Surviving the Shatter is no small feat; making a life in it is an entirely different endeavour. When you first claim a Fragment, it is little more than a drifting expanse of earth and stone. While it may provide safe passage across the void, a barren rock offers little defence against marauders, few resources to sustain a crew, and no comforts to make the long journeys bearable. By investing Shard and dedicating downtime to its development, your Fragment can become much more than just a vessel. Whether your goal is to build an impenetrable fortress, a lucrative trading nexus, or a mobile sanctuary for a growing crew of Hirelings, the upgrades you choose will dictate how your Fragment weathers the endless dangers of the Shatter. <br> ___ ### Aeos Upgrades These upgrades are applied directly to your existing Aeos technologies and do not require any additional space aboard a Fragment. They are either carved into existing systems, added to the Lighthouse, or to the sub-level beneath it. ##### Atmos Carvings The following upgrades are carved directly onto the Atmos Crystal of a Fragment or Skiff. Most Fragments don't require an Atmos Crystal to function, so an appropriately sized Udendriate crystal of polished or better quality will need to be supplied. >**Aegis Carving - 15 ![[credit.png]]** >- Forms a protective barrier around the projected atmosphere. >- Halves the damage from projectiles or magic entering through the barrier. >- Doesn't stop physical entry, but requires halve movement to get through. > ><br> > >**Circadian Cycle - 5 ![[credit.png]]** >- Will dim light entering the projected atmosphere during night periods, allowing for better rest or dim light conditions. >- Can be manually controlled or run automatically as required. > ><br> > >**Environmental Control - 10 ![[credit.png]]** >- Grants minor control over the ambient weather within the projected atmosphere. >- Can counteract the negative effects of weather or temperature by 1 step. >- Can be manually controlled or run automatically as required. > ><br> > >**Gravitational Anchor - 8 ![[credit.png]]** >- Forces the prioritization of the gravitational field within the projected atmosphere in the event of atmosphere intersections. >- May only be applied to Unbound Fragments & Skiffs. >- Additionally allows for direct gravitational control. > ><br> > >**Insanity Shielding - 15 ![[credit.png]]** >- Helps to protect against travel through the Deep Void. >- Grants advantage on Deep Void saving throws within the projected atmosphere. >- Does not negate any effects that occur as a result of Deep Void travel. > ><br> > >**Larger Atmos Field - Cost Varies** >- Increases the size of the projected atmosphere >- Requires new crystal, any additional carvings will need to be re-carved. >- Fragment Cost: 25 ![[credit.png]] + 5,000 ![[shard.png]] for each replaced carving. >- Skiff Cost: 12.5 ![[credit.png]] + 5,000 ![[shard.png]] for each replaced carving. <br> ##### Detondrin Thrusters Required to direct an Unbound Fragment through the Void at will, Detondrin Thrusters are highly explosive, incredibly dangerous, and very, very fast. Any given Fragment may only have a maximum of three Thrusters mounted to it, of varying qualities. > **Crude Thruster- 1,600 ![[shard.png]]** >- Movement Power - 1pt each >- 40% chance of temporary failure every 8 hours. > ><br> > >**Basic Thruster - 8,000 ![[shard.png]]** >- Movement Speed - 2pts each >- 20% chance of temporary failure every 8 hours. > ><br> > >**Enhanced Thruster - 16 ![[credit.png]]** >- Movement Power - 3pts each >- 0% chance of temporary failure every 8 hours. | Movement Power | Travel Time for 1 Jump | Max Jumps per Day | Fuel Req. Per Jump | | :------------: | :--------------------: | :---------------: | :----------------: | | 1 | 24 hrs. | 1 | 1 Barrels | | 2-3 | 16 hrs. | 1.5 | 2 Barrels | | 4-5 | 8 hrs. | 3 | 4 Barrels | | 6-8 | 4 hrs. | 6 | 6 Barrels | | 9 | 2 hrs. | 12 | 8 Barrels | <br> ##### Fuel Tanks Tanks allow additional fuel to be stored. They are kept below the surface of a Fragment on it's sub-level. Each Fragment can have up to a maximum of 4 fuel tanks. The tanks are hooked up in sequence, so