The Zone

A Near Future Sci-Fi LARP

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farm:farmkit

The Farm

As the farm is expanded, fortified and new facilities are added, players will be able to manufacture new items from scratch using 3D printing technology. As new recipes and schematics are acquired, the available equipment will be listed here. Manufacturing your own kit has a cost in both time and resources. For now, the resource element will be listed as a cash cost in credits. That may well change over time. The time cost is measured in how many of a given item you can make in a single week of downtime, or how many weeks a larger project takes.

Facilities

Current Facilities:
Chemistry lab
Surgical bay
Weapon & Armour workshop
Server
Hydroponics bay
Theoretical Physics lab
Biology lab
Zone Map

Chemistry Lab

Characters can spend time poring over data they have acquired in the field and either arrive at a deeper understanding of the science behind the data or attempt to replicate the technology involved.
They can reverse engineer chemicals and medicines acquired at events and produce schematics to manufacture them in bulk.

Chemistry Recipes

NameDescriptionCash CostTime Cost
PainkillersBasic painkillers in pill form500c per 100100 per week
Mood stabilisersMood stabiliser drugs in pill form1500c per 100100 per week
EpinephrineAdrenaline shot200c per shot5 shots per week
Regen package1 each of the three regeneration compounds. Anyone taking the pills will regenerate all combat damage every 300 seconds. This will not regenerate someone from deactivation. This recipe requires the base compound to be extracted from an anomaly2000c per batch1 batch per week
Stabilisation packageA batch of 6 pills to prevent the regeneration compounds from causing a psychotic break. 1 batch must be taken every 2 weeks250c per batch4 batches per week
Rapid HealingA batch of pills taken at the start of a period of bed rest that will halve the time needed to rest (rounded down)600c per batch1 batch per week
Phage Virus CureA simple shot that cures the Phage virus. It must be used within 4 weeks of crafting.500c for 10 doses10 doses per week
AntibioticsA standard course of antibiotics that should cure most normal infections.500c for a single course! course per week

Physics Lab

Characters can spend time poring over data they have acquired in the field and either arrive at a deeper understanding of the science behind the data or attempt to replicate the technology involved.
They can produce schematics to manufacture new items based on new scientific principles discovered in the field.

Physics Recipes

NameDescriptionCash CostTime Cost
HardeningCan be used to defend a building from small-scale EMP attacks5000c per building1 building takes 2 weeks

Biology Lab

Characters can spend time poring over data they have acquired in the field and either arrive at a deeper understanding of the science behind the data or attempt to replicate the technology involved.
They can produce schematics to manufacture new items based on new scientific principles discovered in the field.

Biology Recipes

NameDescriptionCash CostTime Cost
Weaponised CJD virusA small sample of the weaponised CJD virus, enough for research purposes500c per sample1 sample per week
Vaccine for CJD virusAn as yet untested vaccine for the weaponised virus above3000c per dose10 doses per week
Artificial blood plasmaCan be used by a skilled surgeon to help flush someone's blood of a toxin2000c per treatment1 treatment per week
Skin regrowth compoundCan be used by a skilled surgeon to reduce the healing time from invasive surgery2000c per treatment1 treatment per week

Weapon & Armour Workshop

This is predominantly used for manufacturing purposes.
New and unusual weapons or armour can be analysed and reverse engineered to produce schematics.

Weapon Recipes

NameDescriptionCash CostTime Cost
Smoke GrenadeA single smoke grenade, either yellow or white200c for 1010 per week
Knockout GrenadeA blue smoke grenade. Anyone touching the smoke is instantly knocked unconscious300c for 55 per week
Assault Rifle RoF upgradeNo phys-rep needed. The upgraded assault rifle becomes fully automatic300c per upgrade2 upgrades per week
Assault Rifle power upgradeIncreases the damage done by any assault rifle by 5. Light rifles can still be upgraded to heavy300c per upgrade1 upgrade per week
SMGe power upgradeIncreases the damage done by any SMG by 5. Light SMGs can still be upgraded to heavy300c per upgrade1 upgrade per week
Pistol clip sizeIncreases the clip size of a pistol by 50%300c per upgrade2 upgrades per week
Assault Rifle or SMG clip sizeIncreases the clip size of an assault rifle or SMG by 50%300c per upgrade2 upgrades per week
Pistol power upgradeIncreases the damage done by any pistol by 5. Light pistols can still be upgraded to heavy300c per upgrade 1 upgrade per week
DMR power upgradeIncreases the damage done by a DMR by 5.400c per upgrade1 upgrade per week
SuppressorReduces the noise by any weapon it is attached to. Must be crafted for a specific weapon type.300c each1 per week
Super-heating BarrelRapidly heats the bullet in an assault rifle, DMR or sniper barrel. WARNING: THIS IS NON-FUNCTIONAL AND WILL DESTROY THE WEAPON IT IS ATTACHED TO500c each1 per week
Teflon CoatingIncreases damage in any pistol, SMG or Assault Rifle by 5 for one event only.1200c per person per event1 week per person

