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

Buildings
Colonies
Furniture
Installations
Networks
Outposts
Satellites
Stations
Traps

Chronology :: ◢ References: Structures