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Post by senko on Jun 20, 2016 22:09:05 GMT
I've been playing around with a number of concepts and part of that has been trying to map out in general terms a TARDIS layout. Problem is I've too many doors and I'm not sure what to put behind them.
I've started off using the curent console room as the base since I like it. It has a lower level with a pillar supporting the console deck with various cabinets around it one of which contains a ladder leading down. , There are two stairs each leading up to a landing with a doorway then turning at right angles to reach the console deck with a roundel at the base of the left one that conceals a cortidor. There's a bridge leading from the console deck to the main doors and a third set of stairs between the other two leading up to a a balcony with a door there and two more doors at each end of the balcony where it meets the main door arch. This gives me 8 portals in and out. On the upper balcony there are 3 doors. Two on either side of the arch holding the main doors and one directly opposite them. On the console level there are the main doors. There are another two doors on the landings at the middle level. Finally there is the roundel portal and the ladder in the cabinet on the lower level.
Now some of these are easy to assign. The main doors are obviously the main entrance, the roundel is a fast/emergency access to the power rooms (eye of harmony. Dynamorphic power station, cloister room, architecture reconfiguration system, etc and the zero room, the cabinet with the ladder is manual access to the lower decks. I've made use of the dimensional aspect so when you go through the emergency access doors you wind up in the relevant room but when you use that rooms door you wind up in the section of the TARDIS it's in which can make it a bit of a hike back to the main control room
For now I'm thinking of putting the residential section (sickbay, kitchen, dining room, living room, bedrooms) behind the door on the right landing and the recreational section (cinema, library, museum, art gallery, outdoors area, baths room also part of the outdoors area but a different section, pool, gym, beach, etc) on the left landing. The door at the top of the stairs leads to the travel section (wardrobe, utility room and the lift to lower decks). Meanwhile the door on the left end of the balcony leads to the science section (laboratory, observatory, workshop, garage, infinity room, quantum probability extrapolater, fault locator room, etc).
However this leaves one door at the right end of the balcony I'm not sure what to do with. I'd like to avoid a generic "storerooms section" as that fits nicely on the lower decks but the only thing I can think of is a weapons section which only applies for the advanced GM approval required war TARDIS'S (and really what is a huge bronze sphere anyway? Are we talking semi-trailer huge, cruise ship huge, continent huge, death star huge?).
SO does anyone have some advice? What should I put behind these doors and should I split sections? Obviously general ideas are fine and in happy to rearrange doors/sections so long as (a) I don't wind up with generic storerooms unless there's no choice and (b) the various doors lead to areas with common themes.
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Post by zebaroth on Jun 21, 2016 5:39:30 GMT
let the players help one the best times i had was a fate D&D game where we made the world map. so let the players help you map the lay out of the tardis
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Post by senko on Jun 21, 2016 7:49:10 GMT
Unfortunately there are no players like I said this is just me playing around with various concepts. Work pretty much killed all my gaming years ago sniffle, hours just aren't regular enough for a gaming group.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 21, 2016 9:28:08 GMT
I've been playing around with a number of concepts and part of that has been trying to map out in general terms a TARDIS layout. Problem is I've too many doors and I'm not sure what to put behind them. I've started off using the curent console room as the base since I like it. It has a lower level with a pillar supporting the console deck with various cabinets around it one of which contains a ladder leading down. , There are two stairs each leading up to a landing with a doorway then turning at right angles to reach the console deck with a roundel at the base of the left one that conceals a cortidor. There's a bridge leading from the console deck to the main doors and a third set of stairs between the other two leading up to a a balcony with a door there and two more doors at each end of the balcony where it meets the main door arch. This gives me 8 portals in and out. On the upper balcony there are 3 doors. Two on either side of the arch holding the main doors and one directly opposite them. On the console level there are the main doors. There are another two doors on the landings at the middle level. Finally there is the roundel portal and the ladder in the cabinet on the lower level. Now some of these are easy to assign. The main doors are obviously the main entrance, the roundel is a fast/emergency access to the power rooms (eye of harmony. Dynamorphic power station, cloister room, architecture reconfiguration system, etc and the zero room, the cabinet with the ladder is manual access to the lower decks. I've made use of the dimensional aspect so when you go through the emergency access doors you wind up in the relevant room but when you use that rooms door you wind up in the section of the TARDIS it's in which can make it a bit of a hike back to the main control room For now I'm thinking of putting the residential section (sickbay, kitchen, dining room, living room, bedrooms) behind the door on the right landing and the recreational section (cinema, library, museum, art gallery, outdoors area, baths room also part of the outdoors area but a different section, pool, gym, beach, etc) on the left landing. The door at the top of the stairs leads to the travel section (wardrobe, utility room and the lift to lower decks). Meanwhile the door on the left end of the balcony leads to the science section (laboratory, observatory, workshop, garage, infinity room, quantum probability extrapolater, fault locator room, etc). However this leaves one door at the right end of the balcony I'm not sure what to do with. I'd like to avoid a generic "storerooms section" as that fits nicely on the lower decks but the only thing I can think of is a weapons section which only applies for the advanced GM approval required war TARDIS'S (and really what is a huge bronze sphere anyway? Are we talking semi-trailer huge, cruise ship huge, continent huge, death star huge?). SO does anyone have some advice? What should I put behind these doors and should I split sections? Obviously general ideas are fine and in happy to rearrange doors/sections so long as (a) I don't wind up with generic storerooms unless there's no choice and (b) the various doors lead to areas with common themes. Firstly I like the idea of mapping out the TARDIS's interior. IIRR one of the Diary of Doctor Who RPG issues had an acticle on transdimensional mapping the interior of a TARDIS.
