Jump to content

Cool Things to Put in a Base


Agent X

Recommended Posts

I'm surprised no one mentioned yet the evacuation systems

 

- escape pods for underwater/space stations

- tunnels w/ monorails for underground bases

- hidden exits into parkings and/or highway tunnels for urban bases.

- Teleportation bays etc...

- etc...

 

- maintenance drones (or staff) because someone has to check the plumbery/electricity from time to time.

Link to comment
Share on other sites

  • Replies 60
  • Created
  • Last Reply

Top Posters In This Topic

MTI Keys- Mobile Tesselation Interface: a swarm of fingernail-sized rhomboid robots that fly around on gravity currents and assemble into panels for door locks, view screens, keyboard controls. They also project holographic images with integrated microgravity fields that give the sensation of touch so you could for example program the panel that opens a wall safe to resemble the standard dial tumbler. Each person authorized to be in the base would get a swarm keyed for their personal use. The base would be a very unfriendly place for someone without their MTI key since the elevator has no buttons, the doors have no doorknobs, etc.

 

STS- Security Tesselation Swarm: a not so nice version of the above that could assemble into a form fitting restraint like a rigid mail on the less lethal setting, or the stop-the-aggression mode, a flying cuisinart cloud of death.

Link to comment
Share on other sites

Originally posted by zornwil

They also have a food replicator. Unfortunately the absent-minded scientist who built it never quite finished the job and it only makes baloney, which he likes. So does the amorphous blob who can take any shape, and so does the multiform detective. So it just stayed that way.

Which is why Spectrum brings in food or goes down to the corner deli.

 

Other items that bases could have:

Swimming Pool: Also good to have your Giant Robot launch system underneath.

Garden: Whether it's a place just to meditate and relax, or perhaps it's filled with carnivorous plants for security; It adds class.

Garage: Place to park your vehicles and work on them.

Seperate area to recieve visitors. You don't want to have to bring them through the rest of the base.

Link to comment
Share on other sites

In the weirdness department, if you're considering having at least some connection to extradimensional locations, it might be interesting to see evidence of another supergroup from a parallel dimension having used the base.

 

You go into the kitchen and find that there are dirty dishes, shadowy figured glimpsed coming into or out of rooms "just down the hall". Clothes that don't belong to anyone lying about as if they were just changed into/out of. That sort of thing.

 

Might be an interesting scenario if the base is attacked in that other dimension and the heroes have to find a way to help them without actually knowing what's going on....

Link to comment
Share on other sites

Originally posted by lemming

Which is why Spectrum brings in food or goes down to the corner deli.

 

Other items that bases could have:

Swimming Pool: Also good to have your Giant Robot launch system underneath.

Garden: Whether it's a place just to meditate and relax, or perhaps it's filled with carnivorous plants for security; It adds class.

Garage: Place to park your vehicles and work on them.

Seperate area to recieve visitors. You don't want to have to bring them through the rest of the base.

I'm thinking an olympic sized pool, kiddie pool, wave pool (like at the water parks), and a "coral reef" pool - at the very least:) It's a really, really big base.
Link to comment
Share on other sites

Originally posted by Vanguard00

In the weirdness department, if you're considering having at least some connection to extradimensional locations, it might be interesting to see evidence of another supergroup from a parallel dimension having used the base.

 

You go into the kitchen and find that there are dirty dishes, shadowy figured glimpsed coming into or out of rooms "just down the hall". Clothes that don't belong to anyone lying about as if they were just changed into/out of. That sort of thing.

 

Might be an interesting scenario if the base is attacked in that other dimension and the heroes have to find a way to help them without actually knowing what's going on....

I was sort of thinking about something similar. Like minds think greatly or something like that.;)
Link to comment
Share on other sites

The reactor has almost no moving parts and doesn't need an operator.

 

And here I was, hoping there'd be job openings in the civilian world for me.

 

I'm not too sure about that concept, really. I've had a little experience with US Naval nuclear power, and while most of the problems that occur are due to human error, there are far more cases where something was prevented because a human operator caught the problem before it became serious.

 

I'm sure that they can make a reactor that will be safe without a human operator (ours already are), but the safest condition for a reactor is shut down, which doesn't yield a lot of power.

 

Hmm...underground heat source, circulating molten metal as a power transmission medium...why not make it a geothermal plant and save yourself the hassle of refeuling every 30 years? That would also avoid getting around the the general public's "nuclear = bad" attitude.

 

"The word 'nuclear' makes me nervous," said Randy Virgin of the Alaska Center for the Environment.

 

Poor guy--he'll never be able to sleep if he finds out that his cells have nuclei. :)

 

...

 

As far as bases go, the Evil Overlord List has some comments on bases that would apply equally well to hero bases.

 

Zeropoint

 

Who gets less radiation than you do, when his ship is underway.

Link to comment
Share on other sites

Originally posted by zornwil

They also have a food replicator. Unfortunately the absent-minded scientist who built it never quite finished the job and it only makes baloney, which he likes. So does the amorphous blob who can take any shape, and so does the multiform detective. So it just stayed that way.

Hmmm, perhaps the team should get some vending machines installed on base. You gotta have your snacks.
Link to comment
Share on other sites

Originally posted by Agent X

What sort of cool scientific gadgets could a base (tesseract tower with 15 floors not counting the ones only available by elevator) like this have in it? What sort of gadgets would Mr. Fantastic have to use in his scientific research, for example?

 

Just a stray thought, I like having around lots of mutated lab plants in a base. You can go with animals of course but plants can be scarier.

Link to comment
Share on other sites

Originally posted by Agent X

I'll take all the stray thoughts you can come up with.

 

Okay, I dug up my old F4 base. FWIW (and it may not be much, I wrote this up originally more as an example of some base building rules I wrote pre-3rd edition), here you go:

 

(WARNING - REAL LONG)

 

(DOUBLE WARNING - IGNORE ALL THESE POINTS AND SUCH, they are WRONG and DO NOT APPLY to real HERO, and yes I KNEW that at the time, too!)

 

Fantastic Four

 

Headquarters

 

The Fantastic Four will build an incredible headquarters, although it will have a few important disadvantages. The Baxter Building in downtown Manhattan is a huge structure, at least in terms of a headquarters. It is part office building, and houses units for the FBI, CIA, Interpol, NASA, other supers, and a myriad of other purposes, including the Fantastic Four's own F4 Research and Development Institute, a privately owned business of Reed Richard's.

