Styx Base Layout (New characters only)

Styx Base, 2112: Humanity has established a foothold on Pluto, at the very edge of the solar system. Story and his companions arrive just as a crisis is brewing. Humanity plans to spread its empire to the stars, but there are other forces at work. The destiny of the human race is at stake, and the Time Lord and his friends may be the only ones standing in the way of impending doom.

This is Classic Doctor Who meets Call of Cthulhu, the second of a series of connected adventures set in different eras and locations that started with The Terror Out of Time.

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Styx Base Layout (New characters only)

Post by Mr. Handy »

Styx Base consists of seven circular modules, a large one in the center surrounded by six smaller ones. All of the modules are covered with transparent domes. The smaller modules are connected to each other and to the central module by tunnels with airlocks at either end as shown below:
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Styx Base Specifications

Post by Mr. Handy »

The circular area in the middle of the central module contains (clockwise from top):
Ground Control - Used to monitor and communicate with the base's two spacecraft: Charon's Ferry (the transport used to bring the crew and the supplies needed to establish the base) and the Demeter, the base's scout craft. While Charon's Ferry is always kept in the docking bay, Demeter often goes out on patrol. When she does, someone (typically Lt. Rose) is present here to keep in touch.

Command Center - The heart of Styx Base's operations, presided over by General Pryce and his executive officer, Colonel Patel.

Security Center - The domain of Lt. Colonel Bruce, this room contains the computer used to monitor the base and its crew. All base personnel have subcutaneous implants installed that emit a signal which indicates that crew member's current location at all times. The implant is powered by body heat. If a member of the crew dies, their signal will weaken as the body's temperature decreases and the device will soon stop transmitting.

Communications - This is Lt. Rose's station when she is not in Ground Control. While there are intercoms throughout the base and all crew members have hands-free radios, all internal communications can be monitored through this station. It also contains the apparatus needed for long range communication with Earth. Because of the limitations imposed by the speed of light, it takes hours for a message to get to Earth and hours more for a reply to return.

The six wedge-shaped sections of the central module surrounding the circular area described above are as follows (clockwise from top):
Maintenance and Engineering - Private George Bond spends a lot of time here. The readouts in this area allow him to keep track of the status of all of the base's systems as well as measuring and adjusting air levels and checking hull integrity.

Offices - Within the door is a vestibule with three offices leading off of it. Directly ahead is General Pryce's office, to the left is Colonel Patel's office, and to the right is Lt. Colonel Bruce's office.

Armory - This area contains all weaponry besides personal sidearms carried by all personnel, including body armor, a blaster rifle, assault rifles, a shotgun, a submachine gun, various blaster pistols and handguns, and plenty of ammunition.

Brig - Within this door is the security anteroom, which is staffed by at least one security officer at all times whenever there is a prisoner locked up. On the far side of the anteroom, another door leads into an internal hallway leading left and right. Directly across the hallway is an interrogation room. The left and right branches of the hall end at T-intersections with additional hallways, each containing three cells designed to hold one person each (though two can be crammed into them in a pinch in the event of a widespread insurrection or mutiny).

Simluation Suites- This is the recreation center of the base. The door leads into a vestibule with three doors (forward, left, and right) each leading to a simulation suite. These are state of the art, immersive virtual reality environments used for a variety of purposes, from training to athletics to "visits" home to Earth. They can be programmed with many different simulations for entertainment purposes and come with a number of stock entertainment simulations. Though some of them simulate dangerous situations, they are all perfectly safe. Really.

Conference Center- The door leads into a vestibule with three doors (forward, left, and right). The left and right doors each lead to a conference room used for holding meetings. The forward door leads to the cafeteria, where meals are prepared and served.

The smaller module on the upper left contains (clockwise from top left):
Geology Lab- This is Lt. Barrett's lab, containing all of the scientific equipment he needs to analyze rock and soil samples acquired on Pluto.

Astrophysics Lab- This is Lt. Hu's lab, which contains equipment for observing the sky and the area of space around Pluto as well as devices for conducting particle experiments aimed at achieving speeds faster than light.

Sickbay/Medical Lab- This is Captain Bauer's workplace, where she examines patients, treats injuries, and can analyze biological samples if any are found.

Computer Lab- This is where Private Torres spends most of her time. It is from this lab that all of Styx Base's computer systems are controlled, and where the main computer archives are stored, though the archives are accessible from any computer terminal on Styx Base. The archives contain a vast amount of human knowledge, though some pieces of information may be restricted based on the security clearanace of the user. They are regularly updated with daily data uploads from Earth containing news and new information.

