====== CREATING STRUCTURES ====== ◢ [[Creating Planet Networks]] showing infrastructure such as power, trade, or information access networks. \\ ◢ [[Creating City Maps]] showing relationships of districts and structures within developed areas. \\ ◢ [[Creating City Networks]] showing infrastructure such as information access networks within a developed area. \\ ◢ [[Creating Floorplan Maps]] showing specific story scene or encounter locations at Adventurer scale. \\ ◢ [[Creating Floorplan Networks]] showing infrastructure such as plumbing, ventilation, or information access networks. \\ ===== Core Structure Design ===== ☐ **STRUCTURE DESCRIPTION** \\ What is the structure commonly called? \\ Who manufactures it? \\ What does the Adventurer need to know about this structure on first impressions? \\ ☐ **STRUCTURE USE**\\ What does the structure look like or do when approached or entered? \\ What do Adventurers see, hear, feel, smell, or taste regarding this structure while in use? \\ ☐ **STRUCTURE GAME PLAY** \\ What uses or effects will this structure have on the Adventurers' game? \\ Does the structure have any adventure hooks waiting to be discovered? \\ ===== Extended (Optional) Structure Design ===== ☐ **STRUCTURE TYPE** \\ A general classification or grouping for the structure. \\ What category of structure is this? \\ **Buildings**: Individual purpose-built structures. **Colonies**: Inhabited settlements on planets, moons, or asteroids capable of limited or full self-sufficiency. \\ Agriculture, industrial, and resources needed to sustain the colony? \\ Where do the resources come from? \\ Cultures? Governments? Religions? Corporations? Trade? Barter? Currency? Education? Healthcare? \\ Relationships with other colonies, outposts, and stations? \\ Internal and external conflict resolution? \\ **Furniture**: Interior decoration brings key detail to a battlefield including opportunity for cover or ambush… **Installations**: structures emplaced to provide untended or automatic operations such as weather tracking stations as well as many enigmatic alien structures whose purpose remains unknown. **Networks**: many structures coordinating form a structural network such as command and control systems. **Outposts**: Smaller inhabited settlements sustained by frequent resupply, such as temporary worksites or initial colony projects intended to grow to self-sufficiency over time. **Satellites**: Orbiting untended or automatic installations. **Stations**: Orbital outpost or colony structures. **Traps**: Hazardous defensive structures frequently found in clandestine outposts, ruins, and the derelicts of the [[:Salvage Space:]] setting. ☐ **STRUCTURE PURPOSES** \\ Does the structure have a primary, secondary, or tertiary use? ☐ **STRUCTURE MAP** \\ Layouts? Deckplans? \\ Where is the structure located? Orbits? \\ Why was this location chosen? \\ Surrounding land? Fencing / boundaries? Roofing? Flooring? \\ Entrances? Exits? Windows? Interior Walls? Stairs? Lifts? \\ Attics? Lofts? Basements? Single or multi-level? \\ Roads? Trails? Paths? \\ ☐ **STRUCTURE FRAME** \\ Structural framework? Trusses? Excavated? \\ ☐ **STRUCTURE HULL / CLADDING** \\ Pressure hull? Outer hull? ☐ **STRUCTURE POWER PLANTS / FUEL / COOLING** \\ Reactors? Radiators? Heat sinks? ☐ **STRUCTURE CONTROLS** \\ Cockpit? Bridge? Workstations? \\ Trap triggers and resets? ☐ **STRUCTURE LIFE SUPPORT / MEDICAL** \\ Colony self-sufficiency? Imports? Exports? \\ Outpost resupply (fuel or power, air, water, food, medical supplies)? \\ How many occupants is the structure designed to support? \\ Crew shifts / rotations? Bunks? Berths? Barracks? Officer and passenger staterooms? Animal pens? \\ Wardroom? Recreation areas? \\ ☐ **STRUCTURE BAYS** \\ Passengers? Cargo? Weapon mounts? Ammunition? \\ External Cargo Support (Grapples, tie downs, tracks/rails, robotics) \\ Pressurized cargo? Strongrooms? ☐ **STRUCTURE OPTIONAL EQUIPMENT** \\ What communications infrastructure does this structure need? \\ Internal sensors? External sensors? \\ Countermeasures? \\ Other technology or innovations that set this structure apart? \\ ☐ **STRUCTURE COMPUTERS** \\ Navigation? Damage control? Fire control? Avionics? \\ Mission-specific software \\ Function Library (Integral Functions) \\ Program Library (Modular Functions) \\ ☐ **STRUCTURE NETWORKS** \\ Power network? \\ Transportation network? \\ Water and sewage networks? \\ Information networks? \\ Access Nodes: where are they and what interfaces are supported? \\ Data Nodes: Where are the data nodes and what do they contain? \\ Interface Nodes: Where are they and what devices do they control? \\ Processing Nodes: Where are the processing nodes and what data can they manipulate? \\ Routing Nodes: Where are they and how do they connect other nodes? \\ ☐ **STRUCTURE ROBOTICS** \\ ☐ **STRUCTURE TOOLS** \\ ☐ **STRUCTURE ARMOR** \\ ☐ **STRUCTURE SHIELDS** \\ ☐ **STRUCTURE SCREENS** \\ ☐ **STRUCTURE WEAPONS / AMMUNITION** \\ Turrets? Bays? Close in defense? Spinal mounts? ☐ **STRUCTURE MODULES / SUB-STRUCTURES** \\ Laboratories? Observatories? Manufacturing? Shelters? Escape pods? ☐ **STRUCTURE SUPPORT SERVICES** \\ Waste disposal? Recycling? Deliveries? Fueling? Repairs? Healthcare? Education? Daycare? Parking? Security? \\ Natural disaster recovery? ===== Setting-Based Design Elements ===== ☐ **TECH LEVELS**\\ Starting and Ending Tech Level Availability \\ When does the structure come into use as a prototype or as a common item? \\ What Tech Levels are this structure appropriate in? \\ When do the structure's technical abilities manifest? \\ (-10 to 0 to +10) ☐ **MAGIC LEVELS**\\ Starting and Ending Magic Level Availability \\ What Magic Levels are this structure appropriate in? \\ When do the structure's magical abilities manifest? \\ (-10 to 0 to +10) ☐ **SOURCE**\\ Where does an Adventurer obtain this structure? (craft person, corporation, maker template) ☐ **COST** \\ What does the structure cost in which currency? ☐ **RESTRICTIONS**\\ Are there legal issues or requirements to obtain, possess, or use this structure? (None, Licensed, Illegal/Black Market) ===== System- or Mechanics-Based Elements ===== ☐ **ENVIRONMENTS** \\ Are there requirements or constraints to use this structure in specific environments? (land, sea, air, interface, orbit, space) ☐ **MASS**\\ How heavy or bulky is the structure when carried or transported? ☐ **USES/SIZE/CAPACITY**\\ How many times or how often may an Adventurer use this structure? (1-unlimited) \\ Are traps only sprung once? ☐ **REQUIRES**\\ Does this structure require an Adventurer to possess or use other items at the same time? ☐ **EFFECTS**\\ What benefits and detriments will an Adventurer gain from using this structure? \\ Does the item or service alter the wearer's or operator's abilities or reserves? \\ ☐ **STRENGTH** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the wearer's Strength? \\ How durable is this structure? \\ How much capacity or lifting ability does the structure possess? \\ Gee-tolerance? \\ Strength Reserves: Structural Damage? Takeoff/Landing Capacity? ☐ **ENDURANCE** (-10 to 0 to +10) \\ How much damage can this structure take? \\ How tough is the structure superstructure and armor plating? \\ Life support capacity? \\ Endurance Reserves: Supplies? superstructure and hull armor points? Life support reserves? \\ ☐ **AGILITY** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the wearer's Agility or movement? \\ How maneuverable is the structure as a whole? \\ Agility Reserves: maneuvering delta-V? ☐ **DEXTERITY** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to Adventurer's Dexterity? \\ How maneuverable are the structure's, such as cargo loaders or handlers or Damage Control robotics? \\ Dexterity Reserves: Damage control robotics capacity? ☐ **SPEED** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to Adventurer's Speed? \\ How fast is the structure's drive system? \\ How fast does the structure itself operate for Acceleration/Deceleration? \\ Speed Reserves: Units of Delta-V? ☐ **APPEARANCE** (-10 to 0 to +10) \\ How attractive or stylish does this structure interior and exterior appear? \\ Appearance Reserves: cosmetic / appearance damage? So called "smart structures" may