Building Construction
Nov 8, 2018 22:27:34 GMT -6
Post by accidentalbystander on Nov 8, 2018 22:27:34 GMT -6
Step 1: Determine Your Budget & Location
Budget
The budget for a holding determines how many BP you have to spend on creating your holding.
BP Budget Table | |||||||||
Rarity | Budget (BP) | ||||||||
Uncommon | 50 | ||||||||
Holdings 1 | 100 | ||||||||
Rare | 150 | ||||||||
Holdings 2 | 200 | ||||||||
Very Rare | 250 | ||||||||
Holdings 3 | 300 | ||||||||
Mythic Rare | 350 | ||||||||
Holdings 4 | 400 | ||||||||
Near Unique | 450 | ||||||||
Holdings 5 | 500 | ||||||||
Fabulous Max | 550 |
Zone
Next, you have to decide on a zone for the holding. Each zone provides a base amount of Power, which you use to run the various modules in your holding, Accessibility, which provides a modifier to all attempts to discover the holding (by looking through street maps or satellite/sensor data or just looking for it on the ground), and can come with numerous environmental hazards.
Resupplying a Holding: The owner of a holding must make a Wealth Test with a TN equal to (the Base Resupply TN of the Zone that the holding is situated in) times (the BP of the holding) divided by 100 and rounded up, to resupply/maintain the holding each month. Should one choose not to make this test or fail the test, the holding's non-habitation modules are nonfunctional and the holding can only support half as many people, rounding up, as it could (due to a lack of food, lack of stable power, or other issues) until they successfully perform the test.
Metropolis - Perhaps the holding lies at the heart of civilization, like the world-cities that span from horizon to horizon: Sigil and Trantor chief among them, but numerous hive worlds also qualify. Perhaps it is situated on a well-populated frontier. Whatever the case, be it in an ecumenopolis or arcology, it’s in a metropolis.
Base Power: 20
Accessibility: +30
Environmental Hazards: Traffic, police, underhive scum, etc.
BP Cost: 0
Base Resupply TN: 1
Rural - [Fluff]
Base Power: 15
Accessibility: +20
Environmental Hazards: The locals, wildlife, fungi from Yuggoth, etc.
BP Cost: 50
Base Resupply TN: 1
Exotic - Deep within an amazonian jungle, at the heart of a volcano, at the bottom of the deep blue sea: these are exotic locations unlikely to be scoured by prying eyes.
Base Power: 15
Accessibility: -10
Environmental Hazards: Depends on the locale, but can range from extremely hostile flora and fauna, to rivers of molten slag, to the pressure of inconceivable oceanic depths or a corrosive Jovian atmosphere.
BP Cost: 100
Base Resupply TN: 2
Orbit - [Fluff]
Base Power: 10
Accessibility: +10
Environmental Hazards: The vacuum of the void, radiation.
BP Cost: 150
Special: Double Power from Solar Power Arrays.
Base Resupply TN: 3
The Astral Sea - Beyond the orbits of the planets that spin about their parent portal-to-the-elemental-plane-of-fire, beyond the cold snowball-planetisimals, beyond even the glassy walls of a Crystal Sphere, are the feral depths of the Astral Sea.
Base Power: 10
Accessibility: -20
Environmental Hazards: The vacuum of the void, radiation, pirates, vampire pirates, zombie vampire pirate warforged.
BP Cost: 200
Special: Halve Power (rounding down) from Solar Power Arrays.
Base Resupply TN: 4
The Umbra - For those who are too edgy for realspace but not barmy enough for the Warp.
Base Power: 10
Accessibility: -30
Environmental Hazards: Non-euclidean geometry, duskling mischief, angry spirits, werewolves, tentacles.
BP Cost: 200
Base Resupply TN: 5
The Warp - Only the maddest Sparks would ever think to hide a motile base in the Warp. So, naturally, there are quite a few floating around. Small and difficult to find, these stations tend to be the homes of the most reclusive researchers and most fanatic Chaos worshipers.
Naturally, all Warp stations are fitted with exceedingly powerful Gellar fields
Base Power: 10
Accessibility: -50
Environmental Hazards: The screaming masses of demons just waiting for you to drop your Gellar Field.
BP Cost: 200
Special: Solar Power Arrays do not provide power. Roll once on the Warp Travel Encounters table for every month in the Warp.
