Settlements act as your character's "home base", camp, rest and recreational area. When you gain a Settlement, you can pay Batteries or Scrap Points to construct permanent fixtures (called "projects") within it. Here's a few quick rules on how it all works:
- A player can only own 1 Settlement. You can work with your GM if you'd like to abandon your current one and begin anew somewhere else.
- Acquiring a Settlement requires GM approval, so ask them first.
- Settlements are generally meant to function as an area under the player's direct control, and GM's are encouraged to treat them like you would a "hidden area"; that is to say, treat it as if it doesn't technically exist on your world's map, so that it's kept separate and easy to manage.
- When you select the required Governor Feature, there are still steps to take in order to begin using your Settlement in any way. Its area type, standing buildings, and several other factors must be determined by your GM, though you may spend different types of resources to improve your Settlement's features.
At different character levels, in addition to certain Features, a player gains more options for buildings or activities in their Settlement. Examples include crafting stations, beneficial sleeping areas, relaxing activities, storage, and much more.
Until the required level and accompanying Features are reached, a character cannot create anything above his current options.
A proper sleeping area requires a bed to sleep in, as well as a roof over it to keep it dry.
<u>Bed: Sleeping Bag</u>
- Requires 1 rank in Tinker and 4 Scrap Points.
- Sleeping bags only allow up to 6 hours worth of restful sleep at a time. Anything more is wasted and unhelpful, as it's not comfortable enough to sleep peacefully. Sleeping in a better bed or waiting 24 hours will reset this and allow another 6 hours of sleep.
- Requires 2 ranks in Tinker and 10 Scrap Points.
- Sleeping on a covered Mattress allows up to 8 full hours of restful sleep.
Each type of crafting station allows different levels of it's respective, matching Feature to be performed at it. For example, "Cooker 2"
requires a level 2 or higher Booster Cooking Station to craft any of it's recipes. However, level 1 boosters could be crafted at ANY applicable Booster Cooking Station.
Allows creation and modification for most armor-related crafting.
<u>Booster Cooking Station</u>
Required to cook nearly every Booster, including some Meds.
Required for many various metal-working projects in other crafts, as well as being necessary for repairing metal items.
Contains the equipment and tools needed to modify, install parts on, and assemble new Small Arms (as well as Long Arms and Exotic Arms, at higher station levels.)
Where meals and food are cooked, drinks are mixed, and snacks are stored.
Needed for working with all types of leathers, such as for making armor.
An area set aside for assembling and creating new melee weapons, explosives, thrown weapons, and application of some parts.
Labs provide access to a variety of science and medical upgrades and necessities needed to advance as a society.
A sterile (or at least clean-ish) area for diagnosing patients or performing medical procedures. Higher levels can include options such as surgery gurneys, and can produce greater Meds or complex healing options.
- Resource Areas (Food, water, scrap, etc.)
- Processing Areas (factories, processing plants for raw materials, mills, etc.)
- Fertile Plots (For planting seeds)