The Base

Under the Zoo

 

 

 

 

 

 

Val      Char   Cost    Roll     Notes

20        BODY            18        13-

Total Characteristic Cost:  47

Cost    Powers            END

60        Cells:  +25 DEF, Cannot Be Escaped With Teleportation (+1/4), Hardened (+1/4), Affects Desolidified Any form of Desolidification (+1/2); Partial Coverage: 10 Cells of 2 hexes by 2 hexes (covers 40 Hexes; -1 1/2)

356      The Live Fire Matter Manipulation Generator:  Variable Power Pool, 300 base + 56 control cost, Ranged (+1/2); OIF Immobile (-1 1/2), Range Limited To 128″ (-1/4); all slots OAF (-1), All Powers Must Include Reduced END 1/2 (-1/4)
                        Notes:  This power provides all combat parts of the Live fire room’s action sequences.  These can include vehicles, people, monsters or even duplicates of villains and heroes.  The technology used is about 500 years in advance of the rest of the world and is only understood by Vac

0          1) Matter Manipulator Generator:  Multiple Units: 32 units total; OAF (-1), All Powers Must Include Reduced END 1/2 (-1/4) Real Cost: 11
                        Notes:  This power allows the creation of up to 32 separate events within the live fire area.

0          2) Holographic Generator for Live fire Room:  Sight, Hearing, Radio, Smell/Taste and Touch Groups, Combat Sense, Detect and Spatial Awareness Images Increased Size (128″ radius; +1 3/4), +/-5 to PER Rolls, Reduced Endurance (1/2 END; +1/4); OIF Immobile (-1 1/2), No Range (-1/2), All Powers Must Include Reduced END 1/2 (-1/4) Real Cost: 52 7
                        Notes:  This power provides a totally believable background setting for the live fire room.  It includes all non-combat background images and other touches such as animals, the smell of food cooking at a diner, etc.

0          3) Primary Anti-Matter Power System:  Endurance Reserve  (1000 END, 100 REC) Reserve:  OIF Immobile (-1 1/2), All Powers Must Include Reduced END 1/2 (-1/4); REC:  OAF (-1), All Powers Must Include Reduced END 1/2 (-1/4) Real Cost: 80

30        Power System: Back-up Batteries and Generator:  Endurance Reserve  (100 END, 20 REC); REC: , 1 Continuing Fuel Charge lasting 1 Week (+0)
                        Notes:  The generator will run for one week before needing to be refueled.  20 points of END is generated per segment, any left over would be placed in the batteries is space is available.

21        Comm Suite:  High Range Radio Perception (Radio Group), Targeting, Telescopic:  +10, Tracking; Costs Endurance (-1/2)         3
                        Notes:  This includes all communications bands, including radio, TV, telephone and internet

18        Internal Air Supply:  Life Support  (Self-Contained Breathing), Usable Simultaneously (up to 64 people at once; +1 3/4); Costs Endurance (-1/2)            3

3          Heating System:  Life Support  (Furnace), Usable Simultaneously (up to 64 people at once; +1 3/4); Costs Endurance (-1/2)         1

3          AC System:  Life Support  (Air Conditioner), Usable Simultaneously (up to 64 people at once; +1 3/4); Costs Endurance (-1/2)         1

2          Kitchen:  Life Support  (Eating: Must be Restocked Weekly), Usable Simultaneously (up to 64 people at once; +1 3/4); Costs Endurance (-1/2)            1

            Perks
110      Location:  City; Location Easily-defended location, Modifier Underground, Resources/Condition Heavily developed/inhabited or good resources
9          Keypad Entery: with Three Well-hidden Secret Entrances:  Access (Hidden (-6 to Skill Rolls))
Notes:  Alarm Automatically sounds upon ANY entry.  Keypad is a one shot try.

            Skills
6          Base Security System:  Security Systems 14-; Partial Coverage: External Access and Security Cells Noly (-1)
13        Crime Lab:  Criminology 14-
13        Demo Lab:  Demolitions 14-
13        Electronics Lab:  Electronics 14-
19        First Aid Station:  Paramedics 17-
13        Forensic Lab:  Forensic Medicine 14-
12        Forgery Lab:  Forgery (Documents) 14-
13        Gadgeteering Lab:  Inventor 14-
13        Gym: Weight Training:  Hoist 14-
13        Gym:  Acrobatics 14-
13        Gym:  Breakfall 14-
13        Gym:  Climbing 14-
13        Library:  Research 14-
13        Makeup Lab:  Disguise 14-
13        Mechanics Lab:  Mechanics 14-
11        Medical Lab:  SS:  Medicine 17-
11        Surgery Suite:  SS:  Surgery 17-
13        Weapons Lab:  Weaponsmith (Firearms, Missiles & Rockets) 14-
Total Powers & Skill Cost:  840
Total Cost:  887
 
200+    Disadvantages
15        Dependent NPC:  Ed Rogers 14- (Normal; Useful Noncombat Position or Skills)
15        Dependent NPC:  Jade 14- (Normal; Useful Noncombat Position or Skills)
15        Dependent NPC:  Layla Valdez 14- (Normal; Useful Noncombat Position or Skills)
5          Point Contribution: Astral: 1
20        Point Contribution: Baker: 4
5          Point Contribution: C 1
100      Point Contribution: Clone: 20
10        Point Contribution: Deven: 2
105      Point Contribution: Dren 21
50        Point Contribution: Hans 10
70        Point Contribution: Gwen 14
45        Point Contribution: Kurt: 9
10        Point Contribution: Shade: 2
10        Point Contribution: Switch: 2
10        Social Limitation:  Base (Frequently, Minor)
202      Experience Points

Total Disadvantage Points:  887

 

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