◢ 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.
☐ 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?
☐ 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?
☐ 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)
☐ 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?
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 |
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
Bakery
Banking
Bar
Barracks
Bathhouse
Beach Houses
Beauty Farm
Blast Furnace
Blockhouses (Defensive)
Boarding School
Botanical Park
Brewery
Brick Kiln
Brothel
Bungalow
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
Data Center
Daycare
Deep Sea Fishing
Department Store
Disaster Response
Dormitory
Dumpster
Duplex
Electricity Grid, Recharge Pillar
Embassy
Entertainment Live
Entertainment Video
Equestrian
Escort/Security
Espionage
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
Gambling
Garage
Garrison
General Store
Genetics
Geothermal Power
Glacier Climbing
Greenhouse
Greenhouse (Auto-hydroponic)
Hangar (Aircraft)
Hangar (Spacecraft)
Health Spa
Homeless Shelter
Hospital
Hostel
Hotel
House
Hunting Lodge
Hypermarket
Jail
Jungle Gym
Kiln
Laboratory
Law Enforcement
Legal Services
Legislative
Library
Lock down Brig
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
Nature Retreat
Naval Resort
Nursery / Creche
Nursing Home
Observatory
Office Building
Orphanage
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)
Radar Tech.
Rare Ore Mine
Rare Ore Smelter
Recreation Hall
Recycling
Refugee Camp
Repair shop
Research Lab
Residential
Restaurant
RV Park
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
Tank Farm
Temple
Tennis Court
Tiny Home
Townhouse
Trade Center
Train Station
Utility Parts
Vehicle fueling
Vehicle maintenance and detailing
Veterinarian
Villa
Warehouse
Waste Control
Weather Monitoring
Well House
Wet Market
Wind/Solar Power Array Station
Workshop
Zoo
◢ Buildings
◢ Colonies
◢ Furniture
◢ Installations
◢ Networks
◢ Outposts
◢ Satellites
◢ Stations
◢ Traps
▲ Chronology :: ◢ References: Structures