BlackCobra Posted October 26, 2003 Report Share Posted October 26, 2003 One thing our group (previous group?) discovered was that all Labs are just skills that assist when someone is using that skill. You can wander through the skill list and make up a lab for any skill at all. Well, science labs are pretty obvious. Everyone has some idea what chemistry lab or physics lab look like, but what about a Streetwise lab? Here's some amusing "labs" to have in your base: Streetwise lab: a room full of filing cabinenets, all jammed full of contact information, blackmail info and background files on a very wide variety of folks around the campaign city. Some are probably extensive photo-copies of the police files on the same subject. If they're inheiriting a base and it hasn't been used for a while, this information about be woefully and amusingly out of date. (Related to this is the Rolo-dex, which acts as summoning for the folks on it with a certain amount of extra time -- the person you call has to actually drive over.) Seduction lab: "Why are there mirrors on the ceiling in here?" Disguise lab: many have already mentioned a stable of costumes for infiltration -- but you should also have a full make-up room, with the ability to make those nifty full-face Impossible Mission masks. Forensic Medicine: the morgue! The base my players had in IST Anchorage, they had a morgue and a Secure Morgue, where they kept any of the bodies of things that were dangerous in some way -- vampires, radioactive remains, etc. Gambling lab: the base casino! With the right base staff, this could also be part of the High Society lab, although the downside is that you get James Bond-types wandering in all the time. Combat Driving and Piloting: the Arcade! Tactics lab: the wargame room. Anyway, that should give you some ideas. By the way, if you design your base to be disaster-proof (as they did for the Anchorage base), I highly recommend the backup computer being an amorphic, dispersed, redundantly arrayed nano-machine (a spary-on computer that looks like paint and is nearly impossible to find or turn off). Quote Link to comment Share on other sites More sharing options...
BlackCobra Posted October 26, 2003 Author Report Share Posted October 26, 2003 whoops Well, this was intended to be part of the options for Bases discussion, but apparently the extra hour today hasn't improved my mental capabilities in the morning. Anyway. Although you can make them, I don't recommend the Demolitions Lab, unless you have some seriously bomb-proof walls around it. Quote Link to comment Share on other sites More sharing options...
Blue Jogger Posted October 26, 2003 Report Share Posted October 26, 2003 Amusing Labs I've run across Concealment lab: Why can't I find anything in here!!! (used by a feline character to hide and take naps and also had secret passages to other locations within the base). Magic lab: Lots of bonus to analyze magic after 5 hours of extra time. Had metal restraints so the subject could sit still for 5 hours. Oddly enough, no one used it as the Interrogation Lab. Teamwork lab: An extremely crowded room. If you want anything, include successfully getting in and out, you need to coordinate. Gambling lab: A rigged casino. The lab helps the house not the players. General Lab 4: A incredible expansive lab that gives its users +4 overall skill levels on anything that a lab could possibly help with. (Only mentioned humorously) "Only if I could use General Lab 4..." Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted October 26, 2003 Report Share Posted October 26, 2003 Demolitions lab: Best located in somebody else's base. Paramedics lab: two doors down from the demolitions lab. Is there any way for one lab to handle multiple skills? The bar could be a conversation lab most of the time and turn into a seduction lab on single's night... Quote Link to comment Share on other sites More sharing options...
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