 

The building has 40 stories and a large underground basement where the generator and security agents work. The building is 186 meters tall (the first floor is 10 meters high, the middle 29 stories are 4 meters high each, the top 10 are 6 meters each), 58 meters wide, and 53 meters long. The exterior wall space comes to 44,366 meters square, divided by 50 means it would cost 887 points. Furthermore, the Fantastic Four want the walls and ceiling to have 40 DEF and 40 BOD, which is a +3 advantage for DEF and a +1.5 advantage for BOD, increasing the cost to 4880 points! The underground basement, 12 meters deep by 53 meters by 58 meters, amounts to 8,812 meters square, including the ceiling (which, remember, counts as the floor of the first story); this divided by 50 means it has a base cost of 176 points. The basement, however, has an amazing DEF of 80 and BOD of 60, for a +7 and +2.5 advantage respectively, pushing the cost to 1848 points. The first floor has interior wall space amounting to 3000 square meters, for 60 points; these walls have 20 DEF, for a +1 advantage, and thus cost 120 points. The next three floors are around a large mezzanine which overlooks the first floor, and all total 1200 square meters of interior wall space (400 each floor), costing 24 points; they only have 2 DEF and 2 BOD (limitations of +4/5 and +2/5 respectively) for an actual cost of 11 points. The floor space only amounts to 1537 square meters per floor, for a total of 4611 square meters, costing 92 points (DEF and BOD each 10, normal). The floors for stories 5 through 39 total 107,590 square meters, for a cost of 2152 points (10 DEF and BOD). The interior walls for levels 5 through 30 (office areas) total 62,196 square meters, divided by 50 is 1246 points; these light walls only have 2 DEF and 2 BOD (+4/5 and +2/5 limitations), thus the 1246 points are reduced to 566 points. Stories 31 through 35 (the living quarters for the Fantastic Four and guests) include a total of 11,220 square meters of wall space, and have average BOD and DEF of 10 for a points cost of 224 points. Stories 36 through 40 (the control center, laboratories, weapons area, and experimental areas for the Fantastic Four) include a total of only 780 square meters of wall space (most of the floors are open space) for 16 points. The specially designed large freight elevators (which are the only method of access to the top 10 floors and basement, and occupy one corner of the building) have a massive wall surrounding the shaft of 10 DEF and 10 BOD for 3840 square meters of wall space for 768 points. All this totals to an astounding 10,677 points just for the building (remember, by the way, that even windows have the DEF and BOD assigned the exterior walls).

 

To pay these points and to reflect the group's influence and influences, the Fantastic Four take several limitations. The underground pro-American agency SHIELD will make normal use of Fantastic Four facilities on 14 or less, for a +2.5 limitation and 100 points. NASA will make major use (including demanding major tasks) of the group and its facilities on 14 or less for a +3.5 limitation and 150 points. The CIA will make normal use of Fantastic Four facilities on 14 or less, for a +2.5 limitation and 100 points. Miscellaneous "good guy" super groups will make minor use of Fantastic Four facilities on 14 or less for a +2 limitation and 50 points. The HQ has a Public Identity for a +2.5 limitation and 100 points, and 1d6 Unluck for +1.25 limitation and 50 points. This is a total +14.25 limitation. 10,677 divided by 1+14.25 equals 700 points. 550 points are also gained, thus 700 minus 550 equals only 150 points spent for this massive structure.

 

The Fantastic Four will use a fairly extensive security system. Each of the eight public elevators will use a Personal ID locking system (an invisible force field (defined above as DEF and BOD per each floor) which detects heart, digestive, and brainwave activity to identify and clear occupants for their arrival and destination (which floors they can get off and on at)). Each lock is basically hidden, and costs 24 points. This costs 192 points total for the 8 elevators. As we will see below, controls for this will give a +.5 limitation, and the cost will be 128 points.

 

The two stairwells use the same system, which extends straight up the building through each doorway; this is 24 points times 2 areas, for 48 points, reduced to 32 points for a +.5 limitation for controls.

 

The freight elevator has special locks and security. There is only one outside entrance, on the first floor at the loading dock; it has a Personal ID lock, which costs 24 points and takes a +.5 limitation as described above for a 16 point cost. The only inside entrances or exits are all on the 31st through 40th floors and the basement; each inside facing of the elevator (two) is alarmed, the two doors each having the aforementioned Personal ID lock/alarm, for 16 points (24 points each with a .5 limitation) each, totaling 32 points. Levels 31 through 40 and the basement also have special locks outside the freight elevator, each of which must be properly unlocked or the alarms sound. Immediately outside the freight elevator are walls, each of which have three hidden locks; the first is a normal hidden lock (6 points, 1 on each floor, with a +.5 limitation for 4 points each, times 11 floors totals 44 points), the second is a computer code hidden lock (12 points, 1 on each floor, with a +.5 limitation for 8 points each, times 11 floors totals 88 points), and the third is a Personal ID lock (24 points, 1 on each floor, with a +.5 limitation for 16 points each, times 11 floors totals 176 points, grand total 308 points).

 

The 31st through 34th floors all have large common areas outside the freight elevators, which are separated by a wall with two entrances from personal quarters. The two entrances on each floor each have an organic alarm, covering a door 4 meters by 6 meters, which means the organic alarm (which will detect even invisible characters) will cost 10/16 of 24 square meters, for a cost of 15 points each. However, each alarm will detect an organism 1/16 of human size or greater for a +1 advantage, doubling the cost to 30 points each, but that cost is reduced to 20 points for the +.5 limitation on all security systems; the total for all doors on the 4 floors is 160 points (20 points times 2 doors per floor times 4 floors). Also, each of these doors has a Personal ID locking system (not hidden) for 20 points each. This 20 points is on the +.5 limitation, for 13 points; 13 points times 2 doors times 4 floors equals an additional 104 points.

 

Inside of floors 31 to 34 are 11 entrances which can be individually alarmed (for example, as one leaves the room or enters it). These are alarmed with motion detectors which can detect a 1/16 or greater size object moving through the 2 meter by 6 meter doorways. Each alarm costs 5/16 of 12 meters for 4 points, doubled for the +1 advantage to 8 points. This 8 points takes the +.5 limitation and is reduced to 5 points. Five points times 11 entrances times 4 floors is 220 points total. These doors all have "cheap locks" which may be easily broken; these types of locks cost nothing.

 

Level 35, which houses guests and occasionally prisoners, has 24 rooms each with 1 entrance, each with a Personal ID lock (not hidden) for 20 points (13 with the +.5 limitation). This equals 312 points (13*24).