each tank added adds to the combined maximum fuel capacity of the Fragment. >**Fuel Tank - 600** ![[shard.png]] >- Capacity - 12 Barrels of Fuel > >**Expanded Tank - 1,800** ![[shard.png]] >- Capacity - 24 Barrels of Fuel <br> ##### Power Converter A Hulcronium converter that recycles residual heat from Detondrin Thrusters to generate a steady supply of electricity across your Fragment. A basic Generator provides enough power to keep essential lights on, power minor appliances, and satisfy the power requirements of any nearby buildings. >**Crude Power Converter - 2,500 ![[shard.png]]** >- Powers 3 Lots > >**Basic Power Converter - 7,500 ![[shard.png]]** >- Powers 6 Lots > >**Enhanced Power Converter - 20 ![[credit.png]]** >- Powers 9 Lots <br> ##### Signal Generator A signal generator allows for the sending and receiving of ECHO transmissions across the void. It should be noted that the signals come in raw, so having a crew member that can decode ECHO is essential. The signal generator is installed in the lighthouse for maximum transmission. >**Crude Signal Generator - 2,000 ![[shard.png]]** >- Range: Current fragment zone > >**Basic Signal Generator - 10 ![[credit.png]]** >- Range: Adjacent fragment zones > >**Enhanced Signal Generator - 20 ![[credit.png]]** >- Range: Entire cluster <br> ##### Thruster Re-ignitor - Cost: 8,000 ![[shard.png]] A vital upgrade for Fragment owners that prefer to utilize cheaper thrusters, a re-ignitor will automatically restart thrusters after a malfunction without user input. Installed in the Lighthouse. Can be turned on or off as needed. <br> ___ ### Buildings You Fragment can be outfitted with many building that serve functional purposes. If you've got an empty lot available, consider adding a building to improve your Fragment's capabilities. ##### Armoury - Applicable Downtime - [[Downtime Activities#Maintenance|Maintenance]] - Cost - 5,000 ![[shard.png]] / 30,000 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 An Armoury contains mannequins for displaying armour, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition. During an 8-hour period, you take inventory of your Armory, and purchase new equipment, at a cost of 50 ![[shard.png]], plus an additional 25 ![[shard.png]] per member of your Militia. This Maintenance downtime may only be performed while in a location that allows for the purchase of equipment. While your Armoury is stocked, your [[Defending Your Fragment#Militia|Militia]] are harder to kill. When your Militia defend your Fragment, roll 1d8 in place of each d6 you would normally roll. The equipment in your Armoury is expended regardless of how many Militia you have or how many you lost, leaving your Armoury depleted until perform [[Downtime Activities#Maintenance|Maintenance]] to the facility and pay the cost to restock it. If your Armoury is staffed by a hireling, this inventory can be performed without your presence, although you are still required to cover the cost. Your Armoury can be expanded once. Once expanded, roll 1d12 instead of each 1d8 for your Militia when they would defend your fragment. <br> ##### Barracks - Applicable Downtime - None - Cost - 500 ![[shard.png]]/ 3,000 ![[shard.png]]/ 18,000 ![[shard.png]] - Expandable: Yes A Fragment can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve people. You can enlarge your Barrack twice. Each time you do, you expand it's sleeping capacity by 12. Keep track of the Hirelings, [[Defending Your Fragment#Militia|Militia]] or other NPCs housed in each of your Barracks. **Powered:** Climate-controlled quarters and electric lighting drastically improve morale. Hirelings may be willing to accept lower daily wages. <br> ##### Crafting Hall - Applicable Downtime - [[Downtime Activities#Crafting|Crafting]] - Cost - 800 ![[shard.png]]/ 4,800 ![[shard.png]] / 28,800 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1/2/3 (skilled) - Operating Hours: Morning, Afternoon This Crafting Hall is a creative space where useful items can be crafted. When building the Crafting Hall, choose one of the Crafting Hall options from the list below. Once constructed, the Crafting Hall performs the following functions: - The Crafting Hall has a set of each of the associated tools for your crafting hall's type. - The Crafting Hall counts as a Tool Station for a [[Crafting]], if needed. | Crafting Hall Type | Associated Tool Sets | | ------------------ | ------------------------------------------- | | Laboratory | Alchemy, Apothecary, Brewing | | Scriptorium | Calligraphy, Cartography, Forgery, Painting | | Smithy | Blacksmithing | | Studio | Crystology, Jewellery, Tinkering | | Tannery | Cobbling, Disguise, Leatherworking, Sewing | | Workshop | Carpentry, Masonry, Woodcarving | If your Crafting hall is staffed with a skilled Hireling, your Crafting Checks can be performed with advantage. A skilled hireling can also be told to craft any non-magical item without your presence, although you are still required to cover the cost. Your Crafting Hall can be expanded twice, allowing it perform the functions of one additional Crafting Hall type with each expansion. **Powered:** Mechanized looms, powered lathes, and advanced filtration units allow anyone that uses the Crafting Hall to add 1d4 to your Crafting checks. <br> ##### Defensive Turret - Applicable Downtime - [[Downtime Activities#Maintenance|Maintenance]] - Cost - 400 ![[shard.png]] / 2,400 ![[shard.png]] / 14,400 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 A dedicated emplacement to protect your Fragment from marauders and hostile creatures. When your Fragment is attacked, active Defensive Turrets apply suppressive fire. For each active Defensive Turret, add 2d10 to you Fragment's [[Defending Your Fragment#Mustering a Defence|Defence Score]] during the attack. During an 8-hour period, you take inventory of all the Defensive Turrets on your Fragment and purchase new ammunition, at a cost of 100 ![[shard.png]] per turret. The ammunition of your Defensive Turrets is expended whether a [[Defending Your Fragment#Raids|Raid]] was successful or not, leaving your Turrets depleted until the [[Downtime Activities#Maintenance|Maintenance]] downtime activity is performed and the costs are paid to restock them. If your Defensive Turret is staffed by a hireling, this inventory can be performed without your presence, although you are still required to cover the cost. Your Defensive Turret can be expanded twice. The first expansion reinforces the turret to Heavy Munitions, allowing it to roll 4d10 towards the [[Defending Your Fragment#Mustering a Defence|Defence Score]]. The second expansion integrates basic Aeos targeting, meaning the turret no longer requires a Hireling or Player to operate effectively. **Powered:** Rapid loading of ammunition is now integrated into the turrets. Turrets may add an additional 1d10 towards the Defence Score. <br> ##### Distillery & Brewery - Applicable Downtime - [[Downtime Activities#Carousing|Carousing]], [[Downtime Activities#Crafting|Crafting]] - Cost - 800 ![[shard.png]] / 4,800 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 Outfitted with copper stills, fermentation tanks, and bottling equipment, a Distillery allows the crafting of alcohol and spirits. Spirits crafted here can be sold at a premium to vendors. If staffed by a Hireling, the Fragment generates 1d4 bottles of Common spirits every week. The Distillery can be expanded once, transforming into a functional Tavern with a small tasting room. This allows you to perform the [[Downtime Activities#Carousing|Carousing]] downtime activity on your own Fragment while docked at a settlement, you do not need to pay the establishment cost, and your checks are made with [[Abilities & Skills#Advantage & Disadvantage|advantage]], drawing in local gossips and merchants from nearby Skiffs or docks. **Powered:** Automated mash tuns and temperature-controlled fermentation vats ensure consistently perfect batches. When you perform the Carousing downtime activity on your own Fragment, you may roll 1d4 and add it to your Charisma (Etiquette) check. <br> ##### Fortifications - Applicable Downtime - None - Cost - 900 ![[shard.png]] / 5,400 ![[shard.png]] / 32,400 ![[shard.png]] - Expandable: Yes - Does not require a Lot When a Fragment is [[Defending Your Fragment|attacked]], Fortifications are always