However it's basically a pocket universe with it's own rules, so there's no reason two rooms have to be adjacent even if they both connect to the same third one. A room could have door that lead to different rooms depending on how/who/when they're operated. As for size, well there's a "sunroom" in Hex's TARDIS that contains an actual sun. A G1V yellow dwarf only a little larger than Sol that the TARDIS's prior operator 'rescued' from destruction.
Personally I put a 'mudroom' off the 'front door' containing stuff that might be useful in dealing with interior conditions; rain gear, vacuum and hostile environment suits of various types, tools, portable shelters, inflatable boats and stuff like that. There's also a decontamination shower and first-aid facilities. The supplies include rope and a winch for when the TARDIS malfunctions slightly and manifests it's real world interface several metres over the ground and refuses to change this. This is a game acquired quirk.
Beyond this is the control room (a poor design choice really as it allows enemies to gain access to the 'bridge' far too easily). This is a huge two level room, based on a hotel reception in Singapore that I liked. Of course given Hex's peculiarities the room is hexagonal, the floor is made of interlocking hexagonal marble tiles, the walls are studded with 'hexels' et cetera. The lower level (about 30m wide) is furnished rather like a hotel reception, easy chairs, tables, refreshment facilities and so on. There are also door to bathrooms suited to various biologies. The upper level (dais) is about 10m across and is about 6m off floor level; it has the usual console and other operating stations, plus seats and safety restraints (added by a companion who'd taken one too many knocks). The dais is equipped with heavy force field defense, able to stop most portable weaponry including Dalek guns. The fitting of weaponry is a topic of intense discussion.
The door off the lower level (there are six of course) connect to: a corridor of storerooms, a medical bay, the aforementioned bathrooms, a lounge with connections to a galley/mess, planning room (added by a companion who was somewhat averse to continually 'winging it') and so on, a set of emergency escape capsules and the accommodation block. The upper level has two doors, one connects to the same corridor in the accommodation block and one to the "engine rooms" (not everyone can use this, those who aren't authorised find themselves exiting onto the lower level).
Most of the interior maintains the hexagonal theme, though one companion has managed to figure out how to use the architectural sub-system to change this; otherwise the overall effect can become a little much for newcomers.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 21, 2016 9:43:05 GMT
It was issue 3 of Diary of DWRPG (available from the usual place) that covered mapping the interior of a TARDIS. Though I've never tried using Visio for that purpose, I'd stick to Diagram Designer.
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Post by senko on Jun 21, 2016 10:49:37 GMT
Ok. I'm making full use of those details, I just like the main section at least to be mapable in normal comprehensible euclidan means. All of the doors in the emergency corridors take you to the related power room but once your their the door functions normally. That is going back and forth through it just takes you from the power room in question to the corridor outside there's no way back to the emergency corridor without making your way back to the main control room and then going through the roundel again. The "outdoors" room is actually a nice river valley surrounded by hills and mountains for you to hike over. Going from one end to the other is a 2 day trip and that doesn't include climbing the hills actually climbing down from one mountain and making your way to the top of another at the other end would probably take closer to 8-10 day's depending on how fit you are. The baths are an eastern style onsen with hotsprings located on the southern slope of the northern mountains, the outdoors room door opens into a nice cabin in the middle of the room. The Utility room, sick bay and wardrobe room have all that kind of stuff hazmat suits, spacesuits, rain gear, clothing for various cultures, etc are in the wardrobe while camping gear, tools, kayaks, weapons (bows, daggers, etc) are in the utility room and deocontamination and first aid supplies obviously are in the sick bay. Very luxurious sounding TARDIS you have there. Mine's largely eastern themed wooden panelling, "paper" doors that slide open to access the rooms, wind chimes and scent of sandalwood. I'm on my way to bed but I'll try and post a full description tommorrow. s-media-cache-ak0.pinimg.com/736x/02/7c/73/027c73aee685cb15f911c67efb35409e.jpgs-media-cache-ak0.pinimg.com/736x/6b/6d/5c/6b6d5c2972299642fffbd750e8d2fcb1.jpgGenerally similar to that as I said for layout just a different desktop theme, more bookshelves and the like along that upper balcony and you can just make out the stairs from the console. Lighting is more sky blue than that for the control console and warm white light for the room. There's doors at the ends of the balcony either side of the main arch and accessable from those stairs. Basically you can go down from the console platform for either recretation to the left or living quarters to the right, up to get supplies for whatever world your own (including appropriate clothing) and to access the lower decks or up and around to get to the research section. That last door however . . . I really am tempted to just grab a "prototype" type 90 and say its the weapon stations and off limits to everyone. I'll take a look at those diaries tommorow as well.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jun 21, 2016 11:38:18 GMT
Here's a quick layout diagram of the part of Hex's TARDIS I described.