The smaller module on the upper right contains living quarters for the entire crew:
The semicircle on the lower left contains quarters for the command staff. The doors are along the curved wall. From left to right, they are for Lt. Colonel Bruce, General Pryce, Colonel Patel, and Major Orlova.

The semicircle on the upper right contains quarters for the rest of the crew. There are three doors in the middle of the straight wall leading to the quarters of Lt. Hu, Lt. Barrett, and Lt. Rose, respectively from left to right. There are seven doors around the curved wall leading to the quarters of Captain Bauer, Private MacCrimmon, Private Silver, Sergeant Kohl, Private Bond, Private Torres, and Captain Desjardins. respectively from left to right.

The smaller module on the right contains (clockwise from top):
Primary Storage- Various spare parts for essential systems and most frequently used station supplies are stored here.

Auxiliary Storage- Rarely used items are stored here.

Tertiary Storage- Things that see occasional use are stored here.

Secondary Storage- Things that are used fairly frequently, but not as frequently as those in Primary Storage, are kept here.

The smaller module on the lower right contains:
Hydroponics- All food for Styx Base is grown here, using artificial sunlight (as the actual sun is too far away to be much help for growing plants). Nonedible plants are used to generate oxygen.

The smaller module on the lower left contains:
Docking Bay- The docking bay contains an airlock in the lower left that leads out onto Pluto's surface, in the event that crew are required to walk on the surface. It also contains spacesuits and oxygen tanks for such purposes. The dome overhead is retractable to allow spacecraft to take off and land. The large transport vessel, Charon's Ferry is stored here. It will eventually be used for a return journey to Earth when a relief vessel arrives. Its powerful ion drive enables it to make the trip, though it takes months. In the event that an emergency evacuation becomes necessary, Charon's Ferry can be used for that purpose. The ship is armed with blaster cannons. The base's scout fighter, Demeter, is also kept here when not out on patrol or scouting missions. Typically flown by Captain Desjardins, it is not anywhere near as big or tough as the transport, nor is it capable of interplanetary flight - it was transported to Pluto in a hangar on the transport. However, it is far more maneuverable and does sport a blaster cannon. Its propulsion system is different than the transport's, allowing for high performance within a planet's atmosphere and requiring a completely different set of skills to pilot.

The smaller module on the left contains (clockwise from top):
Water Synthesis-
Pluto has no water, and the amount of water required to sustain a crew of fourteen for several months is too great to transport from Earth. Therefore, the latest water synthesis technology is used. Hydrogen and oxygen are extracted from compounds found in local rocks and assembled into water molecules. The water is stored in underground tanks. The power requirements for this are high, so water is used sparingly. Nobody can take a bath on Styx Base, and showers must be short. Wasting water is a disciplinary offense.

Fusion Reactor-
This fusion reactor generates all the power needed to run Styx Base. It requires heavy water, which is extracted from the water synthesized in the next chamber. The heavier hydrogen isotopes are stripped off and used to form helium gas, which is vented out of the base. Oxygen is also generated as a result, and this is used to supplement the oxygen generated in the hydroponics bay. The power generated is supplemented by solar collectors, though they don't provide much compared to the fusion reactor.

Graviton-
Pluto's gravity is incredibly low, and anyone living on the base for more than a handful of months would be unable to adjust to Earth's gravity upon returning home. However, Graviton technology has been readily available since it was developed on a base on the moon in the year 2070, and it has been perfected in the decades since. The higher the artificial gravity generated, the higher the power requirements, so the gravity is kept at 75% of Earth normal in order to conserve energy.
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Security Doors

Post by Mr. Handy »

All base doors and airlocks have built-in electronic security. The implants that every member of the crew has contain security information that determines which doors they are and are not allowed to open. These implants cannot be hacked, as the information stored on them cannot be altered remotely. They would need to be removed surgically first, modified, and then reinstalled. However, while out of the crew member's body they would cease to function and thus alert security automatically. Each crew member's implant authorizes them to open any doors or airlocks they might legitimately need to pass through in the performance of their duties. Each person's quarters are only accessible to him or her, unless overridden by security. General Pryce has the run of the base. Lt. Colonel Bruce does as well, and either one of them can also temporarily grant access to someone else. Any security officer may override any door lock, but this is logged. Doing this without the approval of Lt. Colonel Bruce except in an emergency could lead to trouble.

Someone without an implant would be unable to open any doors or airlocks (unless he or she somehow defeats the lock).
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The Shadow Over Dunwich
The Brotherhood of Death
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The Masque of Nyarlathotep
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