the first building to receive damage. Fortifications can be expanded twice. After the first expansion, Fortifications need to be attacked twice in order to take damage. After the second expansion, when your Fragment would be attacked, roll 1d20. If the result of the roll is 10 of less, the attack is repelled completely. <br> ##### Garage - Applicable Downtime - [[Downtime Activities#Maintenance|Maintenance]] - Cost - 1,000 ![[shard.png]] / 5,000 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 (skilled) - Operating Hours: Morning, Afternoon A sheltered workspace specifically designed for the storage and repair of Hovercraft and Submersible vehicles. The Garage provides the necessary tools to perform repairs if you don't already have them. During an 8-hour period, you can perform routine maintenance on one vehicle stored in your Garage. Repairs cost 1 ![[shard.png]] for every hit point restored to the vehicle. Alternatively, an 8-hour period of casting the [[Other Spells#Mending|mending]] cantrip will yield the same result. If your Garage is staffed by a skilled hireling, repairs to your stored vehicles may be performed without your presence, although you are still required to cover the cost. Your Garage can be expanded once. After the expansion, it can store up to four vehicles instead of one. **Powered:** Electric lifts and powered welding arcs make vehicle customization a breeze. Vehicles stored and maintained here gain +20 movement speed when deployed on an adventure. <br> ##### Garden / Greenhouse - Applicable Downtime - [[Downtime Activities#Foraging & Picking|Foraging & Picking]] - Cost - 200 ![[shard.png]] / 1,000 ![[shard.png]] / 5,000 ![[shard.png]] / 28,800 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 A cultivated plot of soil suited for growing crops and basic flora. You may use the Foraging & Picking downtime activity here without leaving the safety of your Fragment, although any rare herbs you would earn are considered common, and herbs may only come from the Plains environment tables. If staffed by a Hireling, the Garden produces enough basic food to permanently reduce the cost of a Modest (or lower) Lifestyle by half for up to 4 residents. The Garden can be expanded twice. The first expansion allows it produce enough food for another 4 residents. The second expansion allows it to yield Rare flora ingredients. The final and third expansion converts the garden into a greenhouse, an enclosed, climate-controlled structure, allowing you to cultivate exotic flora from distinct environments across the Shatter. When you perform Foraging & Picking here, you can specifically declare which Environment you are attempting to harvest from. **Powered:** Automated irrigation and UV grow-lights run around the clock. A Hireling is no longer required to maintain the Garden/Greenhouse in order to reduce to the Lifestyle cost. <br> ##### Infirmary - Applicable Downtime - [[Downtime Activities#Relaxation|Relaxation]] - Cost - 1,200 ![[shard.png]] / 7,200 ![[shard.png]] / 43,200 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 (skilled) A sterile environment equipped with surgical tools, bandages, and basic tinctures. When a character uses the [[Downtime Activities#Relaxation|Relaxation]] downtime in the Infirmary, they maximize the 1d10 temporary hit points gained (always 10), and they automatically succeed on their saving throw against one disease, poison, or addiction. Additionally, If you have a Skilled Hireling working in the infirmary, when if you would lose [[Defending Your Fragment#Militia|Militia]] during an attack on your Fragment, roll 1d20 for each defender you would lose. If the result is an 11 or above, the defender still falls in combat, but does not lose their life. That defender is then unable to be used again in the event of a [[Defending Your Fragment#Raids|Raid]] for 1 full lifestyle period. The Infirmary can be expanded twice. The first expansion allows the infirmary to function as a Laboratory [[#Crafting Hall]], strictly for crafting Healing Potions and medicinal [[Flora & Fauna#Tinctures|Tinctures]]. The second expansion integrates an Aeos-powered stasis pod; any deceased