[Day 6] Agenda Event: Construction and Architecture

The Docklands were initially destined to become a developed settlement much like Lunacent. Now, it is mostly industrial complexes and a haven for questionable characters.
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Boogiepop
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[Day 6] Agenda Event: Construction and Architecture

Post by Boogiepop » Mon Sep 27, 2021 3:04 am

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Contracting companies, construction equipment and crews have begun setting up at the Docklands for a few weeks since the mayor's formation of her project committee. Much of the previous structures from past construction projects remain on the Docklands, although they are in various states of neglect and disrepair. It also hasn't helped that much of the unclaimed structures have been scratched by various locals, either to cannibalize for their own means or make a quick credit. It is rather clear that construction here won't be as easy as continuing the work but will take a lot of repairs, demolition and perhaps merely just starting over again.

While the crews are busy restoring the foundation, the mayor needs an idea of what the final building plans of the Docklands may look like in the future. Much of the existing area has been taken up by corporate factories and warehouses but that still leaves a considerable amount of the territory unclaimed, officially anyway. Much like any lunar settlement, the structure begins above ground and further expansion is done underground. Some zones have been staked out early by notable supporters of the mayor and key members of the committee but there are still some real estates left to build on.

Architects of the Future
With the aid of architectures and engineers, each committee member is responsible for creating one complex of their choice. This may be a housing block, a business, a vital utility, or anything else found in the categories below. Each type of complex relies on a different skill to facilitate its design.

Habitat
Condos, housing units, and bunking pods. These will be essential for housing the growing lunar populace and the new influx of residents.
Skills used: Society (Intelligence) or Streetwise (Cunning)

Industrial
The corporations have much of their lunar industrial base set up in the Docklands already but there is still a demand to claim much of the territory for manufacturing and storage purposes. Especially, if the new frontier will be space then an operating base on Luna will be a future-proofing strategy for any corporation.
Skills used: Operating (Intelligence) or Mechanics (Intelligence)

Utilities
Utility complexes are vital to any dome, especially when it comes to long-term survival on a surface devoid of any life. They include hydroponics for food production and purification plants that specialize in the recycling of oxygen and water.
Skills used: Science (Intelligence) or Survival (Cunning)

Recreational
Recreational facilities include tourist attractions, clubs, restaurants, bars and resorts. While some of them are created for tourists in mind, many of them are appreciated by the locals as normally home space is rather claustrophobic and leisure spaces are often where many go to unwind.
Skills used: Charm (Presence) or Cool (Presence)

Law Enforcement
The NAPD has been looking to enforce the Docklands for some time but it has been an untouchable region due to lack of corporation cooperation previously. Now with the mayor's initiative, the NAPD hopes to finally get a foothold on the lawless subdistrict.
Skills used: Any Combat Skill or Vigilance (Willpower)

Corporate
Corporate offices already exist on Heinlein but not many would turn away to further expand corporate presence around Heinlein. This doesn't just include offices, research labs, and employee housing but also retail spaces as well.
Skills used: Negotiation (Presence) or Leadership (Presence)

Building for Tomorrow
The difficulties to build are as follows:

Surface level, 2 available zones: Easy Difficulty ()
Sublevel 1, 4 available zones : Average Difficulty (◆◆)
Sublevel 2, 3 available zones: Hard Difficulty (◆◆◆)
Sublevel 3 and below: Hard Difficulty with one upgrade (◆◆)

Every 2 Advantage results can be converted to a Boost die for the next committee member and every 2 Threat results are converted into a Setback die in the same manner. On the Triumph results, the proposed complex is efficiently designed and will allow another complex to fit in the same level, effectively not taking up a zone at all.

Regardless of the roll is successful or not, the proposed complex will be built. However, success determines if the proposal and functional design are appreciated by the local loonie population.

Results
If the committee has planned out at least 5 successful complexes, they are awarded one Agenda Point. This complex must have at least one successful habitant and one successful utility.

If there are 7 or more successful complexes made, each committee member involved (whether successful here or not) earns the goodwill of the local loonie population as they have some confidence in their intentions. Once per game, each committee member may choose to reroll any number of dice in an Agenda Event of their choice.
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Lina (NAG Mk3-19)
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Lina (NAG Mk3-19) » Wed Sep 29, 2021 4:52 am

With their experience in governmental matters - including those related to housing projects (were there still public housing projects??), the bureaucracy related to them and even architectural ideas in the projects they had dealt with in the past, #19 felt relatively well-equipped to contribute some plans to housing projects at the Docklands.

The latest experiences and some of the problems that they had seen in New Angeles have them some... particular ideas, though.

There was this idea in architecture. Planning space could affect how individuals related to it... and how they interacted with each other. And, of course, when planning it was important to take into account the needs and feelings of the individuals who would occupy that space.

Now... how would that apply to an area where humans, clones and bioroids would live together? How to plan a space that would be fitting - and comfortable, even - to blue-collar worker, white-collar exec, clone and bioroid of different makes alike? How to think that space in such a way that android and human would meet each other in hallways, gardens and possible leisure areas and get used to each other's presence?

How to give hints, here and there, of the being of androids? Of their right to being?

It was a tricky concept - especiallly doing that without making it obvious. And it would probably not be accepted in its entirety.

But it was a worthy endeavour.

It was a start.

OOC:
D6 Agenda Event - Habitat unit, Surface Level. Society vs Easy.: 1eP+3eA+1eD 4 successes, 2 advantage
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4 successes, 2 advantage

Housing built successfully at the Surface level!

Results:
Housing - OK!
Utilities - Still needed

1/5 complexes built!