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Post by Marnal on Jun 21, 2016 16:18:37 GMT
Zero Room should probably go near the Medical Bay. Fault Locator room should be with the other Power Rooms.
I'd take the Utility room and the Garage and make that the last undecided section.
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Post by senko on Jun 22, 2016 9:00:47 GMT
Let me just clarify Marnal the various power rooms aren't actually in the emergency access corridor just doors to access them quickly in an emergency while the rooms themselves are separated across the various decks for safety reasons. The fault locator room can easily have a doorway there but its actually physical location is next to the console room for easy access when running diagnostics (it does take 10 minutes for a full scan afterall). As for making the garage/workshop a separate section I wasn't comfortable with them where they were it just didn't occur to me to move them. It should have considering I divided the original residential section but it didn't that works well thank you. Ok i now have my TARDIS presenting description (I did play around a little with the rules as the important part is the looks not the stats and that can be easily adapted to a Type 89, a Type 70 or even earlier)...
HISTORY Prior to the time war a number of test type Type 90A TARDIS's were developed to iron out design faults and test different technology before the mass produced Type 90B design was decided upon. These test types often possessed advanced or experimental technology that for numerous reasons was not included in the final model as well as testing new design philosophies. However they also llacked specific equipment deemed not necessary for that test. This particular model was used to test advanced circuitry especially enhancements to its mental lattice to make it more self aware than the normal new TARDIS, although it still lacked true sentience along with new engine designs and the more secure real world interface. As it was not deemed necessary however it was not equipped with the latest shields, any weapons and she did not receive the mental modifications to create a war like personality used in the mass production model as it was deemed too risky to combine those with a potential for sentience. Finally she was equipped with a secondary fuel supply of a small self contained supernova (cough journey to the center of the TARDIS cough) to explore the possibilty of operations where refueling from the copy of The Eye of Harmony wasn't possible, as part of this it was equipped with a manual control console rather than the voice control of the Type 89 or the fused time lord of the mass production Type 90's and the old style PAST system was reinstalled to facillitate easy and safe transport of large numbers of troops.
Like the other test types she was slated for dissection after the test results however she was diverted by House Militant in the belief she was a Type 76 and given to one of their early test subjects on imparting Gallifreyan knowledge and the imprinteur of Rassilon to lesser species that was being let loose to observe the longer terms effects of these modifications for any potential problems with their Regen Infantry (this would be me, the test subject not the further modified poor souls who became more machine than person, my character concept elsewhere goes into more detail).
APPEARANCE Although the current desktop design uses the Zen desktop as a base (The walls are apparently made of paper and are backlit with a subtle glow while the floors are a mixture of wood and tatami mats, the overall lighting scheme is a warm white. Doors slide open silently and there is a constant haunt of wind chimes playing through the corridors.) there are a few custom modifications mainly to bring it more in line with the traditional architecture of Japan.
SEMI-GUIDED TOUR CONSOLE ROOM On entering the CONSOLE ROOM from the main doors you cross a short bridge to reach the main control console platform supported by a pillar rising from the lower floor. This is a circular platform with the control console (the time rotor is lit in the same golden yellow colour as Artron energy) in the middle and two couches (restraints can be used by those sitting on them to secure themselves in flight) on the sides bordering the main entranceway. A wooden barrier resembling a balcony surrounds the platform to prevent someone from falling off. Opposite the main entrance are 3 sets of stairs the middle one leading up and the two on either side of leading down to landings halfway between the console platform and the floor where there are doorways accessing the MANUFACTURING SECTION from the right landing and the RESEARCH SECTION from the left hand one. Stairs then lead down at right angles from these landings to the lower floor. On the lower floor at the base of the left hand stairs is a secured roundel that can be unlocked to access the EMERGENCY CORRIDOR and one of the cabinets surrounding the pillar supporting the control console has the MANUAL ACCESS FACILITY. The stairs leading up take you to a balcony overlooking the console room directly in front of you is a door leading to the RESIDENTIAL SECTION. This balcony curves around ending at the arch of the main doors, just before this arch are two more doorways. The one to the left of the main doors contains access to the RECREATIONAL SECTION while the one to the right allows access to the WARDROBE. Scattered along this balcony are a number of shelves containing books and various items as well as more seating and desks. Many of the roundels visible as patterns on the walls can be opened allowing access to various circuitry, cabinets and assorted supplies. The arch for the main door contains cubicles and racks for shoes and wet weather gear to be placed in before entering the console room.