Armour Recipes

NameDescriptionCash CostTime Cost
Plating upgradeAdditional plating inside a suit of patrol armour. Adds 5 health. Can be done to either light or heavy armour. Upgraded light armour can still be upgraded to heavy600c1 upgrade per week
Padding upgradeAdditional padding inside a suit of combat armour. Adds 5 health. Can be done to either light or heavy armour. Upgraded light armour can still be upgraded to heavy800c1 upgrade per week
Anomaly upgradeProvides a limited amount of protection against direct effects from anomalous regions. Can be applied to any grade of Environment Suit8000c1 upgrade per week
Plating upgradeProvides thicker plating inside an environment suit. Adds 5 health. Can be done to either light or heavy suit. Upgraded light suit can still be upgraded to heavy1400c1 upgrade per week

Explosives

NameDescriptionCash CostTime Cost
Liquid ExplosivesA green fluid. A single 20ml vial produces an explosion roughly equivalent to a standard grenade1000c for 20ml1 litre per week
Plastic ExplosiveA solid clay-like substance. 100g produces an explosion roughly equivalent to a standard grenade500c per 100g1kg per week

Electronics Recipes

NameDescriptionCash CostTime Cost
Anomaly scannerDetects anomalous regions within a limited range and provides analysis of the area's effects2000c per scanner1 scanner per week
Cyberimplant AImplants a web of wiring that taps into the central nervous system to record all sensory input. This input can be stored and/or transmitted live2000c per implant1 implant per week
Scanning implantWorks the same way as the anomaly scanner, but implanted into the skull. Requires Cyberimplant A to be installed3000c per implant1 implant per week
Autopilot implantImplants 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 device3000c per implant1 implant per week
Homing BeaconA small GPS device that serves as the target location for any Autopilot implant paired to it1000c per device1 device per week
Homing Beacon ImplantAs above, but surgically implanted in a human host2000c per device1 device per week
Encrypted RadiosA 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 radio400c per radio3 radios per week
Anomaly ShieldingShields internal implants from most of the adverse effects of anomalies. Does not protect the user, only their implants1200c per implant1 implant per week
Personal ShieldStops 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 pouch2000c per device1 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.

Surgical Bay

Characters with the relevant skill(s) can carry out autopsies and biopsies.
Items can be surgically implanted.

NameDescriptionCash CostTime Cost
Bionic ArmAn 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 it3000c per arm1 arm per week
Artificial EyeA 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 eye1 eye per week

Server

High-end computers and storage for coding and mathematics work.
Characters can analyse any computer code they come across and get a more detailed breakdown of how it works.
The servers will be able to host any software systems found at events which may have an impact on other crafting options.

Software Upgrades

NameDescriptionCash CostTime Cost
3D printer upgrades3D printers are upgraded to make use of nanotechnology to convert scrap into usable printing materials. Manufacture costs for all recipes are reduced by up to 50%400c per upgrade1 upgrade per week
3D printer efficiency upgrades3D printers are upgraded to use fewer materials and to take less time. Some recipes will produce more in the same time1000c per upgrade1 week
Scientific instruments upgradefirmware upgrade for instruments used for Data Gathering skill. An upgraded set of instruments will have a slightly better range (the ref will bring QR codes in dangerous areas closer to you)600c per upgrade1 upgrade per week
Analyser upgradefirmware upgrade for instruments used for Data Gathering skill. This upgrade will give some clues as to the function, properties or uses of scanned items1000c per upgrade1 upgrade per week
Transmitter upgradeFirmware upgrade for any device transmitting on the E-M spectrum that significantly increases transmission range250c per upgrade3 upgrades per week

Hydroponics Bay

Characters can grow almost any kind of normal plant provided they have seeds for the first time the plant is grown.

Hydroponics Recipes

NameDescriptionCash CostTime Cost
AlcoholProduces generic biomass suitable for producing ethanol5c per litreMax 100 litres per week
VegetablesProduces edible vegetables, enough to feed someone for 8 weeks50c per person fed1 person per week
3D printed foodNot 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 fed1 person per week
3D printed soft drinksNot 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 person10 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.

farm/farmkit.txt · Last modified: 2024/04/12 12:39 by mochtire