1 Boost granted to next roller!
Last edited by Lina (NAG Mk3-19) on Fri Oct 01, 2021 12:17 am, edited 2 times in total.
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Diana Harper
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Diana Harper » Wed Sep 29, 2021 2:27 pm

"So, picture this. It's a club, but like, below. Below below. Belower even than that! What it's called? Erm...oh! The Dark Side of hte Moon! Or Dank? Or Damn? Dunno. Something cool. God, I'm on a roll here. And then! For some parties, you could just...turn off the gravity? Freefall Fridays! What do you think? Oh wait, it could also be called the Home Port? Dunno! Oh, or Puzzles! Wait, that's more of a name for a bar..."

Diana was super excited for the idea for a club, apparently. She might have gotten sidetracked.

OOC:
D6 Event, Charm (Presence), Hard with 1 ugrade, Recreational habitat, Story point spent and GMP used for +1 Sux: 3eP+1eA+2eD+1eC 0 successes, 2 threat, 1 Triumph, 1 Despair
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+1 sux from GMP saves the day?

D6 Event, Forgotten Boost: 1eB 1 success, 1 advantage
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Total: 2 success, 1 threat, 1 Triumph, 1 Despair (in case they don't cancel each other out?)
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Boogiepop
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Boogiepop » Wed Sep 29, 2021 2:46 pm

Diana Harper wrote:
Wed Sep 29, 2021 2:27 pm
Total: 2 success, 1 threat, 1 Triumph, 1 Despair (in case they don't cancel each other out?)
[OOC: Hm, I suppose they technically don't. It seems I have forgotten the despair mention. In that case, Triumph wins through! Maybe down the line, the club realizes that their power consumption is double of other complexes and incur massive bills in its operation. :) ]
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Nadia Avaline
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Nadia Avaline » Wed Sep 29, 2021 5:20 pm

Being an intelligent being with a professional understanding of the net, Nadia found herself being consulted on the utility systems of the dome. While her net expertise helped her quite a bit for that brief subsection of the overall work there was much more she didn't quite know. Luckily, however, she was able to access other resources with merely the blink of an eye. Through her skulljack she could port into almost any wireless device as well as her own, and then through there connect to the net. With that access she had the veritable ocean of humanities combined understanding at her fingertips which only rarely brought up malicious sites dedicated toward misinformation.

Luckily, today was not one of those rare instances.

Day 6, Agenda | Utilities: Knowledge: Science, Net Search, Skulljack, vs Sublevel 2: 3eP+1eA+1eC+2eD 2 successes, 1 advantage
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Utilities Sublevel 2.
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Ven Garcia-Estravez
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Ven Garcia-Estravez » Wed Sep 29, 2021 8:44 pm

Ven wasn't quite used to the gravity yet . . . he kept bouncing around too much and hitting ceilings and such so he was quite tired by the time he got to Committee commitments. He sat down and began to plan out an underground habitat worthy of a Parkour! Catboi . . . and dozed off midway through, dreaming of impossible to build but way cool to look at with multiple levels and rooms hanging off ceilings rather than the floor so you could parkour! up to them and . . . then he woke up.

Fortunately he was bright enough to realise such a habitat, although COOL, would not actually be feasible, so instead he planned a much more down to earth . . . . down to moon facility that still gave plenty of athletic opportunities while being actually usable.

--
D6 Construction: Habitat, Sub Level 2. Int/Know(Soc): 3eA+1eP+3eD 1 failure, 3 advantage
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ACK HISSSSSSSSSSSSSSSSSSSSSSSSSSS! Using my Escape Room Re-Roll


D6 Construction: Habitat, Sub Level 2. Int/Know(Soc) ESCAPE ROOM RE ROLL: 3eA+1eP+3eD 1 success, 1 threat
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Success! Habitat module on Sub Level 2.
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Leo Knight
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Leo Knight » Wed Sep 29, 2021 9:33 pm

As it happened, Leo knew how to build a police station. He'd been in them a number of times. He'd shot his way into one once or twice. Never out; that was the job of Weyland lawyers, to secure his freedom. But killing a target inside one, well, that was a challenge.

So, when designing it, Leo found himself in a bit of a dilemma. Should he fill the security gaps that he'd exploited in the past? Or should he leave them? What if he needed to shoot his way into this station?

In the end, he settled for a happy medium.

--------------------------------------------------------------------------------

D6 Event, building LAPD, Sublevel 1: 2eP+2eA+2eD 0 successes, 2 advantage
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D6 Event, building LAPD, Sublevel 1, TALENT REROLL: 2eP+2eA+2eD 1 success, 2 advantage
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Success! 1 boost next
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Jane Doe
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Jane Doe » Wed Sep 29, 2021 11:00 pm

Jane designs a series of neighberhood police stations with surprisingly wide and spacious vents and a couple handy security weakpoints here and there. Could never be too careful.

Day 6 Agenda Event, Construction. Law enforcement, sub level 1. Boost from Leo, 1 success from genemods, ranged light: 1eP+4eA+1eB+2eD 4 successes
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Boogiepop
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Re: [Day 6] Agenda Event: Construction and Architecture

Post by Boogiepop » Sat Oct 02, 2021 1:10 am

Event Over!

Total Committee Score 6/5

The designs and blueprints submitted by the committee were met with some skepticism by the locals at first, perhaps thinking that there might be a focus on corporate territory than anything that might help local Loonies. The NAPD precincts were easily welcomed by the government, especially when the Docklands were known for their lawlessness and physical presence will likely change that. There were even a few habitats that looked interesting with their spacious concepts. Seeing what the committee have in mind put more confidence in the Loonies, especially in seeing that there were more than a few things here that could provide some positive change to Heinlein if it ever came to fruition.

+1 Agenda Point!
(5/9)
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