Base Resupply TN: 6
Improving a Holding
It's entirely possible to improve a holding or buy additional modules for it after it is constructed. However, it is a somewhat difficult and lengthy process. The TN to add a module to a holding with a Wealth test is determined by its Power and BP cost and can be found using the formula below:
TN = 15 + (POWER COST / 2) + (BP COST / 10)
After getting a module, it takes about a week of work for the component to be installed.
Step 2: Determine Modules
Modules may be operated by those with access to their controls or tools. Warehouse modules do not need to be operated to function. Inactive modules do not drain power.
Module List | |||||||||
Module Name | Power Cost | BP Cost | |||||||
Altar | 2 | 20 | |||||||
Augur | 10 | 50 | |||||||
Cloaking Device | 10 | 75 | |||||||
Control Center | 2 | 10 | |||||||
Drydock | X | X*2 | |||||||
Habitation | 2 | 5 | |||||||
Holodeck | 5 | 25 | |||||||
Hydroponics | 10 | 10 | |||||||
Ley Line | 5 | 25 | |||||||
Meeting Space | 5 | 25 | |||||||
Mess | 2 | 5 | |||||||
Power Transfer Array | 5 | 75 | |||||||
Reinforcement | 0 | 2 | |||||||
S2 Reactor | 0 | 100 | |||||||
Self Destruct System | 5 | 0 | |||||||
Solar Power Array | 0 | 20 | |||||||
Standard Template Construct | X*2 | X*2 | |||||||
Supercomputer | 5 | 25 | |||||||
Void Shield (Mark I) | 10 | 30 | |||||||
Void Shield (Mark II) | 15 | 45 | |||||||
Void Shield (Mark III) | 20 | 60 | |||||||
Void Shield (Mark IV) | 25 | 75 | |||||||
Warehouse | 1 | 1 | |||||||
Warpsbane | 0 | 75 | |||||||
Weapon (Personal) | 1 | 0 | |||||||
Weapon (Spelljammer) | X | X | |||||||
Weapon (Vehicle) | X | X |
Altar - An Altar dedicated to a specific god allows those who worship the god and attend a service within the holding to gain a +2 bonus to their next Alignment test. Those who don't worship the god but worship one within the same pantheon and attend a service get a +1 bonus. Those who attend a service to a god outside of their pantheon are likely to take a -2 penalty to their next alignment test if their god is displeased. An operator of this module must have some level in the Cleric class track to hold a service.
Augur - An Augur is a sensory apparatus designed to detect objects at long range, providing a +15 to all Arcana or Perception checks made to locate things outside the holding. The operator must have at least Arcana 2 to gain this bonus.
Cloaking Device - A Cloaking Device provides a holding with a shield of invisibility, decreasing its Accessibility by 10. As well, the target number of all Perception tests made to detect the holding is increased by 20.
Control Center - A Control Center provides the holding owner with a full view of everything that occurs within their domain, allowing them to make perception tests as though they were in any location in their holding.
Drydock - A Drydock enhances the repair of all vehicles in the holding, halving the repair time of vehicles of up to size X.
Habitation - Habitation allows for a number of people to live in the holding equal to the square of the number of times that habitation has been applied. For every 32 personnel trained in spelljammer combat, the holding has 1 point of Crew in ship-scale combat.
Holodeck - A Holodeck provides a +0k1 bonus to rolls with one physical skill, chosen at the time of its addition, to those within the holding who have practiced in the deck within the last 24 hours. As well, those training in the Holodeck may buy ranks in the chosen skill as though it is in their class skill list.
Hydroponics - The holding does not need to be resupplied.
Ley Line - A Ley Line provides a +0k1 bonus to rolls with one magic school, chosen at the time of its addition, to anyone standing over the Ley Line.
Meeting Space - A Meeting Space provides a +0k1 bonus to rolls with one social skill, chosen at the time of its addition, to the operator(s) of the Meeting Space when within the Meeting Space. As well, those operating the Meeting Space may buy ranks in the chosen skill as though it is in their class skill list. A Meeting Space can be anything from a commander's office to a dance floor to a round table to a Gnoll chieftain's "trophy case."
Mess - A Mess provides a +1k0 bonus to all rolls made within the holding so long as the character has had at least one meal there. For this bonus to be provided, the mess must be operated by a person with at least Crafts 2.
Power Transfer Array - A Power Transfer Array allows a holding to beam excess Power over to another holding within a reasonable range.
Reinforcement - For every point of reinforcement, the holding gains 2 Hit Points, 1 Resilience, and 1 point of Armor.