SCIENCE SECTION This area contains all the facilities and equipment necessary for conducting education and research. The initial pentagonal room has doors on the four other walls the one to the left closest to the entrance leading to the laboratory while the one to the right closest to the entrance leads to the observatory. Of the two on the further walls the one to left allows access to the fault locator room while the one on the right offers access to the sickbay. Doors off the laboratory offer access to smaller classrooms, meeting rooms and smaller labs to work with more dangerous chemicals and reactions. The observatory contains the time space viewer and quantum probability extrapolator as well as being able to project a massive hologram of the universe (or more usually part there of) across the ceiling. The zero room can be accessed via a door in the sickbay and confirms to the usual design for these areas.
MANUFACTURING SECTION Accessed via the right hand landing this square room has a large lift taking up the wall directly opposite the entrance allowing access to the lower decks as well as doors to the left leading to the workshop and one to the right leading to the utilty room. A door off the workshop leads to the main garage.
RESIDENTIAL SECTION The door at the top of the stairs leads to a long corridor with a number of doors every 3 meters on the left and right. The first two on the left allow access to the kitchen and dining room, while the first on the right contains a living room. The remaining doors lead to bedrooms all with ensuites and a walk in closest for the crew and passengers to use. Individual bedrooms can have their base theme adjusted to match an inhabitants taste.
RECREATIONAL SECTION This area is designed to provide access to the many games, sports and cultural activities popular on earth. Much like the RESIDENTIAL SECTION this is a long corridor with doors every 3 metres. Among the many rooms contained here are a bowling ally, pool, beach, outdoors area, baths area, golf course, atheletics complex, cinema, library, museum, art gallery. Of special note are the outdoors area and the athletics complex. The outdoors area is a 100 km valley containing hills and mountains one can hike and explore. The outdoors area door leads to a large mansion in the centre of this valley decorated in a Victorian style. On a mountain to the south is a cable car that takes you to a cabin (2 bedrooms, bathroom, living room/dining room and kitchen) 1km up the mountain slope and then further chair lifts allowing access to the mountain peak. In winter there are a large variety of ski runs of different skill levels on this mountain. On the northern hills is a large Onsen with a wide variety of hot springs, cold baths, sauna's and mud baths where one can relax while enjoying truly magnificant views. There are male, female and communal bathing areas. The male and female contain a wide selection of indoor and outdoor facilities while the communual section contains pools offering nice views while protecting the privacy of the couples or families using them from other visitors. The athletics complex contains a fully equipped gym and the main courts for a wide range of sports such as tennis, soccer, baseball as well as a river circling around the complex for water activities such as boating or swimming.
WARDROBE The wardrobe has many rooms offering a wide variety of styles and clothing options sorted by planet and then era. The TARDIS rotates this room upon arriving on a new planet so that the main room immediately accessed from the console room contains clothing suited to that location and era. This main room also always contains a locked door allowing access to the armory where a wide variety of weapons are stored and a door allowing access to the room containing the chameleon arch. However it should be noted that since the clothes here are representative of those used by the dominant culture in that area they may not fit the TARDIS crew due to differeing number/type of limbs (although those willing to take the pain may use the chameleon arch to fix this problem).
EMERGENCY CORRIDOR Accessed via a locked roundel on the lower floor. This short corridor contains a number of doors that allow fast access to the various power rooms scattered around the ship in an emergency. These doors make use of dimensional architecture so while walking through any of them will result in you walking into that power room via the main door once there the main door functions normally between the room and the corridor outside requiring you to traverse the corridors and possibly use the lift to access other rooms or return to the control room. The power rooms are a departure from the normal apperance with most rooms using the defeault desktop theme with the exception of the cloister room resembling as it does an english monastary with gray stones and plants growing over it and the room containing the false eye of harmony emergency supply is just a bridge leading out to a platform hanging in empty space (along with several other power rooms actually entering this room is NOT a good idea as it will result in a very nasty death if your lucky and the door is normally locked).
MANUAL ACCESS FACILITY Accessed by opening a cabinet located at the base of the pillar supporting the control console this vertical shaft contains a ladder leading to the deck below. The door to the immediate left on exiting contains a ladder to the next deck and this is repeated with each deck having a staggered ladder so in the event of falling one will never fall more than one deck.
STATISTICS ATTRIBUTES Awareness: 1 Coordination: 4 Ingenuity: 6 Presence: 1 Resolve: 4 Strength: 5
SKILLS Let me just clarify Marnal the various power rooms aren't actually in the emergency access corridor just doors to access them quickly in an emergency while the rooms themselves are separated across the various decks for safety reasons. The fault locator room can easily have a doorway there but its actually physical location is next to the console room for easy access when running diagnostics (it does take 10 minutes for a full scan afterall). As for making the garage/workshop a separate section I wasn't comfortable with them where they were it just didn't occur to me to move them. It should have considering I divided the original residential section but it didn't that works well thank you. Ok i now have my TARDIS presenting description (I did play around a little with the rules as the important part is the looks not the stats and that can be easily adapted to a Type 89, a Type 70 or even earlier)...