add electronics, computers, bio-engineering, and synthetics bringing mental abilities into play. ☐ **INTELLIGENCE** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the Adventurer's Intelligence during use? \\ How autonomous or aware is the structure? \\ Intelligence Reserves: Throughput before maintenance? concurrent compute capacity / maintenance downtime? ☐ **WILL** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the Adventurer's Willpower or Will-based activity such as spell-casting, mysticism, or psionics? \\ How strong is the structure effect or personality? \\ Software robustness, mission completion \\ Will Reserves: security rating? resistance to hacking? software damage control? ☐ **INGENUITY** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the Adventurer's Ingenuity or creativity? \\ How capable is the structure of creatively working around obstacles to orders, repairing damage, or making self-modifications? \\ Ingenuity Reserves: Stability before crashing? Damage Control Reserves? How much capacity for self-programming can be used before ship's computer runs out? ☐ **AWARENESS** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the Adventurer's Awareness or observation abilities? \\ How sensitive are the structure internal and external sensors? \\ Are there any hidden attributes exposed to those with high [[Awareness]]? \\ Awareness Reserves: sensor capacity such as targeting computer number of traceable targets? | ☐ **REFLEXES** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to the Adventurer's Reflexes or response times? \\ How fast does the structure react to events? \\ Reflex Reserve: Multi-tasking capacity? ☐ **CHARISMA** (-10 to 0 to +10) \\ Does this structure grant a bonus or cause a penalty to others perception of the Adventurer? \\ How is the structure personality perceived by others it interacts with? \\ Charisma Reserves: patience? ☐ **DEGREE OF SUCCESS** \\ Are there any notes relevant to specific Degrees of Success when using this structure? (-10 to 0 to +10) ☐ **ADDITIONAL ATTRIBUTES OR POWERS**\\ What additional abilities or powers does this structure impart or possess? ☐ **ALLOWED FOR STARTING ADVENTURERS?**\\ Is this structure allowed for starting Adventurers? ☐ **TOOLS OR SPELLS(S) REQUIRED TO USE**\\ What tools or spells would an Adventurer need to use this structure? ☐ **SKILL(S) REQUIRED TO USE**\\ What skills would an Adventurer need to use this structure? ☐ **CRAFTING RESOURCES** \\ What resources and time are required to craft this structure? ☐ **SKILL(S) REQUIRED TO CRAFT**\\ What skills would an Adventurer need to craft this structure? ☐ **TOOLS OR SPELLS(S) REQUIRED TO CRAFT**\\ What tools or spells would an Adventurer need to craft this structure? ☐ **CRAFTING RECIPE**\\ What steps are required to craft this structure? \\ ☐ **IMPROVEMENTS OR UPGRADES** \\ What resources, skills, tooling, and time are required to improve or upgrade this structure? ☐ **REPAIR RESOURCES** \\ What resources and time are required to repair or refurbish this structure after use or if damaged? ☐ **SKILL(S) REQUIRED TO REPAIR**\\ What skills would an Adventurer need to repair this structure? ☐ **TOOLS/SPELLS(S) REQUIRED TO REPAIR**\\ What tools or spells would an Adventurer need to repair this structure? ☐ **REPAIR RECIPE**\\ What steps are required to repair this structure? ☐ **SALVAGE** \\ What resources, skills, tooling, and time are required to salvage materials from this structure? \\ What is the salvageable yield? ===== Worksheets ===== ^ Attribute ^ Structure ^ | Structure Description | | | Structure Use | | | Structure Game play | | ^ Attribute ^ Structure ^ | Structure Strength | | | Structure Endurance | | | Structure Agility | | | Structure Dexterity | | | Structure Speed | | | Structure Appearance | | | Structure Intelligence | | | Structure Will | | | Structure Awareness | | | Structure Ingenuity | | | Structure Reflexes | | | Structure Charisma | | ^ Subsystem ^ Structure ^ | Structure Category / Type | | | Structure Frame | | | Structure Hull / Cladding | | | Structure Power plant / Fuel / Cooling | | | Structure