 

Levels 36 through 40 have few alarms, but they have a lot of traps and powers set to go off once the user (usually Reed Richards) leaves the floor and sets them. On the 37th story there is a touch sensitive alarm, covering 530 square meters of space, which triggers a Transformation Attack detailed below. This is a hidden alarm which costs 1/16 of 530 for 33 points plus 1/5 of 33 (for the hidden effect) for 40 points; this 40 is reduced to 27 for the +.5 limitation for controls.

 

For 500 points, the Fantastic Four boost all locks and alarms to the maximum -10 against Security Systems. This 500 points, however, is also controlled by a set of controls which is inobvious and requires a skill roll, for a +.5 limitation, reducing the 500 point cost to 333 points.

 

Security systems amount to a large 1,672 points total.

 

Many cameras are installed throughout the building. First, a hidden regular camera is mounted in each of the public elevators. Their blind spot is 1/2 human size, thus they each cost 18 points (15 points plus .2*15 for the hidden effect). The total is 144 points (18 times 8 elevators), but this is reduced greatly. These cameras are on two sets of screens. The first, in the security bunker in the basement, consists of 2 screens with 72 points of cameras on each and is obvious and easily workable, for a +2 limitation. The second, in the Fantastic Four control center on the 39th floor, consists of 2 screens with 72 points of cameras on each and is obvious but requires a skill roll to use, for a +1 limitation. These advantages are averaged, and thus these cameras get a +1.5 limitation; each camera now costs 7 points, times 8 elevators reduces this cost to 56 points.

 

In the basement is a hidden Fly's-Eye camera, which costs 30 points (25 plus .2*25). On the first floor are two Fly's-Eye cameras, one hidden and one not, the first costing 30 points and the second 25 points. All three of these cameras are on 1 screen each in the same set of screens mentioned in the previous paragraph, and each receives a +1.5 limitation, reducing the costs to 12, 12, and 10 each (respectively).

 

In the stairwell, there are 30 rotating cameras (1 on each floor from the 1st to the 30th), all hidden, and all with a blind spot 2 times human size; thus each costs 6 points. All of these are on 1 screen each in the same set of screens mentioned above (yes, 1 screen in the security bunker rotates among the 30 different views), and each receives a +1.5 limitation, thus each camera costs 2 points instead, totaling 60 points for all 30 cameras.

 

All levels from the 2nd through the 30th have 1 rotating camera in the main lobby of each floor. Each camera costs 30 points (each is hidden, each has a 1/2 human size blind spot (20 points), and each automatically locks on any target/intruder (+5 to the 20)). All of these cameras are on the aforementioned screen systems (all are on 3 screens in each control set; the 1st screen has stories 2 through 10 on it, the 2nd has 11 through 20 on it, and the 3rd has the rest), thus each camera is reduced to 12 points. This totals 348 points.

 

Some cameras are only on sets of screens in the control room of the Fantastic Four, and receive only a +1 limitation. One screen includes the Fly's-Eye camera in the basement (already mentioned) and a Fly's-Eye camera in the freight elevator (hidden as the basement one, costing 30 points, reduced to 15 for the +1 limitation). The common areas on levels 31 through 35 are observed through hidden Fly's-Eye cameras (30 points each), reduced for the +1 limitation (all, by the way, are on 1 screen) to 15 points each, totaling 75 points. Stories 36 through 40, which have few walls, are completely observed through hidden Fly's-Eye cameras (30 points each), reduced for the +1 limitation (all of these are also on a single screen) to 15 points each, totaling 75 points.

 

There are 15 screens for all this (6 in the security bunker in the basement, 6 on one set in the control room, and 3 on another set in the control room, all one point each), causing surveillance systems to cost a total of 678 points.

 

Many agents service the Baxter Building. They are built on the following characteristics with the following costs and the following powers (Foci).

 

STR 15 5 points

DEX 15 15 points

CON 10 0 points

BOD 10 0 points

INT 15 5 points

EGO 10 0 points

PRE 10 0 points

COM 10 0 points

PD 3 0 points

ED 2 0 points

SD 3 0 points

MD 2 0 points

REC 9 8 points

END 36 8 points

STUN 40 17 points

SPD 3 5 points

Martial Arts 15 points (basic)

Professional Skills - Security Work free

Stun Gun - 8d6 electrical attack, Obvious Accessible Focus 20 points

Vest and helmet - 12 PD,12 ED, 14/less activation, obvious, inaccessible focus - +1 total limitation 25 points

Helmet - 10 MD, inobvious inaccessible focus, no END (10 points of force field, +.25 limitation, +.5 advantage); this is a special defense; it is inobvious in that the helmet is not obviously contributing to MD 12 points

Total 130 points

 

Each agent costs the base 10 points plus the 130 points for the above advantages; this 140 points is divided by 2.5 for 56. The Fantastic Four want 500 agents like this, thus this 56 is multiplied by 13 for a total of 728 points. These agents, however, work 8 hour shifts and do not live on base, thus they receive a +1 limitation, and cost 364 points instead. Incidentally, 150 agents are on first and second shifts each (8 AM to 4 PM and 4 PM to 12 AM), and 200 are on third shift (12 AM to 8 AM).

 

The Fantastic Four uses many powers and traps to guard its headquarters. Some of these are quite elaborate. They are listed in terse form below. Note first that the Fantastic Four have paid 500 points for a 10 OCV for all powers and traps. Many times, the Fantastic Four have bought down the OCV of Area Effect attacks, reasoning these will rarely necessitate an attack roll, especially as most of them are on every segment. This is perfectly reasonable, so long as all additions and subtractions to OCV below do not exceed -500, the cost of the base OCV. GMs will want to use attack rolls of Area Effect attacks whenever there is any doubt (for example, a character is on the fringe of the attack, or the attack is waning, or the character used a defense possibly in the nick of time); in this manner, players buying down Area Effect OCVs may occasionally realize there is some disadvantage to this. The 500 points for OCV is on a control set in the control room on the 39th floor, and receives a +.5 limitation, reducing the cost to 333 points.

 

1) Basement - 20d6 Energy Blast continually bombards the basement. This is a continuing sonic attack, uncontrolled by anyone (only cutting the power would stop this attack). This is an Attack with No Normal Defense, and can be ignored by anyone wearing hard ear covers (or anyone deaf).

 

- cost equals 100 points for 20d6 attack

 

- +1 adv. for Attack with No Normal Defense

 

- +3 adv. for Area Effect Radius

 

- this must affect a radius of at least 58 meters

 

- +1 adv. allows 10" (20 meters) radius (100/10)

 

- +1 adv. doubles it to 20" (40 meters)

 

- +1 adv. doubles again to 40"

 

- this affects up and down as well

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +.5 lim. for Obvious, Inaccessible Focus

 

- generator obviously causes noise

 

- is Inaccessible as it is hard to knock out

 

- cost = 143 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- actual cost = 93 points

 

2) Basement - 4d6 Killing Attack within 1" (2 meters) of generator (Damage Shield). This is the attack that one standing too close to the generator receives; it is uncontrollable, and reflects the intense heat and radiation generated from the nuclear power source.

