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Headquarters Facilities

Facilities, or HQ upgrades, allow the Crew to customize their base (or homes) to their liking.   Each Facility, and each upgrade to those facilities, costs 40 HQIP, and can be installed in either their HQ, or another location that the crews have control over, such as their Apartment. Facilities may be limited due to the space of the real estate you are attempting to upgrade, or say, a cranky landlord who won't let you install a jail cell in your cargo container.    

General Upgrade

  A General Upgrade is any upgrade that improves the wellbeing of the crew and makes it more comfortable or improves its amenities. This represents your crew personalizing their space for fun rather than for reasons of utility. This improvement is broad enough to cover most recreational and decorative upgrades including arcade games, liquor cabinets, ping-pong tables, pool tables, saunas, home theatres, murals, basketball courts, claw-foot bathtubs, and antique fishnet leg lamps.   This upgrade can be taken nearly indefinitely, and provide various upgrades to many categories from Quality of Life, to Squad Cohesion, to Work Efficiency, suhc as "Lower Lifestyle cost for all members of the crew by 50eb" or "All Crew members gain +1 to their Luck Stat"    

Evidence Wall

  With access to an Evidence Wall, Lawmen and Medias gain a +2 bonus to COmposition, Criminology, Cryptography, Deduction, Education, Forgery, Library Search and Photography/Film checks that apply to ongoing Investigations.   Upgrade:   When the Evidence Wall is upgraded, the bonus increases to +3 for Lawmen. The bonus for Medias remains at +2 but their Credibility Rank temporarily increases by 1 for the purposes of Believability when they publish a story they've worked on with the help of the Evidence Wall    

Garage

  A Garage comes with a Compact Groundcar that is owned collectively by the Crew. The car can be improved by purchasing and installing Vehicle Upgrades, but it cannot be sold, or benefit from a Nomad's Moto Role Ability (for the purposes of free upgrades. You still get bonuses from Moto when driving it)   If the car is Destroyed Beyond Repair, this Facility is lost, and must be rebuilt to regain a new vehicle.   Upgrade:   When the Garage is upgraded, Nomads gain an additional benefit. Assuming all of a Nomad's vehicles are at full HP and in working condition, they can spend one week of downtime to re-spec the choices they have made with their Moto Roll Ability to date, swapping out Vehicle Upgrades, or even entire Vehicles as desired.    

Lockup

  A Lockup is a soundproof place where a crew can drag off a single character and keep them prisoner. When imprisoned in a Lockup, the character cannot escape unless they have BODY 13 or higher to break through the barriers holding them. However, others certainly can come looking for them, so be warned.   Upgrade:   When Lockup is upgraded, up to 3 characters can be kept in separate cells. In addition, Lawmen gain a +2 bonus to Interrogation Checks when questioning a prisoner who has spent at least one day in Lockup    

Lounge

  During in-person meetings held in a Lounge, Fixers in the crew gain a +2 to Bribery, Bureaucracy, Business, Conversation, Human Perception, Persuasion, and Trading Checks.   Upgrade: When a Lounge is upgraded, Fixers and Medias gain a +2 to all Checks made to set-up an in person meeting with anyone that falls under the umbrella of their Clients and Contacts (Fixers), or Access and Sources (Medias)    

Medbay

  With access to a Medbay, members of the crew naturally heal as if their BODY was 2 points higher. Medtech crew members using a Medbay gain a +2 bonus to First Aid, Paramedic, and Surgery Skill Checks.   Upgrade:   When a Medpay is upgraded, a Medtech crew member can use Science (Chemistry) to Upgrade, Fabricate, and Invent Street Drugs as if they were a Tech using the Maker Role Ability.   Consider the Medtech's Upgrade, Fabrication, or Invention Expertise to be equal to their Medical Tech Skill Level for this purpose.    