character placed within the pod is preserved indefinitely without decaying until revival magic can be acquired. <br> ##### Kitchen / Mess Hall - Applicable Downtime - [[Downtime Activities#Cooking|Cooking]] - Cost - 800 ![[shard.png]] / 4,800 ![[shard.png]] / 28,800 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 A well-ventilated cooking space outfitted with a hearth, cast-iron cookware, and sturdy dining tables for the crew. A Kitchen serves as a dedicated workspace for meal preparation, and it comes stocked with standard, nonmagical ingredients (spices, flour, root vegetables, etc.) to supplement your recipes without using personal rations. When the Kitchen is staffed, any food consumed on your Fragment is always considered Fresh. When you use the [[Downtime Activities#Cooking|Cooking]] downtime activity in a Kitchen, you gain advantage on your Wisdom ([[Gear Appendix#Cooking Utensils|Cooking Utensils]]) checks. Your Kitchen can be expanded twice. The first expansion integrates an cold storage room; any cooked [[Cooking|Magical Meal]] will remain potent indefinitely instead of the usual 1 hour. The second expansion turns it into a fully-fledged Mess Hall, allowing an entire party to enjoy the benefits of a single Magical Meal. **Powered:** Electric stoves, automated mixers, and reliable refrigeration mean cooking is effortless. When [[Cooking]], you may roll 1d4 and add it to your check. <br> ##### Library - Applicable Downtime - [[Downtime Activities#Research|Research]] - Cost - 650 ![[shard.png]]/ 3,900 ![[shard.png]] / 23,400 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 - Operating Hours: Morning, Afternoon When building the Library, choose 2 of the following topics: Arcana, Etiquette, Lore, Nature, Navigation, Religion, Survival, Technology. When [[Downtime Activities#Research|Researching]] in an owned library, you don't need to pay any fees and may research the topic that your Library specializes in. While the Library is staffed by a Hireling, you gain advantage on your Research checks. If that Hireling is skilled in the topic you're researching, your research only takes half the time. Your Library can be expanded twice, allowing it carry information on 3 additional topics types with each expansion. **Powered:** Printing presses and micro-film projectors aid in data cataloguing. When performing the Research downtime activity, you may roll 1d4 and add it to your Intelligence check. <br> ##### Observatory - Applicable Downtime - [[Downtime Activities#Exploration|Exploration]] - Cost - 1,500 ![[shard.png]] / 9,000 ![[shard.png]] - Expandable: Yes Outfitted with powerful telescopic lenses and aetheric frequency scanners, an Observatory helps map the Void and the stars. When you use the Exploration downtime activity from your Fragment, you are able to learn what random encounters you may find in the void for the next 2 downtime periods. The Observatory can be expanded once. An expanded Observatory allows you to peer into adjacent fragment zones, allowing the Exploration downtime activity to be performed there. <br> ##### Shrine - Applicable Downtime - [[Downtime Activities#Performing Sacred Rights|Performing Sacred Rights]] - Cost - 200 ![[shard.png]] / 1,200 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 When [[Downtime Activities#Performing Sacred Rights|Performing Sacred Rights]] at an owned Shrine that is staffed by a Hireling, the character performing the rights not only gains inspiration as usual, but they may give [[Alignment & Inspiration#Inspiration|Inspiration]] to another player as well when their downtime ends. Your Shrine may be expanded once. After it has been expanded, it may take donations from those who come to pray at your Shrine. When a character [[Downtime Activities#Performing Sacred Rights|Performs Sacred Rights]] at this shrine while the Fragment is in a location that can receive visitors, that character may roll 1d100 and determine the tithes received from the chart below. | 1d100 | Donations | | ------ | ---------------------- | | 01-50 | 1d6 x 10 ![[bit.png]] | | 51-85 | 2d6 x 10 ![[bit.png]] | | 86-95 | 4d6 x 10 ![[bit.png]] | | 96-100 | 10d6 x 10 ![[bit.png]] | <br> ##### Skiff Dock - Applicable Downtime - [[Downtime Activities#Maintenance|Maintenance]] - Cost - 1,000 ![[shard.png]] / 6,000 ![[shard.png]] / 36,000 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1/1/3 (skilled) - Operating Hours: Morning, Afternoon A Skiff Dock provides secure mooring for Void-faring vessels. A basic dock can safely moor one Skiff, protecting it from ambient weather and minor debris. During an 8-hour period, you can perform routing maintenance and repairs to a moored Skiff. Repairs cost 5 ![[shard.png]] for every hit point restored to the Skiff's hull. If your Skiff Dock is staffed by a skilled hireling, repairs to your moored Skiffs may be performed without your presence, although you are still required to cover the cost. The Skiff Dock can be expanded twice. The first expansion integrates a dedicated mechanical bay, halving the cost and downtime required for Skiff Maintenance. The second expansion allows it to safely moor up to three Skiffs. **Powered:** Powered winches and electrified maintenance cradles ensure that your vessels are always in prime condition. Any Skiff stored and maintained here gains 20 temporary hit points when deployed into the Void. <br> ##### Sparring Pit - Applicable Downtime - [[Downtime Activities#Training|Training]] - Cost - 750 ![[shard.png]] - Expandable: No A dedicated sparring yard outfitted with combat dummies, archery targets, and protective mats. When using the Training downtime to gain a weapon or armour proficiency, the Sparring Pit counts as "appropriate resources," granting you the extra +1 success on your Training. <br> ##### Spellforge - Applicable Downtime - Maintenance - Cost - 15,000 ![[shard.png]] - Expandable: No A quiet, magically insulated room lined with conductive Hulcronium crystal dust, designed to bend and capture raw magical energy. A spellcaster can use an Arcanum to research and invent custom spells and curses. Creating a custom spell or curse requires the caster to spend downtime here, along with a significant investment of Shard to acquire exotic magical reagents and aeos crystals (Costs and DCs are determined by the DM based on the spell's intended level and power). This building cannot be used unless the process of creating spells has been learned. <br> ##### Stable - Applicable Downtime - [[Downtime Activities#Training|Training]] - Cost - 400 ![[shard.png]] / 2,400 ![[shard.png]] - Expandable: Yes - Hireling Slots: 1 A sheltered facility for housing up to 4 mounts or beasts of burden. If your stable is staffed by a hireling, animals kept in a Stable are properly fed, watered, and remain healthy. You may use the Training downtime activity here to tame or train beasts. The Stable can be expanded once. After it has been expanded, the capacity increases to 10 mounts, and it features a dedicated training ring. Any Training downtime spent to teach a beast a command is made with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. **Powered:** Electrified fencing and automated feeders keep beasts in prime condition. Mounts kept here have their movement speed increased by 10ft. for the first 24 hours after leaving the Fragment. <br> ##### Stockyard / Warehouse / Vault - Applicable Downtime - None - Cost - 350 ![[shard.png]] / 3,500 ![[shard.png]] / 35,000 ![[shard.png]] - Expandable: Yes A Stockyard is a general storage area intended as storage for a Fragment and it's inhabitants. If your Fragment is attacked, the stockpile is will always be the first target. If your stockpile is damaged, things stored there may go missing or become broken. If the Stockyard is upgraded to a Warehouse, it will no longer be the first to get targeted in an attack. It will join the random pool that may be attacked. If the Warehouse is upgraded to a Vault, it will always be the last structure that is targeted in an attack. There is no limit to the number of things that can be stored in a Stockpile or it's upgraded versions. <br> ##### TCA Nexus - Applicable Downtime - None - Cost - 20,000 ![[shard.png]] - Expandable: No - Requires Power to Function. A TCA Trade Nexus, allowing the trading of TCA goods directly from the Fragment at all time of day.