 

- cost equals 60 points for 4d6 Killing attack

 

- +.5 adv. for Damage Shield

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- generator obviously causes damage

 

- is Accessible as it is easy to avoid

 

- cost = 22 points

 

- -20 for 6 OCV (4 under base, x-5)

 

- actual cost = 2 points

 

3) Entire Building - 40 point Falling Attack. Once unleashed, this attack shakes the entire building and fans air in and around the building. This is triggered by someone initiating it at a control desk.

 

- cost equals 40 points

 

- +6 adv. for Area Effect Radius

 

- this must affect a radius of at least 256"

 

- +1 adv. doubles it to 8" (16 meters) radius

 

- +1 adv. doubles again to 16"

 

- +1 adv. doubles again to 32"

 

- +1 adv. doubles again to 64"

 

- +1 adv. doubles again to 128"

 

- +1 adv. doubles again to 256"

 

- this affects up and down as well

 

- +1 lim. for Only from Control Room Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for All or Nothing

 

- this power must be at full strength over whole

 

building

 

- cost = 70 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- cost = 20 points

 

- - +.5 lim. for Inobvious, Skill Roll controls

 

- actual cost = 13 points

 

4) Entire Building - 8d6 Attack with No Normal Defense, sleeping gas seeps through vents on all stories when triggered from the control room. Wearing a gas mask or not breathing will disable this attack.

 

- cost equals 40 points for 8d6 attack

 

- +1 adv. for Attack with No Normal Defense

 

- +7 adv. for Area Effect Radius

 

- this must affect a radius of at least 256"

 

- +1 adv. allows 4" (8 meters) radius (40/10)

 

- +1 adv. doubles it to 8" (16 meters)

 

- +1 adv. doubles again to 16"

 

- +1 adv. doubles again to 32"

 

- +1 adv. doubles again to 64"

 

- +1 adv. doubles again to 128"

 

- +1 adv. doubles again to 256"

 

- this affects up and down as well

 

- +1 lim. for Control Room Only Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for All or Nothing

 

- once started, this attack must affect whole

 

building doing maximum damage

 

- cost = 90 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- cost = 40 points

 

- +.5 lim. for Inobvious, Skill Roll controls

 

- actual cost = 27 points

 

5) Stories 1-30 - 20d6 Energy Blast which may be generated from Mobil Laser Defense System. This system can only be controlled from the security bunker in the basement or the control room (with override priority). Anyone can see the sparkling wire guidance system in the ceiling of each story, although the wires are small and embedded in the ceiling, so they are hard to get at. The controller in the control room can affect any 20 connecting hexes at one time with up to 20d6 Energy Blast (lasers), anywhere from stories 1 through 30, although at any one time up to 20 connected hexes can be hit, thus the attack goes off on a particular floor at a particular time. These lasers affect Desolidified characters (this is very important to remember), but do not work against mirrors (which automatically deflect the lasers harmlessly). Also, a special effect of these lasers (giving neither a limitation or advantage) is that they are less effective against characters with light-colored or white suits and more effective against characters with dark or black suits (up to 5d6 less or extra damage either way). This attack covers much too wide an area to be considered "nonmobil" in any sense.

 

- cost equals 100 points for 20d6 attack

 

- +1 adv. for Area Effect Hexes

 

- +1 adv. allows 20" (40 meters) (100/5)

 

- +.5 adv. for Affects Desolids

 

- +1 lim. for Control Room Only Attack

 

- +.5 lim. for Obvious, Inaccessible Focus

 

- sparkling wires obvious

 

- +.25 lim. for Ineffective against Mirrors

 

- cost = 91 points

 

- wires have 5 DEF and 5 BOD for 10 points

 

- +25 for 15 OCV (5 over base, x5)

 

- cost = 126 points

 

- +.5 lim. for Inobvious, Skill Roll Controls

 

- actual cost = 84 points

 

6) Stories 31 through 40 - Exact same power as 5) above, but cannot be controlled by security in basement. This receives an initial +.5 limitation as this is the second time this power is used in the base. That reduces the first cost to 77 points, to which 35 points are added for 5 DEF and 5 BOD and 15 OCV, for 112 points, to which the .5 limitation is applied and the result is 75 points.

 

- actual cost = 75 points

 

7) Stories 31 through 35 - 8d6 Entanglement (80 points). This special attack turns the entire floor to a glue-like substance which quickly hardens to concrete around the feet of characters. In particular, it traps some characters while allowing Mr. Fantastic to stretch around and attack and allowing the Human Torch to fly around and shoot flames. This may be triggered either from the control room or by several "Crisis Alarm" buttons around the halls and rooms (anyone can trigger it by pushing these using 10 STR). Once triggered, the Entanglement is an area effect across the entire floor. Fire completely removes this Entanglement, and once this Entanglement is removed or broken, the area broken may not entangle again, and this Entanglement can only be triggered once a day (once triggered, a lot of restorative work is required to reinstate the power). This is bought per floor, and a single floor cost is directly below, followed by the costs for 4 more floors.

 

- cost equals 80 points for 8d6 Entanglement (8 DEF)

 

- +2 adv. for Area Effect Radius

 

- normally would be +3

 

- GM granted +2 because it only affects floor,

 

not cubic inches of space

 

- +.5 lim. for Fire (inobvious) completely removes

 

- +1 lim. for the fact that the Entanglement only

 

affects feet, not a character's ability to move upper

 

body

 

- +1 lim. for Nonmobil

 

- +.5 lim. for accessible triggers

 

- +1 lim. for All or Nothing (must be 80 points)

 

- +.5 lim. for Activation Time (one phase)

 

- +2 lim. for 1 time a day Limited Use

 

- cost = 32 points

 

- -20 for 6 OCV (4 under base, x-5)

 

- cost = 12 points

 

- +.5 lim. for Inobvious, Skill Roll controls

 

- actual cost = 8 points

 

- 2nd time (32nd floor) = 7 points

 

- +.5 lim. for 1st cost = 30 points

 

- -20 for 6 OCV = 10, +.5 lim. = 7

 

- 3rd time (33rd floor) = 5 points

 

- +1 lim. for 1st cost = 28 points

 

- -20 for 6 OCV = 8, +.5 lim. = 5

 

- 4th time (34th floor) = 5 points

 

- +1.5 lim. for 1st cost = 27 points

 

- -20 for 6 OCV = 7, +.5 lim. = 5

 

- 5th time (35th floor) = 3 points

 

- +2 lim. for 1st cost = 25 points

 

- -20 for 6 OCV = 5, +.5 lim. = 3

 

8) Common Area Entrances Floors 31 through 34 - Guillotine attacks, 3d6 Killing Attack. Simple defense, going off whenever doors are opened after trap is set (uncontrolled once set; may only be reset by resetting alarm on floor, not from control room). This attack is bought below for the first door on one floor, and described after that for each successive one bought.

