as the anomaly scanner, but implanted into the skull. Requires Cyberimplant A to be installed|3000c per implant|1 implant per week| | ||
|Autopilot implant|Implants a network of devices that will take control of an unconscious injured person and walk them towards a designated target. The target can be GPS based or a homing device|3000c per implant|1 implant per week| | |Autopilot implant|Implants a network of devices that will take control of an unconscious injured person and walk them towards a designated target. The target can be GPS based or a homing device|3000c per implant|1 implant per week| | ||
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|Encrypted Radios|A standard field radio but encrypted. A newly built radio is either on its own network or must be coded to an existing network using an already coded radio|400c per radio|3 radios per week| | |Encrypted Radios|A standard field radio but encrypted. A newly built radio is either on its own network or must be coded to an existing network using an already coded radio|400c per radio|3 radios per week| | ||
|Anomaly Shielding|Shields internal implants from most of the adverse effects of anomalies. Does not protect the user, only their implants|1200c per implant|1 implant per week| | |Anomaly Shielding|Shields internal implants from most of the adverse effects of anomalies. Does not protect the user, only their implants|1200c per implant|1 implant per week| | ||
+ | |Personal Shield|Stops bullets. Not currently 100% effective, but will prevent some injuries. Adds 10 health to the wearer, phys-rep is an electronic device in a belt pouch|2000c per device|1 device per week| | ||
+ | |Personal Shield (internal)|As above, but installed inside the body. Requires a bionic limb or Cyberimplant A|4000c per device|1 device per week| | ||
All cybernetic implants or upgrades require a week of downtime for the surgery and a week of downtime from the recipient for recovery. The Cybersurgery skill is needed for implanting. | All cybernetic implants or upgrades require a week of downtime for the surgery and a week of downtime from the recipient for recovery. The Cybersurgery skill is needed for implanting. | ||
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^Name^Description^Cash Cost^Time Cost^ | ^Name^Description^Cash Cost^Time Cost^ | ||
|Bionic Arm|An artificial arm wired into the nervous system, capable of further upgrades. The arm will slightly increase the rate of fire of any weapon used with it|3000c per arm|1 arm per week| | |Bionic Arm|An artificial arm wired into the nervous system, capable of further upgrades. The arm will slightly increase the rate of fire of any weapon used with it|3000c per arm|1 arm per week| | ||
+ | |Artificial Eye|A replacement eye that can be wired into the visual cortex, acting as a normal eye. If cyberimplant A is present the eye can be hooked up to that.|4000c per eye|1 eye per week| | ||
====Server==== | ====Server==== | ||
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|Vegetables|Produces edible vegetables, enough to feed someone for 8 weeks|50c per person fed|1 person per week| | |Vegetables|Produces edible vegetables, enough to feed someone for 8 weeks|50c per person fed|1 person per week| | ||
|3D printed food|Not strictly a hydroponics recipe, added here for convenience. 3D prints meat, cheese, bread and pasta, enough to feed someone for 8 weeks.|50c per person fed|1 person per week| | |3D printed food|Not strictly a hydroponics recipe, added here for convenience. 3D prints meat, cheese, bread and pasta, enough to feed someone for 8 weeks.|50c per person fed|1 person per week| | ||
+ | |3D printed soft drinks|Not strictly a hydroponics recipe, added here for convenience. Synthesises a quantity of syrup to produce still or fizzy soft drinks. Available in orange, lemon, lime, cherry, irn bru and cola.|200c per person|10 people per week| | ||
If a character grows food for themselves using a Hydroponics recipe then their downtime lifestyle costs are reduced by 50% after all other modifiers are taken into account. Whilst this would seem to confer no benefit to someone living the Scavenger lifestyle (with or without suitable skills) a diet of fresh vegetables will avoid some long-term penalties regarding malnutrition. | If a character grows food for themselves using a Hydroponics recipe then their downtime lifestyle costs are reduced by 50% after all other modifiers are taken into account. Whilst this would seem to confer no benefit to someone living the Scavenger lifestyle (with or without suitable skills) a diet of fresh vegetables will avoid some long-term penalties regarding malnutrition. |