yoippari said:Is there any interest in actually reviving this thread? If so I could contribute.
Honestly the best way to revive is to contribute

yoippari said:Is there any interest in actually reviving this thread? If so I could contribute.
Wycen said: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.
yoippari said:I was actually working onthe second half of the processing facility not realizing that the previous entry was bigger than what was finished. There goes an hour or so of work.
Dwelling Hall 1
Mapping: A hall long enough to get get past the medical room ending in a "T" intersection.
Another simple interesection. At the end of the hall there is a sign.
"<-- Residents
Guests -->"
There are deep scratches in front of the residents door from what was probably a very heavy object barricading the door. It is hard to tell which direction was being barricaded.
I plan on doing the "residents hall" pretty soon.
A com-panel illuminates a particularly dark stretch of hallway ahead. Its damage precludes use of only about 30% of the panel. The remaining portion is strewn with nanocode used in programming systems for much older facilities lending to a theory that this outpost is either very old or borrowed older technology, presumably for the price. Either way, the code flickers and shows random portions between some command buttons that flicker in and out of panel.
The doors of the lift have been torch cut opened leaving the lift shaft open. Looking into the shaft the players can see the shaft running down a single floor and up a few floors before being lost into the darkness. Flickering light from the lower floor illuminates the bottom end of the shaft.
To climb down the shaft via the ladder (to the left of the door) is an easy action. However climbing up is harder as the ladder is missing a two foot section of rungs, to pass this is a medium climb roll.
The lift cannot be seen, but if the players climb pass the missing rungs and pass the first door (which is closed, can be cut open, forced open (hard STR check), or systems bypassed (medium check)) the lift is at the level of the next door.