I have a problem. I'm not really sure what advantage I get for having a Tool Shop or Tool Facility instead of a Tool Kit. See "Tools" EP core rulebook p. 326. The only information it give is namely how big it is and what you need to move it (if that is possible). I would like more information to cover the large gaps that isn't covered. Ideally, in context of the real world and in Eclipse Phase, so I may be aware of the differences.
Right now, I figure that each step up has more tools than the last. Utilitools probably can only take the form of one tool at a time, and would have a limited number of tools it can take the form of. A Tool Kit can probably be used for house calls. I'm not really sure what you need a Tool Shop or Facility for. The rules don't seem to cover this.
For the record, I'm using the morph creation rules to create an Aracknoid morph that is supposed to carry a Tool Shop in its abdomen (FYI the abdomen is the thing behind the thorax, the thorax is where the legs attach to). The morph is supposed to carry the shop to a site, and then either park so that others can use the shop, or detach the shop and get to work. Maybe the shop will transform or expand. I'm wondering if I'm wasting my time designing such a morph since I'm not sure if it is worth having a Tool Shop.
While I'm thinking about it, should this Tool Shop require that it be modified by "modularized gear" (see Flexbots augment in the Transhuman book)? Would it be enough that the morph have a latch on the back that can pick up objects built for that kind of latch (such as a Tool Shop), and buy Tool Shops at normal price?
Also, what is the range of skills can you get Tools for? I'm pretty sure that every Hardware skill is covered. It is implied that medicine gets Tools as well. Would there be anything else?
Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.
Questions: Tool Kit vs. Tool Shop vs. Tool Facility
Thu, 2015-09-10 14:14
#1
Questions: Tool Kit vs. Tool Shop vs. Tool Facility
Thu, 2015-09-10 15:02
#2
Function and Size
While we don't seems to have any direct rules stating so I would say that you need a toolkit or a utilitool to perform repairs and minor modifications to machines/robotics [Trivial & Low cost], a tool shop to make major modifications [Moderate and High Cost], perform surgery on biomorphs or pods, upgrade complex computers systems, modify egos/perform complex backup procedures (psychosurgery, fork merging, etc.), and perform forensics (investigation), overhaul systems, and you would need a facility to create something from whole cloth or perform major (Expensive) modifications without penalties. Going with the the intent of the rules equipment grades (sizes) above the needed would grant bonuses to rolls with possible time reduction built in and visa versa.
One thing I noticed is that tool facility is described as large. However the beginning of the gear section (pg 297 core) describes gear that is large as roughly human sized. I would imagine a facility should be labeled huge, while a shop should be large, a toolkit should be medium, and utilitool is small. Whenever the next errata comes around it might need consideration for text revision on tools.
I would also imagine there are tool kits for academics sciences both Archaeology, Chemistry, Biology, Engineering, and Genetics comes to mind in the form of a lab.
—
~Alpha Fork Initialized.
P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.
Thu, 2015-09-10 16:24
#3
a tool kit is roughly a tool
a tool kit is roughly a tool box. a tool shop can eb anywhere from a utility van filled with things to a a workshop. a tool facility is small scale industrial fabrication. not only will it be able to make parts and prototype but it could make you missing tools.
I like maudova's cost correlations
in summery yes your arachnoid can put a tool shop in its abdomen.
Thu, 2015-09-10 19:37
#4
I forgot to ask this earlier.
I forgot to ask this earlier. How big would the Arachnoid morph need to be to carry the Tool Shop? I assume that since you normally need a vehicle to move a Tool Shop, that a large sized morph would be the minimum. However, I figured that I should check in for a second opinion on this.
Thu, 2015-09-10 19:42
#5
DivineWrath, look at the
DivineWrath, look at the Arachnikoma variant of the Arachnoid for the Large-sized version of the morph. That would definitely be able to carry a Tool Shop.
The Arachoid itself would be a bit iffy, though tool vans, I should point out, are mostly open space for the guy to get inside and find the tools he needs. With an automatic tool-sorting and dispensing mechanism, that could be brought down.
—
Skype and AIM names: Exactly the same as my forum name.
[url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url]
[url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url]
[url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Thu, 2015-09-10 21:39
#6
I would concur at least a
I would concur at least a large-size morph would be appropriate. And as stated, the Arachnikoma normally has a cargo pod attached which can hold a medium-sized morph, it should easily be able to contain all the tools and materials of a Tool Shop, though you're probably not gonna be able to fit a person in there any more. (It's also plenty appropriate as IIRC one of the decommissioned Tachikomas in SAC was converted into a Construction model before their dramatic return)
—
H-Rep: An EP Homebrew Blog
http://ephrep.blogspot.com/
Fri, 2015-09-11 00:40
#7
Well, the Tool Shop is
Well, the Tool Shop is supposed to be able to fit into a large vehicle (at least it says it can fit into a large vehicle). I think that a one seater pod would be significantly smaller than that. I kinda have a mental image right now of a large Arachnoid morph with 2 pairs of large thick legs as rear legs to give it the strength to lift the pod with some semblance of grace, and elongated further back so it can keep some of its feet well under the pod to give it proper support. This is to give it the means to carry a large pod, big enough to carry a whole Tool Shop. Or carrying a large vehicle where the pod supposed to be.
Still, I did ask for your guy's input on this...
Fri, 2015-09-11 00:56
#8
Smart Modules in the Cockpit
As it was pointed out by DragonShadow8685 the Arachnikoma is your best bet. I am sure if a normal shops worth of tools was designed to be carried in a van sized space, then incorperating smart materials, modules, and other shape adjusting elements would allow it to fit within the space normally reserved for a transhuman. Now if you take out all of the lifesupport, comfort amenities, and controls out of the cockpit on the Arachnikoma and just installed a Cyberbrain like the original morph I think you can totally justify putting a shop in the main cabin. Once you arrive the cockpit doesn't just open, it splits and the modules begin to unpack themselves and build the shop around the Arachnikoma.
—
~Alpha Fork Initialized.
P.S. I often post from my phone as I travel extensively for work. Please forgive typos and grammar issues.