 

- cost equals 45 points for 3d6 Killing attack

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- cost = 11 points

 

- +20 for 15 BOD and 5 DEF

 

- -25 for 5 OCV (5 under base, x-5)

 

- actual cost = 6 points

 

- 2nd time (2nd door, 31st floor) = 5 points

 

- +.5 lim. for 1st cost = 10 points

 

- +20 and -25 = 5 points

 

- 3rd time (1st door, 32nd floor) = 4 points

 

- +1 lim. for 1st cost = 9 points

 

- +20 and -25 = 4 points

 

- 4th time (2nd door, 32nd floor) = 3 points

 

- +1.5 lim. for 1st cost = 8 points

 

- +20 and -25 = 3 points

 

- 5th time (1st door, 33rd floor) = 2 points

 

- +2 lim. for 1st cost = 7 points

 

- +20 and -25 = 2 points

 

- 6th time (2nd door, 33rd floor) = 2 points

 

- +2.5 lim. for 1st cost = 7 points

 

- +20 and -25 = 2 points

 

- 7th time (1st door, 34th floor) = 1 point

 

- +3 lim. for 1st cost = 6 points

 

- +20 and -25 = 1 point

 

- 8th time (2nd door, 34th floor) = 1 point

 

- +3.5 lim. for 1st cost = 6 points

 

- +20 and -25 = 1 point

 

1) 33rd Floor - 10d6 of SPD Drain. This is Thing's quarters, and whenever he sets it up, a continual SPD Drain hits the floor. The SPD Drain does not reduce a character's SPD below 2, but this is not a limitation as the intent is not to hurt Thing much and the potential limitation balances with the near-Personal Immunity Thing is gaining.

 

- cost equals 100 points for 10d6 attack

 

- +3 adv. for Area Effect Radius

 

- this must affect a radius of at least 58 meters

 

- +1 adv. allows 10" (20 meters) radius (100/10)

 

- +1 adv. doubles it to 20" (40 meters)

 

- +1 adv. doubles again to 40"

 

- this affects up and down as well

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for All or Nothing (attack must be 10d6)

 

- cost = 100 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- actual cost = 50 points

 

10) 34th Floor - Random Flames Shooting for 10d6 damage. Once the Torch sets up this power, it continually uncontrollably shoots a random missile of fire around the floor. The fireball "bounces" around the level, not actually hitting interior walls but dodging them and randomly reflecting around.

 

- cost equals 50 points for 10d6 attack

 

- +1 adv. for bouncing effect of attack

 

- once hits target, it bounces and continues

 

randomly

 

- +1 adv. for attack avoiding walls

 

- +1 adv. for the fireball's ability to "open" doors

 

- doors open when fireball approaches and close

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Randomness of Attack

 

- +.5 lim. for Obvious, Inaccessible Focus

 

- fireball can be destroyed

 

- cost = 57 points

 

- +40 for 30 BOD and 10 DEF

 

- -30 for 4 OCV (6 under base, x-5)

 

- actual cost = 67 points

 

11) Freight Elevator - 6d6 Flash whenever inside entrance is opened. This just catches unsuspecting infiltrators by surprise. Those who know about this simply closes their eyes tightly before leaving the elevator on the inside.

 

- cost equals 60 points for 6d6 Flash

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- bulb in freight elevator

 

- cost = 15 points

 

- +1 for 1 DEF (0 BOD)

 

- actual cost = 16 points

 

12) 36th Floor - Man Eating Plant with three powers; Detect (for organic life), Entangle (to snare in arms, which can reach as far as power allows and Detect works), and Killing Attack, which works once the Entangle works. The 36th floor includes most of the Fantastic Four's laboratory as well as dangers such as this Man Eating Plant. This plant always will eat life in range, but can easily be countered because it will not attack any life which carries or smells of garlic. This "trap" includes 3 powers, detailed below.

 

Detect - Organic Life

 

- cost equals 40 points for broad category, always on,

 

ranged perception, locate source, +10 PER Roll

 

- +.5 lim. not work against garlic

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +.5 lim. for Obvious, Accessible Focus

 

- plant can be killed

 

- actual cost = 9 points

 

Entanglement (plant branches)

 

- cost equals 120 points for 12d6 attack

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +.5 lim. for Obvious, Accessible Focus

 

- plant can be killed

 

- +1 lim., linked to successful Detect

 

- actual cost = 24 points

 

Killing Attack (plant uses chemicals to eat, ED)

 

- cost equals 120 points for 8d6 attack

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +.5 lim. for Obvious, Accessible Focus

 

- plant can be killed

 

- +1 lim., linked to successful Entangle

 

- actual cost = 24 points

 

- total of 3 above powers = 57 points

 

- +40 for 40 BOD (no DEF) for plant

 

- actual total = 97 points

 

13) 37th Floor - This is the floor where Reed does most of his experiments. A 156 square meter trap door surrounds the freight elevator, 6 meters around it on both sides. This trap is set by someone leaving the floor and may only be unalarmed by someone entering the floor using a set of frequencies on a small transmitter (this method, incidentally, is used to set most of the "uncontrolled" attacks on floors 31 and up; all these receive the mentioned +1 limitation as these cannot be disabled or enabled from the control room). It goes off based on any opening of the freight elevator doors or the release of the trap door on the floor above it. The trap door opens either two segments after the freight elevator door opens (or the alarm goes off or the door breaks) or immediately after the trap door above opens.

 

- cost equals 10 points for base 4 square meters

 

- +6 adv. for Area Effect Radius

 

- +1 adv. doubles to 8 meters square (4" square)

 

- +1 adv. doubles again to 8" square

 

- +1 adv. doubles again to 16" square

 

- +1 adv. doubles again to 32" square

 

- +1 adv. doubles again to 64" square

 

- +1 adv. doubles again to 128" square

 

for required coverage of 156 meters (78") square

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +2 lim. for 1/day use (once set, someone must

 

physically go up and push trap back up)

 

- +.25 lim. for Inobvious, Inaccessible Focus

 

- hinges may be spotted and trap thus avoided

 

- actual cost = 13 points

 

14) 37th Floor - One segment after the trap door (item 13 above) collapses, two walls on one side of the trap spring up and crush against each other.

