Real, room-by-room ground-floor plans for all seven buildings of Repository 23, distinct from the city-level city map - this is what's actually inside the building. Companion to The Organization.
Building 6
Shelving and shipping containers, the oldest cataloged stock in the complex - some crates predate Entergy's ownership of the building itself.
More of the same, flat bureaucratic labeling regardless of what's actually inside a given crate.
Denser shelving, narrower aisles - the overflow section, added as the catalog outgrew the original layout.
The newest intake, closest to Building 4's loading dock - freshly logged items sit here before being reshelved deeper into the hall.
A single desk and a terminal - whoever's on cataloging duty tonight, and the only person in the building who could tell you where anything actually is.
The largest structure in the complex, and the most literal read on "row after row of numbered crates and shipping containers stretching further than a flashlight beam reaches." No windows at ground level; overhead sodium lighting on a timer, half of it burned out and never replaced.
Building 5
Cavernous and mostly open, the real machinery from the plant's working decades still standing where it was left - housings, pipework, a rusted crane rail overhead. Catwalks cross above at three levels.
The only way up to Floors 2 through 5. The lift is loud enough to announce anyone using it a full floor early.
Foundation instrumentation grafted onto the original power-plant control panels - half the dials are decorative now, the rest actually matter.
The most vertical space in the complex and the one visible from outside - the two smokestacks on the city map both belong to this building. What's on Floors 2-5 is deliberately left open for the GM to fill in per-scene.
Building 1
Where a newly recovered anomaly or Gifted individual is logged before anything else happens to them - the first room, the coldest paperwork.
Filing cabinets and a locked server rack. The paper half of the catalog that the storage halls' terminals only reference.
Better furniture than anywhere else in the building. The only room with a real window, facing the yard rather than the street.
A table, two chairs, a mirror that isn't just a mirror. Used for exactly what it sounds like.
A coffee maker older than most of the staff. Genuinely mundane - the one room in the building that could belong to any office anywhere.
Exactly what it says.
The mundane bureaucratic layer sitting on top of everything else in the complex - the building someone signs into before they ever see a crate or a cell.
Building 7
Overflow from Building 6, mostly bulk items too large for standard shelving.
The most recently built-out section - still smells like fresh lumber under everything else.
Sits by itself, a real gap between it and the rest of the complex - anyone crossing to or from it is briefly outside, in the yard, exposed.
Building 4
A single vehicle bay facing the rail spur and yard - where anything new actually arrives at Repository 23.
Intake paperwork and a quarantine shelf - newly arrived items sit here before anyone decides whether they're safe to reshelve properly.
Small, plain, and easy to overlook - which is exactly why it's the building most player characters would actually breach through, if this ever comes to that.
Building 2
Whoever's posted here sees the whole corridor and every cell door from one seat. Never left unattended.
Six cells, three per side, each built to a different containment doctrine than the shelving in the rest of the complex - this is the one space genuinely built to keep something in, not just store it.
Woven through the storage floors elsewhere in the complex, but physically isolated here as its own building - built for anomalous and Gifted prisoners nothing standard could hold.
Building 3
Overflow and miscellaneous cataloging - the items that didn't fit the standard shelving in Buildings 6 or 7.
A desk wedged into the smallest building in the complex - whoever draws this shift works alone.
The smallest structure in the complex, tucked against Building 2's own footprint - easy for a player character to miss entirely on a first pass.