Workshop Weapon Creation (Project Moon Setting)
Workshops[edit]
Workshops are an integral part of the Fixer world and with them comes their own specialties and affinities much like associations and corporations.
List of Cannon Workshops[edit]
Stigma Workshop[edit]
Known for the exquisite symbols their fiery weaponry carves into their victims, the company specializes in offensive equipment for Fixers that can burn through flesh and metal. They are also very expensive.
Allas Workshop[edit]
Their gloves increase the speed of a person's movement by a multiple of five. Also created a massive spear capable of ramming through opponents.
Koori=[edit]
Known to produce a sky-blue glove that freezes anything on contact.
Nester[edit]
Produced a one-handed hammer capable of causing shattering impacts to flesh and bone.
YuRia Atelier[edit]
One of the top ten workshops in District 14, only those who have premium membership can access their products. They produce the highest quality of equipment at a surprisingly fast rate, ranging from weapons, armor, and augmentations.
Crystal Atelier[edit]
Created special dual-swords that slice effortlessly through opponents.
Atelier Logic[edit]
Creates guns and bullets that have capable stopping power and penetration.
Screw Atelier[edit]
Is featured in a Backstreets CG background.
Namir Workshop[edit]
Produced heavy close-combat gauntlets.
Union Co[edit]
Known for producing top of the line bionic exoskeletons, weapons, and equipment. It's said their weapons are made from the flesh of corpses.
Fanar Workshop[edit]
Created a medical pressure bandage that heals wounds and slows bleeding.
Ranga Workshop[edit]
Created a dagger for precise slashes.
Zelkova Workshop[edit]
Created a mace and axe able to be dual-wielded without overburden.
Old Boys Workshop[edit]
Created a hammer able to be swung quickly.
Mook Workshop[edit]
Created a katana that unleashes a flurry of lightning-quick slashes.
Wheels Industry[edit]
Created a giant greatsword that causes exploding impacts on hit.
Windvalley Workshop[edit]
Created a gauntlet capable of producing a strong gust of wind when used.
Leaflet Workshop[edit]
A workshop that modifies their weapons to utilize smoke from a special tank and nozzle on their back. They sport a Steampunk aesthetic.
Rosespanner Workshop[edit]
A workshop that uses hammers and chainsaw weaponry to stagger their foes.
Cloud Workshop[edit]
The workshop that manufactures the unique cloud-pattern blades of the Kurokumo Clan.
How to make a Workshop Weapon[edit]
These pieces of equipment will not count against your total number of fixed tools however you may only have one equipped at any given moment. Items created in this way will have 2 augmentations at grade 5, 3 augmentations at grade 3, 4 augmentations at grade 1, and 5 at Color grade. Depending on how strong the enhancement to the weapon is may depend on how many augmentations a single enhancement may use. It is up to the DM’s discretion what special enhancements are available, however some general ones to include:
- +1 to attack and damage rolls (up to +3)
- Removing or adding a property from a weapon
- Adding a special condition or effect.
Additionally, it would be good to consider what each workshop is known for before you go to them with a request. For example, it wouldn't be a good idea to bring a hammer to Atelier Logic workshop since they specialize in firearms, however Old Boys workshop may be able to do far more for that hammer than you could reasonably wrap your head around.
How many can I have?[edit]
You can have as many Workshop weapons as your wallet can handle, however you can only have one on your person at any given time unless otherwise stated.
Examples[edit]
Example 1 Philip reached Grade 5 and heard about Stigma Workshop. They work with him to design a weapon. Because he’s Grade 5, they are willing to make him a weapon that has two augmentations, however they are open to upgrading it down the line should his Grade improve. Philip decides on a long sword with the following augments in exchange for 1000gp and of course after waiting for the manufacturing time:
- +1 to attack and damage rolls
- Stigma Workshop's signature symbols (+1d4 fire damage and apply burn equal to fire damage done on weapon attacks)
Down the line Philip is promoted to Grade 3, where the workshop invites him back to upgrade his weapon. He realizes that the sword, while powerful, was a little unwieldy at times, and for his third augmentation point he has the longsword gain the finesse property so that he can use his higher dexterity rather than strength.
Example 2 Jackson is a Grade 1 Fixer who already has a workshop weapon from Atelier Logic that he is quite fond of. However, an up-and-coming workshop called Helmsplitter Workshop reached out to him because they thought he would be a great way to advertise as they specialize in swords and Jackson’s reputation shows him to be a powerful fixer. Jackson consults with them, and he agrees despite swords not really being his thing, but the workshop says that the weapon and all maintenance on it in the future will be free of charge. When designing the weapon itself, they recommend to Jackson that their greatswords are their best work, however Jackson has a high dexterity rather than strength. The workshop assures him it isn’t a problem, and they get to work. Jackson, due to his rank, has 4 Augmentation points and they are spent in the following ways.
- 1: Add the Finesse property
- 1: Remove the Heavy Property
- 1: Special Feature (Extra Crit Damage)
- 1: Special Feature (Applies 1d4 Rupture potency per hit)
Jackson found a liking to the greatsword and has brought it on some missions where his guns would be less effective. With that said however, due to how complex the weapons are, he cannot reasonably bring both weapons with him on his missions as managing both of them would slow him down.