HISTORY Prior to the time war a number of test type Type 90A TARDIS's were developed to iron out design faults and test different technology before the mass produced Type 90B design was decided upon. These test types often possessed advanced or experimental technology that for numerous reasons was not included in the final model as well as testing new design philosophies. However they also llacked specific equipment deemed not necessary for that test. This particular model was used to test advanced circuitry especially enhancements to its mental lattice to make it more self aware than the normal new TARDIS, although it still lacked true sentience along with new engine designs and the more secure real world interface. As it was not deemed necessary however it was not equipped with the latest shields, any weapons and she did not receive the mental modifications to create a war like personality used in the mass production model as it was deemed too risky to combine those with a potential for sentience. Finally she was equipped with a secondary fuel supply of a small self contained supernova (cough journey to the center of the TARDIS cough) to explore the possibilty of operations where refueling from the copy of The Eye of Harmony wasn't possible, as part of this it was equipped with a manual control console rather than the voice control of the Type 89 or the fused time lord of the mass production Type 90's. Like the other test types she was slated for dissection after the test results however she was diverted by House Militant in the belief she was a Type 76 and given to one of their early test subjects on imparting Gallifreyan knowledge and the imprinteur of Rassilon to lesser species that was being let loose to observe the longer terms effects of these modifications for any potential problems with their Regen Infantry (this would be me, the test subject not the further modified poor souls who became more machine than person, my character concept elsewhere goes into more detail).
APPEARANCE Although the current desktop design uses the Zen desktop as a base (The walls are apparently made of paper and are backlit with a subtle glow while the floors are wood and the overall lighting scheme is a warm white. Doors slide open silently and there is a constant haunt of wind chimes playing through the corridors.) there are a few custom modifications mainly to bring it more in line with the traditional architecture of Japan.
SEMI-GUIDED TOUR CONSOLE ROOM On entering the CONSOLE ROOM from the main doors you cross a short bridge to reach the main control console platform supported by a pillar rising from the lower floor. This is a hexagonal platform with the control console (the time rotor is lit in the same golden yellow colour as Artron energy) in the middle and two couches (restraints can be used by those sitting on them to secure themselves in flight) on the sides bordering the main entranceway. A wooden barrier resembling a balcony surrounds the platform to prevent someone from falling off. On the side opposite the main entrance are 3 sets of stairs the middle one leading up and the two on either side of leading down to landings halfway between the console platform and the floor where there are doorways accessing the MANUFACTURING SECTION from the right landing and the RESEARCH SECTION from the left hand one. Stairs then lead down at right angles from these landings to the lower floor. On the lower floor at the base of the left hand stairs is a secured roundel that can be unlocked to access the EMERGENCY CORRIDOR and one of the cabinets surrounding the pillar supporting the control console has the MANUAL ACCESS FACILITY. The stairs leading up take you to a balcony overlooking the console room directly in front of you is a door leading to the RESIDENTIAL SECTION. This balcony curves around ending at the arch of the main doors, just before this arch are two more doorways. The one to the left of the main doors contains access to the RECREATIONAL SECTION while the one to the right allows access to the WARDROBE. Scattered along this balcony are a number of shelves containing books and various items as well as more seating. Many of the roundels visible as patterns on the walls can be opened allowing access to various circuitry, cabinets and assorted supplies.
SCIENCE SECTION This area contains all the facilities and equipment necessary for conducting education and research. The initial pentagonal room has doors on the four other walls the one to the left closest to the entrance leading to the laboratory while the one to the right closest to the entrance leads to the observatory. Of the two on the further walls the one to left allows access to the fault locator room while the one on the right offers access to the sickbay. Doors off the laboratory offer access to smaller classrooms, meeting rooms and smaller labs to work with more dangerous chemicals and reactions. The observatory contains the time space viewer and quantum probability extrapolator as well as being able to project a massive hologram of the universe (or more usually part there of) across the ceiling. The zero room can be accessed via a door in the sickbay and confirms to the usual design for these areas.
MANUFACTURING SECTION Accessed via the right hand landing this square room has a large lift taking up the wall directly opposite the entrance allowing access to the lower decks as well as doors to the left leading to the workshop and one to the right leading to the utilty room. A door off the workshop leads to the main garage.
RESIDENTIAL SECTION The door at the top of the stairs leads to a long corridor with a number of doors every 3 meters on the left and right. The first two on the left allow access to the kitchen and dining room, while the first on the right contains a living room. The remaining doors lead to bedrooms all with ensuites and a walk in closest for the crew and passengers to use. Individual bedrooms can have their base theme adjusted to match an inhabitants taste. The large monitor in the living room is hooked up to the quantumn probability extapolator allowing the crew to enjoy its effects in their downtime (watching "continuations" of favorite stories/shows/movies or seeing alternate outcomes where they change an event in the story such as having someone survive who would have otherwise died).
