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Installations are special equipment that Engineer characters can build at events to accomplish various goals - gathering exotic substances, restoring failing environmental shielding, attracting local wildlife, and many other potential uses. Installations are assembled from Components - various sci-fi parts and equipment that can do interesting things when they are put together to solve specific problems. Components can be sourced on missions, from other characters and potentially bought from NPCs.
The Installation & Component system is intended to provide Engineer characters with a creative improvised route to deal with problems that they encounter at events, combining Components into an ad-hoc technological solution that just might work. Improvised Installations are considered on a case-by-case basis by the Referee who is present, and may not be repeatable in other circumstances. There is a list of “standard installations” at the bottom of this page which should work fairly consistently in relevant circumstances.
Components are the basic building blocks of Installations - all Installations will require at least 1 Advanced Component (Array), some Basic Components, and possibly some other items like Exotic Substances or other parts. In order to get the effect you want out of an Installation, you need to include the appropriate types of Components. This is often a matter of thinking through how the components you are using might affect the end result - so if you want to build something that does a lot of data processing you might include some Processor Cells or a Computation Array, or if you want to build something that collects things then it should probably include at least 1 Storage Component.
Components are split into 2 categories - Basic and Advanced. Basic Components are simple parts that add to an Installation’s main effect, providing additional functions or abilities. Advanced Components (sometimes called Arrays) are more complex parts that form the core function of the Installation. Advanced Components can be created by combining two specific Basic Components. While the main use for Components at Orion Sphere events is to build Installations, they can also be used to repair or alter pieces of technology, or as part of a Scientist character’s Invention.
Components can be obtained in various ways; you might find some on an abandoned outpost, or gain some as a reward for an Engineering mission, or buy some from a trader. Hiring a Spacer Collective starship to go on a Salvage Mission is also a good way to gather some Components for later use.
There are countless variations of each Component, manufactured by various groups and companies across the Orion Sphere - although small differences exist between these variants, a skilled Engineer will usually have little difficulty in calibrating and connecting then to get the job done. Component lammies should be attached to an appropriate physrep while in the In-character area - you may be able to borrow some physreps from the Game Team for the duration of the event - if so then please hand these physreps in either in your pack at the end of the event, or remove the lammie and hand in the physrep. If you are interested in making your own Component physreps, please do - there are no particular restrictions on what they should look like, other than that they should look vaguely appropriate. The OSLRP Components use this connector designed by Vicki Veck - https://www.thingiverse.com/thing:6746969 - which you may wish to use if you want yours to be able to connect in to general use Components.
There are 10 different types of Basic Components. Basic Components are used for repairing existing technology or to add additional functions or utility to an Installation.
There are 5 different types of Advanced Components, each assembled from 2 Basic Components. Advanced Components (also referred to as Arrays) are used for repairing specialist technology or as the Core function of an Installation. All Installations will require a single Array to work, and in rare cases might require more than one.
An Advanced Component can be assembled by taking its two Basic Components and bringing them to Games Ops, where they can be exchanged for an Advanced Component. Once assembled, an Advanced Component cannot be split back into its constituent Basic Components.
Installations are short-term technological assemblages which perform a specific function in their immediate area. Engineers can assemble Installations inside an appropriate container by connecting suitable Components. To create an Installation you need to first come up with a Plan, then gather the required ingredients, and finally assemble the Installation. All Installations require at least one Advanced Component (Array) and are assembled inside an Installation Box, requiring a Card Draw Action by an Engineer (or group of Engineers). At some point, you will need to find a Referee to both explain your Plan to and also to administer the assembly of the Installation itself.
The first step of creating a new Installation is to come up with a Plan. The Plan should consist of the following;
This step neatly encapsulates the information that you will need to present to the Referee who will approve your planned Installation. Ideally, coming up with a Plan will ideally consist of a bit of roleplay of your character explaining or working out with other characters what they will need to get the desired outcome - effectively the “technobabble” bit of sci-fi engineering.
Once you have a Plan, you should find a Referee to approve it (and also adjudicate the Assembly part). Ideally this will be a Referee already present on the Mission or job you are doing (who is more likely to have a good handle on how the Installation may influence the situation). Once you have explained your Plan to the Referee, they may approve it, deny it (usually giving an IC reason), or suggest some modification of the Parts or the Outcome that are more likely to work in the current situation. You are encouraged to integrate any additional information or requirements into your roleplay as having come from your own engineering knowledge or that of another character.
The following is a list of example Installations and the Components used to assemble them. These Installations may or may not be relevant or useful at any given event.
An important trope of Engineer type characters in sci-fi is to be able to build technological solutions to problems that arise. From Geordi LaForge to Warhammer 40K’s tech-priests, engineers are often able to MacGuyver something together to assist in the story or solve whatever strange sci-fi problem they are having. While Modding and Maintaining equipment reflects the hard sci-fi aspects of engineers, it’s interactions with lammies and place as a downtime activity was limiting players who want to play more active tech-genius style engineers in the field at events. We wanted to add a more flexible and creative system that leaned more into these genre elements, and the Installation system is intended to be that.
Components and Installations were initially trialled at Event 8 to provide the tension of dwindling resources and forcing choices around scarcity on a base that was falling to pieces, while surrounded by a hostile external environment. At this event, Components were theoretically reusable as players could disassemble their Installations as they were no longer needed, or if they became desperate to shore up the bases’ defences and life support. There was a set menu of Installations that could be crafted, and most were tied directly to that event and the story objectives of the characters there. The system worked well at Event 8, so we planned to roll it forward to future events, with new Installations that were more generally useful, and Components being available and used for more things. However, the additional plot effort to integrate Installation recipes into future plotlines and also make them available in a timely manner to players was too demanding, and the system was neglected somewhat.
What surprised us at Event 8 was when characters pitched creating off-book Installations to solve some other problems that we hadn’t envisioned, which we were happy to accommodate at the time, but also the players involved enjoyed being able to come up with an alternative solution to a problem that would work, using this pre-existing system. Hopefully, this ad-hoc Installation system should serve as a means of allowing for creative problem-solving without also putting a significant extra burden on plot writers - as Installations can be used as alternatives to the other possible avenues of interacting with a plotline, but one we can also limit by requiring that Installations use a plan that makes sense given the Components and IC science within the game world.