S2 Reactor - An S2 Reactor draws from ambient magical energies, increasing the Power of a holding by 40 for every 100 BP spent. Roll once on the Warp Travel Encounters table for every month with the reactor active, and subtract 2 from the roll to get the result. If the Holding is in the Warp, it adds 2 to the results of all Warp Travel Encounters rolls made by the holding. It must receive monthly maintenance by someone with at least Arcana 2.
Self Destruct System - A Self Destruct System is a device which is, effectively, capable of annihilating the holding and damaging everything within the blast radius. When activated, a Self Destruct System deals XkY damage to everyone and everything within Z meters of the detonation, where X is the holding's Resilience, Y is the holding's Resilience halved, and Z is equal to the holding's maximum HP count squared times 2. It is also like to completely destroy the holding.
Solar Power Array - A Solar Power Array provides power to a holding, increasing the structure’s Power by 5 for every 20 BP spent.
Standard Template Construct (credit to Traskus) - Standard template constructs, replicators, 3d printers, call them what you will. They take in matter and print out an object. An STC can create any object up to a TN to obtain of X. Auspexes, weapons, vehicles, even spelljammers. The only thing an STC can't make is another STC. An object's construction time is (Object Size)/(Power Cost) days.
Supercomputer - A Supercomputer provides a +0k1 bonus to rolls with one mental skill, chosen at the time of its addition, to those interfacing with the Supercomputer. As well, those interfacing with the Supercomputer may buy ranks in the chosen skill as though it is in their class skill list. The module must be maintained by someone with at least 2 dots in Tech-Use for it to function for them and others.
Void Shield (Mark I/Mark II/Mark III/Mark IV) - A holding’s Void Shields provide it with an energy barrier against attacks, similar to the shields found aboard most spelljammers.
Warehouse - Warehouse space allows for an amount of storage volume equal to the number of times that Warehouse has been applied cubed, in cubic meters. This storage space can be used to contain anything, from mundane items to vehicles to spelljammers.
Warpsbane - Warpsbane walls help to protect the innards of a holding from the seething daemonic energy tides of, you guessed it, the Warp. All Psychic Phenomena rolls in the holding are made with a -25 modifier, and all rolls on the Warp Travel Encounters table are made with a -2 modifier.
Weapon (Personal/Spelljammer/Vehicle) - While a holding can mount vehicle weapons - spending an amount of Power and BP equal to the Size and Cost of the vehicle weapon, halved and rounding up - they can also mount spelljammer armament, each weapon costing an amount of Power and BP equal to the Cost of the weapon.
Note that this list is not intended to be exhaustive: if your party needs a holding to perform a function and there is no module capable of performing it, then simply homebrew one!
Step 3: Map out the Holding
Your holding is not just a point on the map: it should be a fully mapped-out structure. When putting your holding to paper, it's important that each module have its own room, that the holding have entrances and exits, and that the holding's supplies have their own place or places. Perhaps you'd like for your holding to have several floors: in that case, it is advisable to add some mechanism by which characters can transition between them. Maybe you'd like normal doors, or airlocks, or fingerprint-scanning bulkheads.
Sample Holdings
Starhaven 23
An aging research station built in orbit of one truly massive hulk of archaeotechnology floating about in the second layer of the 'Onion Sphere' of Carceri, Starhaven 23 has seen many an exalt come and go. It has also seen many a threat: periodic debris impacts tend to leave maintenance tunnels open to vacuum, but those holes are generally repaired quickly by the station's techpriests. Every now and then its resident Artificial Intelligence will go haywire, necessitating replacement personnel and, often, a replacement AI following the liberal application of explosives cooked up by the station's research team, and undercover agents of the Black Sorcerer Factory tend to meet up in the bar while symbiotes murder and take on the form of command staff through dark transmutation magicks. Revolutions have struck, slaughtered the captain and his fellow department heads (or not), hit their peak, and died with the crops of hydroponics when the inevitable blight leaves naught but bureaucratic forms to eat. The station has been rebuilt countless times, and while - to the untrained eye - the station appears to be a completely coherent structure, there are places where it becomes obvious that it is, in fact, welded together from the scrap left in the wake of previous annihilations as well as fresh modules.
