Design a Room Challenge - T'Nusis Deep Space Mining Facility


log in or register to remove this ad

I was thinking to the top of the page from the 4 way battle area...This is a creative activity, however, you should pick. I'll live with it and we'll build from there. Just because you aren't using words doesn't mean you get off the creative hook.

nocanes
 

nocanes said:
Room #10 - Refinery Access

Vac suit or vessel required here.

The main lights overwhelm you as you open this unlocked hatch. A coppery-sweet smell hangs in the air that is obviously cleaner than all the rest thus far.

The gore and mystery that surrounded the other areas seems to be missing here. There is a half dozen or so cleaner droids that are fulfilling their purpose. A utility droid turns from the panel on the far side of this gleaming chamber to regard you. It hails you with a stream of different salutations in 8 known languages. It's name is Eager Orange and it returns to it's work as soon as any questions are answered.

From this location there is a spare vac-suit that has been repaired by the bots and is ready for use. There is a hatch that leads directly into a mining shaft that is plainly visible through the Plexitanium at the far side above the control panel. Beyond the ruddy-hued cloud of what you presume to be the precursor, there's a bright pinpoint of light that you assume denotes the progress. Somewhat far down the shaft there is a brightly lit access tunnel perpendicular to the shaft before you.


Automated Refiner Bot- Hard Programmed for Refining Control Operations only. Bot will only be reprogrammed with simple functions if (programming DC= Avg. level *5 plus 20) skill check is successful. No recorder or access record is kept to tell who else it has encountered entering or leaving this room. The bot can recall a special order it was given, if asked, by Staff Manager Kelf Gnahkt that allows the bot to "use its mining concussion tool as a weapon if anybody attempts to shut down mining operations or any bots in this room after being warned twice, then to clean up the remains." Eager Orange, Init: (avg. PC level *3), AC 21 + avg. PC level(P.I.G.-infused durasteel alloy), HP: (avg. PC level *15), Mining Concussion Tool, +avg. PC level *3, Dmg. 1-10 * (avg. PC level +1)

Refinery Command Panel- This panel is willingly surrendered by Eager Orange to any living beings. It merely controls refining operations of what it has labeled Plasmium Inhibitor Gamma and associated bots. From this panel, 56.2302 shipments of P.I.G. are ready for pickup and awaiting transfer orders to the holding tanks in the Landing Bay. Status is to hold any transfers to those tanks by Tech. Repairman O'Neill. Also evident is that that tank is showing 3% full and pressurized to 0.98 ATM. Finally there are 13 bots under the control of Eager Orange; 6 cleaner and maintenance bots, 2 repair bots, 4 miner bots and 1 generator maintenance bot. This bot is currently in stasis mode awaiting difficulties with the autonomous generator that powers this room and the bots under its control with P.I.G. as a rudimentary power fuel. The orders to allow this were given from Staff Manager Kelf Gnahkt. Otherwise, the panel is useless. Reprogramming (Computer Use DC = Avg. level *2 plus 20)the ancillary bots will be an attempt to shut down mining operations.

Searching (search DC = Avg. level *2 plus 10)- Success here will reveal a portable plasma torch. This will allow 15 minutes of cutting through any wall, door, or hatch (repair DC = Avg. level *2 plus 10) not reinforced. The cutting times are as follows:
Floor = 1 hours
Door = 15 minutes
Hatch = 5 minutes
Wall = 45 minutes
Thin metal (locker or other)= 5 minutes
Additionally, this may be used as a melee weapon (150 charges) for +1 to combat rolls, 1-10 damage.

Eager Orange doesn't know much about what the staff has been doing. It records over all data not related to the operation of the mining facility. It does report, however, that operations have fallen rather sharply as of 3 weeks ago. It does not consider the fate of the living staff as a necessary component to its internal operations and is not much of a help. The PCs can, however, convince Eager Orange that safeguarding a decent of this shaft is vital if they insinuate that they are doing so to increase efficiency of mining operations. Any other request is met with a "command code fault disallows fulfillment of that request". Combat with Eager Orange is deadly.