RECREATIONAL SECTION This area is designed to provide access to the many games, sports and cultural activities popular on earth. Much like the RESIDENTIAL SECTION this is a long corridor with doors every 3 metres. Among the many rooms contained here are a bowling ally, pool, beach, outdoors area, baths area, golf course, atheletics complex, cinema, library, museum, art gallery. Of special note are the outdoors area and the athletics complex. The outdoors area is a 100 km valley containing hills and mountains one can hike and explore. The outdoors area door leads to a large mansion in the centre of this valley decorated in a Victorian style. On a mountain to the south is a cable car that takes you to a cabin (2 bedrooms, bathroom, living room/dining room and kitchen) 1km up the mountain slope and then further chair lifts allowing access to the mountain peak. In winter there are a large variety of ski runs of different skill levels on this mountain. On the northern hills is a large Onsen with a wide variety of hot springs, cold baths, sauna's and mud baths where one can relax while enjoying truly magnificant views. There are male, female and communal bathing areas. The male and female contain a wide selection of indoor and outdoor facilities while the communual section contains pools offering nice views while protecting the privacy of the couples or families using them from other visitors. The athletics complex contains a fully equipped gym and the main courts for a wide range of sports such as tennis, soccer, baseball as well as a river circling around the complex for water activities such as boating or swimming.
WARDROBE The wardrobe has many rooms offering a wide variety of styles and clothing options sorted by planet and then era. The TARDIS rotates this room upon arriving on a new planet so that the main room immediately accessed from the console room contains clothing suited to that location and era. This main room also always contains a locked door allowing access to the armory where a wide variety of weapons are stored and a door allowing access to the room containing the chameleon arch. However it should be noted that since the clothes here are representative of those used by the dominant culture in that area they may not fit the TARDIS crew due to differeing number/type of limbs (although those willing to take the pain may use the chameleon arch to fix this problem).
EMERGENCY CORRIDOR Accessed via a locked roundel on the lower floor. This short corridor contains a number of doors that allow fast access to the various power rooms scattered around the ship in an emergency. These doors make use of dimensional architecture so while walking through any of them will result in you walking into that power room via the main door once there the main door functions normally between the room and the corridor outside requiring you to traverse the corridors and possibly use the lift to access other rooms or return to the control room. The power rooms are a departure from the normal apperance with most rooms using the defeault desktop theme with the exception of the cloister room resembling as it does an english monastary with gray stones and plants growing over it and the room containing the false eye of harmony emergency supply is just a bridge leading out to a platform hanging in empty space (along with several other power rooms actually entering this room is NOT a good idea as it will result in a very nasty death if your lucky and the door is normally locked).
MANUAL ACCESS FACILITY Accessed by opening a cabinet located at the base of the pillar supporting the control console this vertical shaft contains a ladder leading to the deck below. The door to the immediate left on exiting contains a ladder to the next deck and this is repeated with each deck having a staggered ladder so in the event of falling one will never fall more than one deck.
STATISTICS ATTRIBUTES Awareness: 2 Coordination: 4 Ingenuity: 6 Presence: 2 Resolve: 5 Strength: 5
SKILLS Knowledge: 4 Science (Temporal Science): 6 Technology: 6 Transport: 2
TRAITS Advanced Systems Clairvoyance (Special) Face in the Crowd Fast Healer Enhanced Sentience X3 Feel the Turn of the Universe Lucky Psychic Research Capsule Resourceful Pockets Sense of Direction Telepathy Vortex Restriction (Tricky Controls, 6 pilots)
GADGET TRAITS Scan X3 Transmit Forcefield (Major)
Armour: 40 Speed: 21 Story Points: 20
MODIFICATIONS REMOVED War Machine (I think this automatically removes brave, forcefield (special), argumentative, impulsive and delete) +3 Story Points
TOTAL: +3 story points.
ADDED Advanced Systems -2 Story Points Enhanced Sentience x3 -3 Story Points Forcefield (Major) -2 Story Points Lucky -2 Story Points Inexperienced +1 Story Point
TOTAL: -8 Story Points
STORY POINTS: 25 + 3 -7 = 20 Story Points
MINOR GOOD TRAIT AQUIRED VIA STARTING "DAMAGE" Research Lab
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Post by senko on Jul 6, 2016 7:55:26 GMT
Just wanted to add this in response to Catsmate's comment about the control room being behind the main doors being a poor security choice. Laying aside they were more civilian research vessels we usually see not the war TARDIS's that may have had a different design I've noticed something in rewatching that offers a partial solution.
The control room is obviously configurable as we see on several occasions . . .
1) The Dr Who movie control being massive in size with all sorts of odd little areas. 2) The current layout with balconies and a raised dais for the control console. 3) The master's horse box TARDIS in terror of the auton's where there's a step and path off to the left as well as the main control room somewhere off to the right given where the master and doctor go when entering it.
So it may well be possible to portion off part of the control room as a security section. That is you enter the control room via the main doors but the part of the control room you enter is a short corridor with heavy weaponary defenses, a couple of scanning stations to check for things like Nestene plastic, Dalek puppetry, alien parasites, maybe even hook it up to the PAST circuits. The corridor being made of some super hard material with a very thick security door leading into the rest of the control room. Something like the doom 3 entrance corridor where you get scanned window viewing room optional.