 

- cost equals 160 points for 80 STR and 40 PD, 40 ED

 

- +1 adv. for Area Effect Radius

 

- 4" square per 10 points equals coverage of 64"

 

- +1 adv. for desired 96" square floor space

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus (walls)

 

- +2 lim. for 1 use per day

 

- cost = 53 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- actual cost = 3 points

 

15) 37th Floor - Once the trap door (13 above) opens, 10d6 Energy Blast Concussion Missiles begin continually shooting 1" (2 meters) above the floor, up to the ceiling, across 22" of the floor (they drop harmlessly and defused). These missiles fire across an area 6" wide. Characters can avoid these, of course, by ducking. These missiles are to the side of the crushing walls, and over a spiked floor area (see below).

 

- cost equals 50 points for 10d6 attack

 

- +3 adv. for Area Effect Radius

 

- this must affect a radius of at least 22 meters

 

- +1 adv. allows 5" (10 meters) radius (50/10)

 

- +1 adv. doubles it to 10" (20 meters)

 

- +1 adv. doubles again to 20"

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- missile launchers pointing out of wall

 

- cost = 50 points

 

- +30 for 10 BOD and 20 DEF Missile Launcher Bank

 

- +25 for 15 OCV (5 over base, x-5)

 

- actual cost = 105 points

 

16) 37th Floor - 6d6 Killing Attack from spikes all over area of floor under missiles (item 15) and next to crushing walls (item 14) and across other side of trap door (item 13). These spikes are always present. They are, in effect, a Damage Shield covering the floor, and, as a special effect worth a +1 limitation, they can be avoided by any character making a DEX Characteristic Roll (see V.I.).

 

- cost equals 90 points for 6d6 Killing Attack

 

- +1 adv. for Damage Shield

 

- spikes slightly move, so characters standing

 

still or hovering less than 1" off ground may take

 

damage; thus, this is +1 rather than +.5

 

- +2 adv. for Area Effect Radius

 

- this must affect a radius of at least 20 meters

 

- +1 adv. allows 9" (18 meters) radius (90/10)

 

- +1 adv. doubles it to 20 meters

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- breaking BOD/DEF of floor collapses all spikes

 

- +1 lim. for DEX Roll avoids attack

 

- cost = 72 points

 

- +20 for 10 BOD, 10 DEF

 

- -10 for 8 OCV (2 under base, x-5)

 

- actual cost = 82 points

 

17) 37th Floor - 6d6 Killing Attack from Falling Ceiling. In a 6" perimeter around the above traps (items 13 through 16), the ceiling falls 2 turns after the trap door falls.

 

- cost equals 90 points for 6d6 Killing Attack

 

- +6 adv. for Area Effect Radius

 

- this must affect 300" square of connected space

 

- +1 adv. allows 18" (36 meters) square (90/5)

 

- +1 adv. doubles it to 36" (72 meters)

 

- +1 adv. doubles again to 72"

 

- +1 adv. doubles again to 144"

 

- +1 adv. doubles again to 288"

 

- +1 adv. doubles again to required 300"

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- +2 lim. for Limited Use of 1 time a day

 

- ceiling must be rebuilt between uses

 

- cost = 105 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- actual cost = 55 points

 

18) 37th Floor - Any random power can be brought on by whatever is currently being experimented with. This is the power Random Power; this power can includes a single Random Pool. The experiment will always serve as a Focus, and extra points are spent for its BOD and DEF, but no limitation is taken (to keep options open).

 

- cost equals 90 points for 180 point Random Pool

 

- +20 for 10 BOD, 10 DEF

 

- +25 for 15 OCV (5 over base, x-5)

 

- actual cost = 135 points

 

19) 37th Floor - 6d6 Cumulative Transformation Attack, Petrified Forest effect. Anyone triggering the touch sensitive alarm linked to this power (see the security systems description above) will set off this attack which tries to transform whoever is on the floor space into a statue.

 

- cost equals 135 points for 6d6 cumulative attack

 

- 90 points times 1.5 for cumulative feature

 

- +3 adv. for Area Effect Radius

 

- this must affect a radius of at least 53 meters

 

- +1 adv. allows 9" (18 meters) radius (90/10)

 

- +1 adv. doubles it to 18" (36 meters)

 

- +1 adv. doubles again to 36" (72 meters)

 

- +1 lim. for Alarm Only Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +.25 lim. for Inobvious, Inaccessible Focus

 

- if alarm is defeated, no attack

 

- cost = 166 points

 

- +25 for 15 OCV (5 over base, x-5)

 

- actual cost = 191 points

 

20) 38th Floor - Same trap door as item 13. The 38th Floor includes a few experiments and more importantly most of the massive computer banks of the Fantastic Four. The trap door cost receives a +.5 limitation, as this is its second application, and the result is a 12 point power.

 

21) 38th Floor - Computer Guided Electrical Attacks. Five computers, which can be controlled from the control room, each have two powers; Detect Conscious Beings (they will not hit unconscious characters) and a 15d6 Energy Attack.

 

Detect - Conscious Organic Life

 

- cost equals 40 points for broad category, always on,

 

ranged perception, locate source, +10 PER Roll

 

- +.5 for not working against garlic

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- cost = 11 points

 

Energy Blast (computer shoots electricity, ED)

 

- cost equals 75 points for 15d6 attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- +1 lim., linked to successful Detect

 

- cost = 19 points

 

- total of 2 above powers = 30 points

 

- +45 for 40 DEF, 5 BOD for computer

 

- +25 for 15 OCV (5 over base, x5)

 

- actual total = 100 points

 

- 2nd computer

 

- +.5 limitation for Detect cost = 10

 

- +.5 limitation for Energy Blast cost = 17

 

- +45 for 40 DEF, 5 BOD for computer

 

- +25 for 15 OCV (5 over base, x5)

 

- actual total = 97 points

 

- 3rd computer

 

- +1 limitation for Detect cost = 9

 

- +1 limitation for Energy Blast cost = 15

 

- +45 for 40 DEF, 5 BOD for computer

 

- +25 for 15 OCV (5 over base, x5)

 

- actual total = 94 points

 

- 4th computer

 

- +1.5 limitation for Detect cost = 8

 

- +1.5 limitation for Energy Blast cost = 14

 

- +45 for 40 DEF, 5 BOD for computer

 

- +25 for 15 OCV (5 over base, x5)

 

- actual total = 92 points

 

- 5th computer

 

- +2 limitation for Detect cost = 7

 

- +2 limitation for Energy Blast cost = 12

 

- +45 for 40 DEF, 5 BOD for computer

 

- +25 for 15 OCV (5 over base, x5)

 

actual total = 89 points

 

22) 38th Floor - Detect and Solidify Desolid Objects Computer. A single computer in the middle of the floor uses Detect power and Power Destruction to find and then solidify (Power Destruction against Desolidification) Desolid objects. This computer is on a specific set of controls in the control room and will gain a +.5 limitation to the final cost of these combined powers.

