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HQ rules from M&M2e
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==HEADQUARTERS== Whether it’s an underground cave, the top floors of a skyscraper, a satellite in orbit, or a base on the Moon, many heroes and villains maintain their own secret (or not so secret) headquarters. Teams of characters also may even pool their equipment points to have a headquarters they share, with the Gamemaster’s approval. A headquarters is unlike other “equipment” in that it is fixed and serves as a home base, not something normally carried around. An especially large vehicle may serve as a kind of mobile headquarters, and the GM may allow characters to install some headquarters features into vehicles of Gargantuan or greater size. A character can even have multiple bases of operation. This is more common for villains, who have back-up plans and secret bases they can retreat to when their plans are defeated. If a character’s headquarters is destroyed, the character can choose to rebuild it or build a new headquarters with different features. Supervillains often go through a succession of different =headquarters. At the Gamemaster’s option, characters can have additional headquarters as “Alternate Power” feats of the first (see Alternate Power, page 108), since they aren’t likely to be used all at once.
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