
Your character has a base 1% chance of having a special headquarters. Add 1% to this for each 6 points of learning, 1% for every 4 points of the character’s highest charisma, and 1% for every 8 points of newoen. Different Hero Types have different modifications to the chance (if your character has more than one Type, choose the least modification).
| Combat Skills: | -6% | Special Agent: | -7% |
| Magician: | -7% | Wizard: | -6% |
| Civilian: | -8% | Intelligent Robot: | -3% |
| Cosmic Powers: | -7% | Animalistic Powers: | -6% |
| Special Powers: | -3% | ||
| Mad Scientist/Eccentric Professor: | No Chance |
Position of Base: If a character has a base, the player must decide where it will be. It must be in an accessible position, and in a spot which is consistent with the character’s powers and origin.
Fittings: The player rolls 2d6 times on the table below for what is in the character’s base. (d100)
| 01-16 | Computer (type 3 + 4d12, see following table) |
| 17-31 | Radio Communications |
| 32-34 | Satellite Communications |
| 35-37 | Air Conditioned: Oxygen Field PR d6 |
| 38-42 | All air is filtered for impurities |
| 43-50 | Backup Power Supply (lasts d1000/d6 days) |
| 51-53 | Internally Generated Power |
| 54 | Building can be Invisible, PR 2d6 |
| 55-65 | Radar, scans up to 5d100 kilometers |
| 66 | Force Field capability around the base; |
| 2d6 ST, 2d10 Ignore Damage | |
| 67-69 | All air checked within base for impurities |
| 70-72 | Servants (d4 of them) |
| 73-75 | Radio Telescope |
| 76-77 | Gasoline Supply (2d20 thousand liters) |
| 78-81 | Secret Doors: 2d8 doors, penalty of d20 to |
| Perception rolls to detect one. | |
| 82-87 | Secret Tunnels to the city and surrounding area d100x1000,xd10xd10 cubic meters of tunnel; |
| 88-90 | Place can be made airtight |
| 91-00 | Think up something positively brilliant. |
If the base has a computer, roll for type divided by 3 special abilities. Where applicable, the computer has a Knowledge Score of 20+d100 in areas rolled here. (d20)
| 1 | map of city |
| 2 | maps of world |
| 3 | connection to FBI files |
| 4 | connection to CIA files |
| 5 | fingerprint correlation ability |
| 6 | visual recognition |
| 7 | voice recognition |
| 8 | monitors police communications |
| 9 | History File |
| 10 | Geology File (of mapped area or nearby area) |
| 11 | Chemical Analysis capability |
| 12 | Biological Analysis capability |
| 13 | Monitors all frequencies for strange activity |
| 14 | Advanced Math programming |
| 15 | Astronomy Files |
| 16 | Advanced Programming Language (can program itself under command of the user) |
| 17 | Medical Analysis capability |
| 18 | Psychological Analysis capability |
| 19 | Runs Worker Robots (d20 of them) |
| 20 | Think up something brilliant. |
Defenses: Roll on the following chart for defenses:
| 01-25 | No Defenses |
| 26-75 | Sleep Gas, Type 2d4 |
| 76-90 | Stun Guns, Type 2d4 |
| 91-98 | Lasers, Type d8 |
| 99 | Computer controlled. The computer attacks at level d6+2. Roll again for defense type. |
| 00 | Roll twice more. |
Main Wall Material: The base’s outer walls will be able to ignore 2d10 points damage, have a maximum ST of 4+d4, and a maximum DP of 10 + d60. The player must keep this in mind when designing the base.
Rooms: If the character has a headquarters, the player should choose 3d8+6 of these special rooms for it.
Laboratory: Electrical, Chemical, Physics, Biological, Psychological, Photographic, Medical, Botanical, or Observatory.
Standard Rooms: Infirmary, Recreation, Room, Kitchen, Dining Room, Sleeping Quarters, Gymnasium, Library, Garage (vehicle storage), Trophy Room, Conference Room, or Projection Room
Working Areas: Woodworking, Metalworking, Vehicle Workshop, Recording Studio, Landing Bay/Hanger, Super-Criminal, or Holding Facilities.
If your character has a base, consult your Editor for clarification.