In fact I may adapt something like this for my TARDIS design and a small anteroom before the main console room where you can take off and leave shoes and outer gear such as raincoats or skis so you don't get water/mud all over the control room.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 6, 2016 9:25:02 GMT
Just wanted to add this in response to Catsmate's comment about the control room being behind the main doors being a poor security choice. Laying aside they were more civilian research vessels we usually see not the war TARDIS's that may have had a different design I've noticed something in rewatching that offers a partial solution. The control room is obviously configurable as we see on several occasions . . . 1) The Dr Who movie control being massive in size with all sorts of odd little areas. 2) The current layout with balconies and a raised dais for the control console. 3) The master's horse box TARDIS in terror of the auton's where there's a step and path off to the left as well as the main control room somewhere off to the right given where the master and doctor go when entering it. So it may well be possible to portion off part of the control room as a security section. That is you enter the control room via the main doors but the part of the control room you enter is a short corridor with heavy weaponary defenses, a couple of scanning stations to check for things like Nestene plastic, Dalek puppetry, alien parasites, maybe even hook it up to the PAST circuits. The corridor being made of some super hard material with a very thick security door leading into the rest of the control room. Something like the doom 3 entrance corridor where you get scanned window viewing room optional. In fact I may adapt something like this for my TARDIS design and a small anteroom before the main console room where you can take off and leave shoes and outer gear such as raincoats or skis so you don't get water/mud all over the control room. Yep, presumably a Time Lord (or other TARDIS) operator could reconfigure things so there's more space between the doors and the control centre. I don't remember the details of the Master's TARDIS (I must re-watch Terror). Hex's TARDIS is laid out so there is a degree of additional security.
Your idea of security features reminds me of the dreaded Type 65 'Secure Recon TARDIS' with it's SID system and active defenses
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Post by senko on Jul 6, 2016 10:32:09 GMT
Well yes there are always potential teething troubles especially if a system is damaged or overly sensative. Not going to be a problem for mine though I haven't even installed the orbital defense and other weapons systems yet (Still trying to figure out a way to make those weapon systems mesh up with the TARDIS creation rules as they're not a gadget, trait or other system that is actually used in that book, have a thread in the silurian age sourcebook area). Either way mine is still more research vessel so no lethal defense systems (unless Tess is keeping secrets from me).
I haven't had time to watch the whole serial yet (an episode or two a night) but so far I've not seen the whole tardis just the outside apperance (RV) and a little bit through the open door showing an interior wall with a step and corridor to the left while the doctor and master go off to the right. Presumably they couldn't do too much modification on a real RV.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 6, 2016 10:49:08 GMT
Well yes there are always potential teething troubles especially if a system is damaged or overly sensative. Not going to be a problem for mine though I haven't even installed the orbital defense and other weapons systems yet (Still trying to figure out a way to make those weapon systems mesh up with the TARDIS creation rules as they're not a gadget, trait or other system that is actually used in that book, have a thread in the silurian age sourcebook area). Either way mine is still more research vessel so no lethal defense systems (unless Tess is keeping secrets from me). I haven't had time to watch the whole serial yet (an episode or two a night) but so far I've not seen the whole tardis just the outside apperance (RV) and a little bit through the open door showing an interior wall with a step and corridor to the left while the doctor and master go off to the right. Presumably they couldn't do too much modification on a real RV. The Type 65 was discussed in the TARDIS Stats Updated thread, this was my post on that model. It had a sophisticated but flakey security system that could be a source of problems for the PCs and fits quite well even in the new game.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 6, 2016 13:37:07 GMT
I had a quick look over Terror of the Autons and the Master's TARDIS in the horse box guise and you were right about the layout (what we saw of it anyway) with a room of some sort of to the left of the entrance, separate from the console room (where the Doctor presumably stole the dematerialisation circuit). There's nothing further in the novelisation.
The Master also seems to be able to access the TARDIS's external scanner remotely, from his office in the plastics factory. In Colony in Space he had a remote device that alerted him to an intrusion attempt, complete with video feed, and allowed his to activate a gas defense system. Another capability a remote control could have.
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Post by Marnal on Jul 7, 2016 3:25:27 GMT
From my TARDIS Tech Index...
Normally it is possible to see the exterior environment through the open doors, however when in airlock mode there is a spatio-temporal void known as the atrium zone between the inner doors and the exterior doors on the outer shell. The inner and outer doors can act as an airlock that functions in vacuum or even under water. The atrium zone between the inner and outer doors is usually a black void, but it can be rendered in curved mirrors or the standard roundel pattern.
When rendered as a black void the exterior doors can not be seen from the control room even though there are less then 2 meters away. Likewise those standing outside the TARDIS will be unable to see into it.
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Post by senko on Jul 7, 2016 4:56:06 GMT
I actually looked that up before my first post in case that was it. This isn't that or at least is a completely different usage. It's not the usual early doctor black void you can't see through its a visible pathway to the left when the control room is to the right. Which means it should be possible to have an extra room/section off the entrance rather Than the airlock/control room. Even if that isn't the case from the movie/current series it should be possible to subdivide the control room to make a genken/security station right inside the front doors.