Rent Reduction

  The Rent Reduction Improvement gives edgerunners who live in this building a break on the rent. Treat the cost of the rent as if it were one category lower on the Real Estate Table, skipping any row listed as "Given to you by a Corp". The cost of rent for a Cube Hotel room drops to 100eb per month.   Upgrade:   This upgrade can be taken multiple times. Each time it is taken add another bed (and possibly another room) with the GM's permission, to the HQ. This adds space for additional tenants without increasing the housing cost. You cannot upgrade this past the point where the original number of beds would be doubled.   For example, a Cargo Container cannot have more than two beds (one Upgrade), while a Two-Bedroom Apartment can have up to four beds (two upgrades)    

Server Room

  The Headquarters now has a NET Architecture. Gain 20,000eb to build a custom NET Architecture, in accordance to the NETArch costs . The only stipulation is that you won't be able to resell or remove anything bought with this money later, nor can you keep any unspent funds. If 20,000eb is not enough to make your ideal NETArch, you may add money out of your own pocket in addition to the 20,000eb granted by this money, but be warned, as you cannot remove or resell Server Room equipment, it may be best to wait until you can afford at least the amount of floors you need, as you cannot upgrade outside of the Floor Category later.   Upgrade:   When a Server Room is upgraded, a Netrunner crew member can use Electronics/Security Tech to upgrade, Fabricate, and Invent Cyberdecks, Cyberdeck Hardware, and Cyberdeck Programs, as if they were a Tech using the Maker Role Ability. Consider the Netrunner's Upgrade, Fabricate, and Invent Expertise to be equal to their Interface rank for this purpose    

Studio

  While inside the Studio, a Rockerboy crew member gains a +2 to their Acting, Composition, Play Instrument, Paint/Draw/Sculpt, and Photography/Film Checks.   Upgrade:   When the studio is upgraded, Rockerboy crew members can spend one week of downtime to refine a particular artistic project and gain a +2 on the Acting, Composition, Play Instrument, Paint/Draw/Sculpt, and Photography/Film Checks required to create it. If they fail the check, they can try again later, spending another week with an additional +2 stacked atop the already existing bonus. The Rockerboy can continue this pattern and stack bonuses until their project is completed, they abandon the project, or they roll a 1 on one of the checks needed (Fumble Recovery does not help in this scenario if they also happen to be a Solo), in which case the bonuses from this refinement process vanish in a poof of frustration.   Ever wonder how Sillverhand Wrote Chippin' In, or Eurodyne completed Second Conflict? Hard work and long swathes of studio time. Art has the potential to change the world, often in unexpected ways. Legendary (DV29) art always does. You won't know how until it happens. GM's are encouraged to consider the existence of such an art project for both narrative and mechanical purposes during play.    

Training Area

  With access to a Training Area, a crew member can use one week of downtime to Practice one of the following Skills: Athletics, Archery, Autofire, Brawling, Evasion, Handgun, Heavy Weapons, Martial Arts, Melee Weapon, or Shoulder Arms.   When a Skill is Practiced, the crew member gains a +1 bonus until the next time the crew completes a Gig, or until they Practice again.   Upgrade:   When a Training Area is upgraded, Solos gain an additional benefit, and are allowed to Practice 2 different Skills at a time.   Upgrade:   When a Training Area is upgraded a second time, all members of the Crew gain the ability to surpass their Focus Limit by 1 for the purpose of Focus Abilities, at the cost of 3d6 focus each time.    

Workshop

  Whenever a Tech crew member spends their time using Upgrade Expertise, Fabrication Expertise, or Invention Expertise Maker Specialties while in a Workshop, they may assign an equal amount of time to a second project without actually spending additional time on it.   Upgrade:   When a Workshop is upgraded, a Tech crew member can further assign an equal amount of time to a third project when they use the Workshop.    

Workstation

  A Workstation improves the efficiency and abilities of one of the Team Members of an Exec crew member (chosen when the Improvement is purchased). An Improved Team Member is considered a full member of the crew, gains IP whenever their Exec gains IP, and should receive an equal share of the pay for any gigs they participate in. IP and cash are spent as the GM decides.   An Improved Team Member is loyal to their immediate boss, not the Corporation they work for, and will follow the Exec to a new company if the crew member makes a switch. If access to the Workstation is lost, the Team Member can no longer gain IP or payment from jobs, but does keep benefits gained due to past spending.   Upgrade:   When a Workstation is upgraded, IMproved Team Members no longer use the Loyalty System to determine if they stay loyal. Instead the Improved Team Member remains loyal no matter what and will only leave if their Exec actively betrays them   If an Upgraded Workstation is destroyed, removed or otherwise lost, the crew must restore it before spending HQIP on any other improvements or upgrades. If the crew fails to do so, the Improved Team Member feels betrayed and leaves posthaste.