 

Detect - Desolid Objects

 

- cost equals 45 points for narrow category, always on,

 

ranged perception, locate source, +10 PER Roll

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- cost = 15 points

 

Power Destruction (solidify Desolid matter)

 

- cost equals 120 points for 6d6 attack

 

- +1 adv. for Ranged Attack

 

- +1 lim. for Nonmobil

 

- +1 lim., linked to successful Detect

 

- No limitation for OAF; once this power goes off, it

 

continues to "hang" in the air

 

- cost = 80 points

 

- total of 2 above powers = 95 points

 

- +45 for 40 DEF, 5 BOD for computer

 

- +25 for 15 OCV (5 over base, x5)

 

- cost = 165 points

 

- +.5 limitation, Inobvious, Skill Roll Controls

 

- actual cost = 110 points

 

23) 39th Floor - The 39th Floor, the Control Center for the Fantastic Four (commonly known as simply the control room), uses the same model computer to affect Desolids as detailed in item 22. This is the second time this power is used, so each sub-power gains a +.5 limitation; the total for this computer is 101 points.

 

24) 39th Floor - The same trap door as detailed in item 13 is used on the 39th Floor; this gains a +1 limitation (3rd use), and costs 11 points.

 

25) 39th Floor - Area Effect Invisibility. Whenever triggered by the controls or by alarms located around the room, the entire floor interior (including characters in it) are turned Invisible.

 

- cost equals 45 points for Invisibility to all senses

 

allowed by the power

 

- +.5 adv. for No Fringe Effect

 

- +.5 adv. for Usable Against Others (not harmful)

 

- +5 adv. for Area Effect Radius

 

- this must affect a radius of at least 58"

 

- +1 adv. allows 5" (10 meters) radius (45/10)

 

- +1 adv. doubles it to 10" (20 meters)

 

- +1 adv. doubles again to 20"

 

- +1 adv. doubles again to 40"

 

- +1 adv. doubles again to 80"

 

- +1 lim. for Nonmobil

 

- +1 lim. for All or Nothing (cannot select senses)

 

- cost = 105 points

 

- -50 for 0 OCV (10 under base, x-5)

 

- cost = 55 points

 

- +.5 lim. for Inobvious, Skill Roll controls

 

- actual cost = 37 points

 

26) 40th Floor - The 40th floor holds equipment and special weapons. To reflect the variable nature of defenses and offenses on this floor, a 400 point Gadget Points Pool is bought, costing 480 points (400 + .2*400).

 

27) 40th Floor - This floor also has the same defense against Desolid objects as described in item 22. This is the third use of this power, thus it will gain a +1 limitation, and the cost will end up as 94 points.

 

28) 40th Floor - This floor has another five computers which do the same job as the 5 described in item 21. This represents uses 6 through 10 of the same power, giving each use a +2.5, +3, +3.5, +4, and +4.5 limitation to each power respectively, resulting in costs of 19, 17, 16, 14, and 14 respectively.

 

29) 40th Floor - A trap door exists on this floor exactly as the one described in item 13. This is the 4th use of this trap, thus it will get a +1.5 limitation and cost 10 points.

 

30) 36th Floor - 8d6 Transformation Attack from Chemical Lab Experiment. Anytime someone touches this large foamy mass, it will attempt to transform them into the same petrified figure as described in item 19. This counts as the second use of the same basic power.

 

- cost equals 120 points for 8d6 Transformation Attack

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- foamy mass

 

- +.5 lim. for 2nd use of power

 

- cost = 27 points

 

- +20 for 10 BOD and 10 DEF

 

- actual cost = 47 points

 

31) 36th Floor - 10d6 Radioactive Find Weakness and Power Drain from Radiation Experiment. This radioactive experiment combines gamma rays which resemble brain waves with mutative effects. First the gamma rays attempt a Find Weakness for the character's most powerful power or characteristic; then the Power Drain will hit that characteristic (if the Find Weakness is successful). The source of this power is special decaying uranium in a heavy lead and silver case; anyone touching the casing will receive this attack as the silver coils transmit the rays.

 

Find Weakness

 

- cost equals 50 points for 18/less (15+35 for +7)

 

- +4 adv. for 3 attempts

 

- attempts after successful attempt will attempt

 

to find most powerful characteristic with effect

 

of Power Drain included

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Obvious, Accessible Focus

 

- +1 lim., touch only

 

- cost = 50 points

 

Power Drain

 

- cost equals 150 points for 10d6 attack plus 25

 

segment delay before drained points return

 

- +1 lim. for Uncontrolled Attack

 

- +1 lim. for Nonmobil

 

- +1 lim. for Linked to Find Weakness

 

- cost = 37 points

 

- total cost for 2 powers = 87 points

 

- +20 for 10 DEF and 10 BOD

 

- actual cost = 107 points

 

Powers amount to a fairly high (but not considering the other capabilities of this HQ) 3,114 points.

 

Controls are mentioned above but will be reiterated below:

 

Set 1 - Security Bunker in Basement

 

- includes public elevator, stairwell security

 

- obvious, skill roll required

 

Set 2 - Security Bunker in Basement

 

- includes mobil laser system, floors 1-30

 

- obvious, skill roll required

 

Set 3 - Basement, Fantastic Four use only

 

- includes Falling Attack, Sleeping Gas

 

- inobvious, skill roll required

 

Set 4 - 39th Floor

 

- includes Falling Attack, Sleeping Gas,

 

mobil laser system, floors 1-30 over-ride

 

- inobvious, skill roll required

 

Set 5 - 39th Floor

 

- mobil laser system, floors 31-40

 

- inobvious, skill roll required

 

Set 6 - 39th Floor

 

- Freight Elevator security

 

- inobvious, skill roll required

 

Set 7 - 39th Floor

 

- floors 31-34 common security

 

- inobvious, skill roll required

 

Set 8 - 39th Floor

 

- 31st floor security

 

- inobvious, skill roll required

 