Although since you did bring it up I never really understood how that airlock worked since the inner doors always seemed to open and close at the same time as the outer ones whereas with an airlock your need one or the other shut for it to function properly or you'd for example flood the tardis when you opened them underwater.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 7, 2016 10:04:09 GMT
I actually looked that up before my first post in case that was it. This isn't that or at least is a completely different usage. It's not the usual early doctor black void you can't see through its a visible pathway to the left when the control room is to the right. Which means it should be possible to have an extra room/section off the entrance rather Than the airlock/control room. Even if that isn't the case from the movie/current series it should be possible to subdivide the control room to make a genken/security station right inside the front doors. Although since you did bring it up I never really understood how that airlock worked since the inner doors always seemed to open and close at the same time as the outer ones whereas with an airlock your need one or the other shut for it to function properly or you'd for example flood the tardis when you opened them underwater. Force fields perhaps? I agree it certainly didn't seem like any conventional airlock design. But the writers were making it up as they went along...
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Post by senko on Jul 7, 2016 11:41:29 GMT
I suppose you could rapid sci-fi babble an explanation just seemed a really odd design that shouldn't work given the internal logic/description. I think it was probably made up to explain why you can't see that big control room when they had the TARDIS prop outdoors. Why I suspect they removed it from the current series because now its possible to create the illusion that it really is there if you look in the doors from the outside.
I can sort of work with it if you put some open/close switch in the atrium so you can actually use it as an airlock.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 7, 2016 12:18:54 GMT
I suppose you could rapid sci-fi babble an explanation just seemed a really odd design that shouldn't work given the internal logic/description. I think it was probably made up to explain why you can't see that big control room when they had the TARDIS prop outdoors. Why I suspect they removed it from the current series because now its possible to create the illusion that it really is there if you look in the doors from the outside. I can sort of work with it if you put some open/close switch in the atrium so you can actually use it as an airlock. I vaguely remember a few mentions of the airlock/interstitial space in some of the novelisations but you're right, it's an artifact of the TV series.
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Post by Marnal on Jul 7, 2016 21:28:06 GMT
The doors at both ends of the Atrium Zone generally don't open simultaneously. The outer doors almost always needed to be physically pulled open [like the doors in New Who].
But, yes, I assume the Atrium Zone could be expanded and upgraded to include security systems. Its also perfectly possible to re-configure things to have something other than the Master Control Room be the first room you come to upon leaving the Atrium Zone.
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Post by senko on Jul 17, 2016 15:12:21 GMT
Mapping this with MS paint is not easy.
I took a look at the real doors where I live so I think given the balcony on the upper level has bookshelves and other things on it I could easily get away with double door length archway matching the balcony and a second door off that to the cloakroom for outerwear and shoes. This also gives quicker access to the console in an emergency (one less room).
Console Room Arch - Cloakroom | Outer Doors
With of course the lower level and upper levels fitting in there as well.
It also means if you want to activate airlock mode you can have the inner doors open into the archway instead of the outer doors directly. Not that they seem to be needed these day's as the doctor opens them underwater to have a look round, in deep space for the same and leaves via them on a planet he needs to wear a spacesuit on while the companion inside the control room doesn't wear one. Clara/Me's TARDIS (whatever model it is the time rotor doesn't seem to match any of the previous designs) does seem to have the airlock mode going by the different texture of the outer doors and the ones that open into the console room originally but we never actually see through those doors straight on when they're open until they reconfigure it into the diner when it again is hard to tell. From the outside it looks like there's obviously only 1 set of doors there but when they're in the control room you only see those double "interior style" doors with no latch like the one when she's standing by the outer door. Of course the Master's TARDIS when he was posing as an adjudicator had just one set of doors with the spaceship outside and Roundel inside so . . . who knows.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 17, 2016 19:07:16 GMT
Perhaps Diagram Designer would be easier to use? It's what I used for the block diagram above. ETA: fixed link (damn tablet)
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Post by senko on Jul 19, 2016 2:59:04 GMT
Well I feel like an idiot after playing around with that program for awhile and still couldn't figure out how to do more than lines or circles then after a googled tutorial I find out its drag and drop. This is much easier than paint thanks. It comes to 22 pages of diagram block drawings of poor quality and 4 console JPGS, also of poor quality.
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Catsmate
13th Incarnation
It's complicated....
Posts: 3,753
Favourite Doctors: Thirteen, Six, Five, Two, Eight, Eleven, Twelve, One, Nine...
Traits: Eccentric, Insatiable Curiousity.
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Post by Catsmate on Jul 19, 2016 9:08:14 GMT
Well I feel like an idiot after playing around with that program for awhile and still couldn't figure out how to do more than lines or circles then after a googled tutorial I find out its drag and drop. This is much easier than paint thanks. It comes to 22 pages of diagram block drawings of poor quality and 4 console JPGS, also of poor quality. No problem, I find it very handy for simple block diagrams.
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Post by senko on Jul 19, 2016 11:43:11 GMT
I want this TARDIS to be visually represented on a quality equal to the show but such is life with a nice visual tour you can move around as in google earth for the control room (or an actual one grin).
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