Jack's Contingency

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Deep below the streets of Washington DC

Within Star Cinemas There is a hidden office, This office has a desk and monitors that look over the security cameras of the building and exterior cameras. there are several concealed entrances into this office from diffrent locations within the Theater. The Office is located in the basement. Behind one plane wall with a single electrical outlet is concealed a secret elivator. Hidden behind the wall is a bluetooth receiver. When the proper Keycode is given one can access the controls to the eilvator and door via a bluetooth connection. A voice valdiation and digital encryption key are then used to gain access.
Jack calls this place "Contingency."


CURRENT FEATURES[edit]

  1. Concealment
  1. Isolated Location
  1. Access to DC Metro System (walk tunnel)
  1. Reinforced Structure
  1. Fire Prevention System

PLANED FEATURES[edit]

  1. communications

A communications system allows the headquarters to receive and transmit on a wide range of radio and TV bands, monitor police and emergency channels, coordinate communications between members of a team, and so forth. It includes communications equipment, consoles, and monitors. The system’s access to restricted communication bands depends on the clearance and skills of the user. Heroes often have access to special government channels, while a successful Computers skill check (DC 25) can grant a user illegal access to restricted systems.

  1. computer

A state-of-the-art computer system serving the entire headquarters (a mainframe or mini-frame system). This allows characters to make full use of the Computers skill and the computer can be programmed to handle routine base functions (including monitoring communications channels and controlling defensive systems). For an artificially intelligent computer system, see Constructs, page 148.

  1. infirmary

An infirmary consists of hospital beds and equipment for the full use of the Medicine skill. An infirmary can provide treatment for a number of characters equal to the base’s power level at one time and it can be assumed to have the necessary facilities to handle any unusual physiology of the base’s owner(s).

  1. library

library allows for use of various Knowledge skills when doing research. A library may consist of printed matter (books and periodicals), microfilm, computer databases, or a combination of all three. A library allows characters to take 20 on most Knowledge skill checks unless the information they’re looking for is particularly obscure (in the GM’s judgment).

  1. laboratory

A laboratory is a facility for the use of Knowledge skills in performing scientific tests or experiments. It contains all the necessary scientific equipment, including dedicated computers, if the headquarters doesn’t have its own computer system. Characters can use the laboratory to perform research, study unusual phenomena (including many super-powers), and so forth.

  1. living space

The headquarters includes all the necessary amenities for people to live there full-time. This is usually a number of people equal to the HQ’s power level (possibly more, at the GM’s discretion). It includes bedrooms or private suites, kitchen facilities, dining area, and common living areas. Characters can live in a headquarters lacking this feature short-term, but they’re not likely to be very comfortable.

  1. security system

Various locks and alarms protect the headquarters from unauthorized access. A Disable Device check (DC 20) overcomes these systems. Each additional feature increases the DC by +5. The security system may be tied into a defense system (if the headquarters is equipped with that feature), so triggering an alarm activates the defense system to disable or restrain the intruder(s).

  1. defense system

A defense system consists of various weapon emplacements defending the exterior and interior of the headquarters. A defense system can have any attack effect with a rank no greater than the campaign’s power level. These attack devices try to disable or restrain anyone approaching or invading the headquarters. Their attack bonus is equal to the campaign’s power level. Heroic HQ’s usually have nonlethal weapons while villainous defense systems are often lethal.

  1. power system

A power system makes the headquarters completely independent of outside power. It has its own generators (which may be solar, geothermal, nuclear, or anything else the designer wants). They provide for all the base’s power needs. The headquarters also has emergency back-up power should the generators fail. This generally lasts for a number of hours equal to the HQ’s power level.

  1. work shop

A workshop has all the facilities for use of various Craft skills. It includes tools, workbenches, supplies, and so forth. The Gamemaster may rule certain Craft skills cannot be used in a workshop, or require a workshop of their own (which is an additional feature). For example, a workshop can easily handle woodworking, metalworking, and machining, but might not be suitable for creating magical inventions (see page 132), which require a separate dedicated workshop.

  1. garage

A garage houses ground vehicles (see Vehicles, page 142) and includes a ramp or other access to move vehicles in and out, facilities for repairing and maintaining vehicles, and a sliding access door.



The AMERICAN GODS