Set 9 - 39th Floor

 

- 32nd floor security

 

- inobvious, skill roll required

 

Set 10 - 39th Floor

 

- 33rd floor security

 

- inobvious, skill roll required

 

Set 11 - 39th Floor

 

- 34th floor security

 

- inobvious, skill roll required

 

Set 12 - 39th Floor

 

- 35th floor security

 

- inobvious, skill roll required

 

Set 13 - 39th Floor

 

- Invisibility control for 39th floor

 

- inobvious, skill roll required

 

Set 14 - 39th Floor

 

- anti-Desolid computer controls

 

- inobvious, skill roll required

 

Set 15 - 39th Floor

 

- OCV Bonus of 500 points

 

- inobvious, skill roll required

 

Many laboratories are on the 36th floor. All are normal (Mr. Fantastic is an on-hands type of scientist), and they are:

 

Physics Lab - 50 points

 

Chemlab - 37 points

 

Radiation Lab - subscience of Physics, half cost = 25

 

3/4 cost for 3rd science, - 19 points

 

(3rd science must be one of most expensive)

 

Biolab - base = 25, 3/4 cost for 4th science, - 19 pts

 

(4th science must be equal or next highest to 3rd)

 

Geolab - base = 25, 1/2 cost for 5th+ science, - 12 pts

 

Astronomy Lab - subscience of Physics, half cost = 25

 

1/2 cost for 5th+ science, - 12 points

 

Biochem Lab - subscience of Biology, half cost = 12

 

1/2 cost for 5th+ science, - 6 points

 

Genetic Engineering Lab - subscience of Biology, half

 

cost = 12, 1/2 cost for 5th+ science, - 6 points

 

Laboratories total 161 points.

 

The Fantastic Four has a powerful computer system. It has 80 DEF and 40 BOD for 360 points (3 points per each). It has a news program which gathers all kinds of news from all possible sources and sorts it specifically, for 20 points. It includes a decode/descramble program for 80 points (30 for the program, 50 points for a +10 to 11/less). A translation program is bought for 10 points, with 10 more points for a vocal interface, and 15 more points to decode alien languages, with 100 points to add 20 to the die roll to figure alien messages; also, 15 more points are spent on this for 60 Earth languages (these will not be described in detail here). The computer can control the controllable systems, using detailed descriptions on what to do from Mr. Fantastic for 50 points; 150 points are spent for the computer to have an OCV of 6 (6 times 25 points per 1 OCV), and 120 points are spent for it to have a SPD of 6 (6 times 20 points per 1 SPD). Ten overall areas of Knowledge are bought, costing 40 points (8 points per overall Knowledge, times 10, divided by 2 for the computer). The total camera costs before the limitation for screens is applied amount to 1,609 points; the computer can memorize all images from all computers for 1/50 of 1,609, equaling 32 points; 40 more points are spent for a graphics package capable of 10,000 times reliable magnification. Finally, all programs are inobvious (not user-friendly) and require a skill roll to use, thus all individual programs receive a +.5 limitation. Thus, the news program costs 30 points, the decode program costs 53 points, the translation program costs 100 points, the Knowledge programs (for this purpose, they may all be grouped together) cost 27 points, the control system programs (320 points) cost 213 points, and the camera image program costs 48 points.

 

A radio which allows the Fantastic Four to send and receive and not be traced to the world costs 25 points.

 

Adding it all together :

 

Building Cost - 700

 

Locks/Alarms - 1672

 

Cameras - 663

 

Agents - 364

 

Powers/Traps - 3114

 

Screens - 15

 

Labs - 161

 

Computer - 806

 

Radio - 25

 

TOTAL - 7520

 

Of this, 3114 points (the powers) are not used all the time. The generator for the building must generate energy for 4431 points; this costs 1/50 of 4431, 89 points. The Fantastic Four decide they want to support all powers at once, and pay 3114/25 for 125 more points. The generator costs 214 total points, plus another 40 points to increase the base DEF from 20 to 60, thus the total is 254 points. Adding the 254 points to the 7520, the building costs 7774 points. From this, the 550 points in disadvantages are subtracted, and the total is reduced to 7249 points. This headquarters normally could be afforded by 10 characters with a decent reputation.

Link to comment
Share on other sites

Ramdom thoughts on the base.

The techie could be a ninja who prefers to work on equipment instead of going with the team on missions.

The secretary/receptionist dresses elegantly and always wears gloves.

The federal liaison (or one federal liaison if there are more than one) is a former intelligence agent that specialized in black bag (cat burglar) jobs and prefers black clothing. S/he could team up with the techie/ninja to provide added security to the base or give the heroes interesting training sessions.

If the base doesn't have enough rooms, a gate could lead to either a grand hotel where all life died out in the 60s or a pocket universe where buildings from such a world exist. The hotel could be haunted by maids from that era, who keep the hotel clean and/or a properly-uniformed stewardess from that era. The hotel's ballroom could be haunted by waltzing couples in formal wear

If there is a church there, a robed choir member could haunt it.

A nearby medical office there could be haunted by a white-uniformed, capped and, possibly, caped nurse who could tend the team's injuries.

Of course, the maids, stewardess, dancers, nurse. choir member and/or waltzing couples could also haunt the mansion and, possibly work there.

Link to comment
Share on other sites

A few things that I like are:

A sentient computer - Taking up a room itself, the computer actually uses holoprojectors to bring up various screens for research, news and other important items. (Not to mention what happens when Mechanon gets ahold of it ;) )

 

A monitor womb - Stealing from JL, the womb is a tube that has several screens around it. From here, the hero on monitor duty has access to news around the world.

 

An exit arm - Looking more like a tower that appears out from a hidden base, this direct rip-off of Transformers G1 (Remember the Decepticons base?) allows the heroes to have a vehicle in the arm that, when extended, allows it an easy take-off/exit

Link to comment
Share on other sites

Originally posted by Fuzzy Gnome

Since we're discussing cool stuff, there should also be a cold pool for those that don't like swimming in hot water. It should also have penguins.

 

And seals! The deep end could have dolphins! Those aquatic characters need deeper deep ends then the standard after all.

 

Heck, why not have a whole zoo in your base? Superman does after all, why can't you? :D

Link to comment
Share on other sites

Originally posted by Fuzzy Gnome

A dolphin-safe gate to keep the wildlife out of the actual submarine pen. Unless said wildlife is the pilot of the sub, then you give 'em the access codes...

 

True true, safer for the dolphins that way. Perhaps some merfolk to maintain the pen? That'd certainly save money on SCUBA gear and would be safer for all concerned.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...