Controls | | | Structure Life Support / Medical | | | Structure Bays | | | Structure Optional Equipment | | | Structure Computers | | | Structure Networks | | | Structure Robotics | | | Structure Tools | | | Structure Armor | | | Structure Shields | | | Structure Screens | | | Structure Weapons / Ammo | | | Structure Sub-structures | | | Structure Services | | ===== Example Structures ===== ==== A ==== Aerospace Traffic Control Agricultural Dome (Trees?) Aircraft Air Resort Air Service Air Traffic Control Altar / Shrine Amphitheater Amusement Park Apartment Block Aquarium Aqueduct Archive (native) Archive (urban) Arena Arsenal Art Gallery Assembly Astronomy ==== B ==== Bakery Banking Bar Barracks Bathhouse Beach Houses Beauty Farm Blast Furnace Blockhouses (Defensive) Boarding School Botanical Park Brewery Brick Kiln Brothel Bungalow ==== C ==== Campsite Carnivals and Circuses (Offworld) Casino Chemicals Synthesis Chicken house Child Care Camp Church Cinema Cistern Citadel City Hall Clerical Records Clinic Clothing Club (Dance/Music/Night/Sports) College Command Center Commercial Cargo Common Ore Mine Common Ore Smelter Communications Tower Computer Equipment and Parts Concert Hall / Opera House Condominium Construction Yard Consulate Consumer Goods Corporate Hideaway Courthouse Cranes (Star port?) Creche Cross Country Ski Crowd Control Crystal Processing Station ==== D ==== Data Center Daycare Deep Sea Fishing Department Store Disaster Response Dormitory Dumpster Duplex ==== E ==== Electricity Grid, Recharge Pillar Embassy Entertainment Live Entertainment Video Equestrian Escort/Security Espionage ==== F ==== Factory, Aerospace Factory, Consumer Goods Factory, Ground Vehicle Factory, Robotics Factory, Structure Factory, Survival Goods Factory, Weapon Farming Fire Station Fishing/Seafood Floating Bar Florist Folly Food Court Food Processing Forum (Gym, Theater in the Round, etc) - configurable Foundry Fuels Fusion Reactor ==== G ==== Gambling Garage Garrison General Store Genetics Geothermal Power Glacier Climbing Greenhouse Greenhouse (Auto-hydroponic) ==== H ==== Hangar (Aircraft) Hangar (Spacecraft) Health Spa Homeless Shelter Hospital Hostel Hotel House Hunting Lodge Hypermarket ==== J ==== Jail Jungle Gym ==== K ==== Kiln ==== L ==== Laboratory Law Enforcement Legal Services Legislative Library Lock down Brig ==== M ==== Market hall Meat Packing Medical Center (Hospital + Professional Building) Medical Supply Meeting house/hall Metal Foundry Meteor Defense Microwave Receiving Antenna Military Base Mini market Mobile Home Monastery (off world order) Monument Museum ==== N ==== Nature Retreat Naval Resort Nursery / Creche Nursing Home ==== O ==== Observatory Office Building Orphanage ==== P ==== Park Parking Garage Pavilion / Gazebo Pigpen Plant Nursery Plastics Police Station Portable Building Post Office Power Generator Precipitation Towers Prison (Holding for Transport) Professional Building (Off world) ==== Q ==== ==== R ==== Radar Tech. Rare Ore Mine Rare Ore Smelter Recreation Hall Recycling Refugee Camp Repair shop Research Lab Residential Restaurant RV Park ==== S ==== Satellite Dish School Sentry Towers Shelter (Storm) Shipping Container Shipyard Shopping Mall Shops Smuggler Hall Space Cargo Space Launch Spaceport Space Tracking Stable Stadium Storage Storage Tanks Supermarket ==== T ==== Tank Farm Temple Tennis Court Tiny Home Townhouse Trade Center Train Station ==== U ==== Utility Parts ==== V ==== Vehicle fueling Vehicle maintenance and detailing Veterinarian Villa ==== W ==== Warehouse Waste Control Weather Monitoring Well House Wet Market Wind/Solar Power Array Station Workshop ==== X ==== ==== Y ==== ==== Z ==== Zoo ===== Salvage Space: Structures ===== ◢ [[:salvage_space:Buildings]] \\ ◢ [[:salvage_space:Colonies]] \\ ◢ [[:salvage_space:Furniture]] \\ ◢ [[:salvage_space:Installations]] \\ ◢ [[:salvage_space:Networks]] \\ ◢ [[:salvage_space:Outposts]] \\ ◢ [[:salvage_space:Satellites]] \\ ◢ [[:salvage_space:Stations]] \\ ◢ [[:salvage_space:Traps]] \\ ▲ [[:Chronology:]] :: ◢ [[:Chronology:references#structures_02.f|References: Structures]] ~~DISCUSSION~~