Hit Points: 40
Resilience: 20
Armor: 20
Zone: Orbit (Double Power from Solar Power Arrays)
Power: 80/80
Accessibility: +10
Environmental Hazards: The vacuum of the void, radiation storms, space fish, space ninjas, space wizards, chaos cults, the grey tide, alien parasites, clowns, shitcurity, meteor storms, ion storms, possibly the AI after an ion storm, the virology department, vengeful chrononauts.
BP Cost: 500
Resupply TN: 15
Modules
Altar: The home of the station's chaplain, the station's altar is a place where people can relax, commune with their chosen deity, and (hopefully) not get sacrificed. However, new chaplains have a tendency to switch the target of the altar's praise each shift, and - while commonly dedicated to Cuthbert or the Omnissiah - it is not uncommon for strange idols to grace the altar during a particularly... eventful shift. The altar is placed right above research in the leisure section.
Control Center: Situated in the security sector, several consoles allow the station's guardsmen to use the scattering of cameras about the corridors and modules to observe just about everywhere within the station save the maintenance tunnels from the comfort of their home turf. As well, the station's AI has similar capabilities, but the AI's function is usually just to open doors for people.
Drydock (5): The station's drydock in cargo supports a small mining shuttle useful for ferrying personnel and materials between the twisted masses that feed the station's lust for metals.
Habitation (7): The station has enough life support to contain up to 49 personnel at all times, and the dorms are located in the leisure section just above command. There are also a number of cells in the brig.
Holodeck (Athletics): Just east of the habitation section lies the holodeck, which helps the crew keep in top physical shape while aboard.
Hydroponics: The botanist's area lies port of the altar, and there is where much of the station's food is grown.
Ley Line (Healing): The ley line in medical allows for quick and easy resurrection of those who fall fighting the enemies of the station. It can also help those who die of their own stupidity, and those who the geneticists turn into monkeys "by accident".
Meeting Space (Charm, Command): The Maltese Falcon, the best and only bar in Starhaven 23, plays host to the station's entertainers and drunkards. It is a place where friendships are made and broken, where code phrases and responses are exchanged, and generally where - if not in toxins, or engineering, or the resurrection bay - things explode. It is located aft of the Holodeck and port of the Mess. As well, the command sector is home to an almost-luxurious but sterile meeting room (with real wooden tables!) which greatly assists in emphasizing the authority of the command staff therein.
Mess: Reduce, reuse, recycle. On Starhaven 23, that is the mantra of the chef: he has full access to the morgue for a reason. Situated port of hydroponics and starboard of the Maltese Falcon.
Reinforcement (20): The hull. While generally breached in one place or another, it will, as a whole, hold strong.
S2 Reactor: Known generally as The Singularity Engine (or Lord Singuloth), the S2 Reactor of Starhaven 23 is situated within Engineering. It is common knowledge that, when engineering stops looking at it, the singularity breaks loose and bisects the station.
Self Destruct System: For whatever reason, Starhaven 23 is home to one hell of a bomb. Fortunately, its activation requires a Nuclear Authentication Disk.
Solar Power Array (3): The four small sunmasts fore and aft of the station, while generally left incomplete by the techpriests who believe that relying on the S2 at all times is a good idea, yet provide a trickle of power while operational. No, wait, actually, scratch that - there are three. Looks like one was obliterated by a meteor.
Supercomputer (Medicae, Tech-Use): Two supercomputers, one in the medical sector ceaselessly observing the vitals of all personnel and the other in the research sector ceaselessly outputting useful information on recovered and reverse-engineered technological artefacts, are the backbone of the southeastern quarter of the station.
Warehouse (10): The storage sector provides 1000 cubic meters of hold.
Honeybee Inn (credit to Marr965)
Zone: Metropolis
Hazards: SHINRA soldiers, hive scum, bouncers
Power: 13/20
Accessibility: +30
BP Cost: 45
Resupply TN: 1
Modules: Habitation (4), Meeting Space (Charm)
A surprisingly well-appointed brothel, the Honeybee Inn is mostly staffed by Vespid females, although the current owner is not herself a Vespid.
The Honeybee Inn has a central lobby with a few rooms attached to it. Of these, the staff dressing room sees the most use, occupied as it is at almost every hour of the day by at least 3 of the workers. The other rooms connected to the lobby are four visitor rooms. There is then a flight of stairs up to the first floor, which houses another four visitor rooms and an office. A further flight of stairs takes the curious wanderer (or patron) up to the top floor, which houses yet another four visitor rooms and the staff dormitory.
Coming soon: the other prebuilt holdings from the old thread