Optional Rules: Base (Headquarters)

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Island Base.jpg

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.

  1. Skills
  2. Optional Rules
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