OK checking back on the room descriptions the northern fork of the cross section leads to administration so that was out. However I have fitted this room and the main mine shaft off the southern corridor. The conveyor from the mining equipment leads into the next room, which I suggest should be some form of refinery and storage.

Heres the plans:


astr10a.jpg


Which combines with the previous rooms to make:


astr10.jpg


And a pdf version of Room 7 and 8 can be found at http://www.uk-gamerz.com/Atr_Rm10.pdf

Later

Cid
 

ukgpublishing?? where are you getting these layouts?? i know you are putting them together but where do you get the grphics and ect???
 

Venport said:
ukgpublishing?? where are you getting these layouts?? i know you are putting them together but where do you get the grphics and ect???

Hehe, from a large library of objects designed over the last two and a half years. You can see my tilesets on the Enworld Gamestore, scifi, fantasy and modern ;)

Just click the My Storefront link in the profile section to the left <-------
 

I may have to star up a collection like that i love that stuff.. i need to build some Star wars floor plans for my game... what program do you use to move stuff around? any sugestions you can give to someone just starting out???
 

Venport said:
I may have to star up a collection like that i love that stuff.. i need to build some Star wars floor plans for my game... what program do you use to move stuff around? any sugestions you can give to someone just starting out???

I personally use Paintshop Pro, although Photo shop is very good as well.

As for tips, the biggest one I can give is layers, layers and more layers. They are the graphical equivalent of tracing paper and you can overlay multiple tiles and objects to build up the picture. If you make a big mistake delete the layer ;)

Oh and if the first one you do is not what you expected, don't give up. I still cringe at my old tiles.
 


Repair Bay

[I think this should be placed in the empty space to the left of the landing bay or, possibly more logically, take up the right side of the landing bay. This way the repair gantries can move north and south and then west into the landing bay to grapple any vessel.]

In the upper half of this room is a large robotic repair gantry. Hanging from the smaller robotic repair gantry in the lower half of the bay is an old DSR S-14 Gryffon snub fighter, once ubiquitous throughout the region. This ship was the pet project of the chief of operations, but now languishes waiting for someone to put it to use.

Each repair gantry has a local control pod hanging underneath for anyone to use, or they can be controlled from the Traffic Control Room #2. Accessing the robotic gantries from the Traffic Control room is a Computer Use (DC 20) check, after the initial repairs have been made. (See Room #2). Using the local controls requires a power source.

The engines and controls of the Gryffon are operational, but it lacks a seal, so should someone with a vac suite or other environmentally sealed clothing manage to get the gantry to operate and move it into the landing bay, they could use it to escape from the facility or to salvage for profit or personal use.

The repair gantry has multiple arms, grapplers and chains, which could be used to attack. This requires a Computer Use (DC 23) check. Damage (bludgeoning) is 4d6 to vehicles, mecha or starship, but medium sized people are small enough to avoid attack with a Ref save (DC 11).

Hanging from racks in the repair bay are enough tools to increase a person’s Wealth by +1. [possibly expand this to list useful things, such as gas for cutting torches, and tools necessary to power up the station, etc.]

DSR S-14 Gryffon (PL 6) Current Stats:

Type: Ultralight Size: Huge (–2 size)
Subtype: Fighter Tactical Speed: 1,500 ft. (3 sq.)
Defense: 8 + pilot mods Length: 18 feet
Flat-footed Defense: 8 Weight: 11,000 lb.
Autopilot Defense: 9 Targeting System Bonus: +1
Hardness: 20 Crew: 1
Hit Dice: 4d20 (40 hp currently) Passenger Capacity: None
Initiative Modifier: pilot’s mod Cargo Capacity: 400 lb.
Pilot’s Class Bonus: see above Grapple Modifier: +8
Pilot’s Dex Modifier: see above Base Purchase DC: NA
Gunner’s Attack Bonus: see above Restriction: Licensed (+1)


Attack: None
Attack of Opportunity: None

Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system
Sensors: Class II sensor array (normally), targeting system
Communications: Laser transceiver (normally), radio transceiver
Weapons: 1 laser (normally)
Grappling Systems: None

The ship has enough fuel for a short afterburner burst to get it out the landing bay.
 
Last edited:


Pets & Sidekicks

Remove ads

Top