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	<title>Freedom Hall - Revision history</title>
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		<id>https://wiki.rpg.net/index.php?title=Freedom_Hall&amp;diff=22358&amp;oldid=prev</id>
		<title>24.18.236.10 at 22:19, 15 April 2006</title>
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		<updated>2006-04-15T22:19:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==FREEDOM HALL==&lt;br /&gt;
The original Freedom League HQ was a turn of the century mansion&lt;br /&gt;
owned by the Beaumont family in downtown Freedom City. During&lt;br /&gt;
the 1940s and ‘50, it served as a headquarters for the Liberty League.&lt;br /&gt;
Fletcher Beaumont, Sr. offered it to the new Freedom League as their&lt;br /&gt;
headquarters. The mansion was destroyed during the Terminus Invasion.&lt;br /&gt;
Daedalus designed a new headquarters for the team, built using incredibly&lt;br /&gt;
advanced materials and construction techniques the master inventor&lt;br /&gt;
developed over the years and paid for by Daedalus’ own considerable fortune.&lt;br /&gt;
The new headquarters was dubbed Freedom Hall.&lt;br /&gt;
&lt;br /&gt;
Freedom Hall consists of four aboveground levels and two underground&lt;br /&gt;
levels. Only the layout of the ground floor of the headquarters (which is&lt;br /&gt;
largely open to the public) is well known. The remaining layout of the&lt;br /&gt;
building is kept relatively secret as a security measure.&lt;br /&gt;
&lt;br /&gt;
===LEVEL ONE===&lt;br /&gt;
The ground floor of Freedom Hall features the Freedom League’s public&lt;br /&gt;
facilities. It is largely taken up by a lobby and reception area open to&lt;br /&gt;
the public and “staffed” around the clock by a robot receptionist named&lt;br /&gt;
“Cynthia.” Although artificially intelligent, Cynthia is not truly sentient, but&lt;br /&gt;
she is lifelike enough to fool casual visitors into believing she is a real, living,&lt;br /&gt;
person. Use the bystander archetype for Cynthia, but no Constitution&lt;br /&gt;
score and Immunity 30 (Fortitude) due to her robotic nature.&lt;br /&gt;
The first level of Freedom Hall also features a public conference room&lt;br /&gt;
and the League’s trophy room and museum, featuring displays of their&lt;br /&gt;
cases and other items dating back to the original League.&lt;br /&gt;
Three elevators take passengers to the other floors of the headquarters.&lt;br /&gt;
They are keyed to operate only for members of the Freedom League&lt;br /&gt;
or their designated guests. Overcoming the security lockouts is a DC 30&lt;br /&gt;
Disable Device check.&lt;br /&gt;
&lt;br /&gt;
===LEVEL TWO===&lt;br /&gt;
The second floor of Freedom Hall contains the main working areas for&lt;br /&gt;
the Freedom League, including the team’s private meeting room, monitor&lt;br /&gt;
center, library, and related facilities. The teleportal to the Lighthouse is&lt;br /&gt;
located on this floor as well. This is also the area where the League entertains&lt;br /&gt;
guests allowed access to the more private areas of the headquarters,&lt;br /&gt;
and has quarters for any guests who may stay at Freedom Hall.&lt;br /&gt;
&lt;br /&gt;
===LEVEL THREE===&lt;br /&gt;
Level Three is living space for League members and their dependents. The&lt;br /&gt;
Gardeners (Captain Thunder, his wife and son), Daedalus,&lt;br /&gt;
and Johnny Rocket live full-time at Freedom Hall (although&lt;br /&gt;
Daedalus also has other homes scattered around the world).&lt;br /&gt;
The other members of the League only live at Freedom&lt;br /&gt;
Hall for short stretches of time, usually when circumstances&lt;br /&gt;
prevent them from returning home while on-duty. Dr.&lt;br /&gt;
Metropolis ostensibly “lives” at Freedom Hall, but the Spirit&lt;br /&gt;
of the City is often elsewhere in Freedom City, appearing at&lt;br /&gt;
the League’s headquarters when he’s needed.&lt;br /&gt;
&lt;br /&gt;
===LEVEL FOUR===&lt;br /&gt;
The uppermost level of Freedom Hall contains hangar&lt;br /&gt;
facilities (connected by a hydraulic lift to a rooftop landing&lt;br /&gt;
pad), along with mechanical workshops. The Freedom&lt;br /&gt;
League stores its vehicles and related equipment here while&lt;br /&gt;
they are not in use.&lt;br /&gt;
&lt;br /&gt;
===SUB-LEVEL ONE===&lt;br /&gt;
The basement of Freedom Hall is specially reinforced and&lt;br /&gt;
designed for use as a backup for the main facilities above,&lt;br /&gt;
should anything happen to them. There are emergency&lt;br /&gt;
quarters for the League members and their families, along&lt;br /&gt;
with Freedom Hall’s medical lab and infirmary. The basement&lt;br /&gt;
level has stocks of food and other supplies.&lt;br /&gt;
&lt;br /&gt;
===SUB-LEVEL TWO===&lt;br /&gt;
The lowest level of Freedom Hall contains the power systems, an advanced&lt;br /&gt;
geothermal tap designed by Daedalus. It provides all the power Freedom&lt;br /&gt;
Hall requires,&lt;br /&gt;
&lt;br /&gt;
==FREEDOM HALL HEADQUARTERS==&lt;br /&gt;
Size: Large, Toughness: 15, Features: Combat Simulator, Communications,&lt;br /&gt;
Computer, Concealed, Defense System, Fire Prevention System, Gym,&lt;br /&gt;
Hangar, Holding Cells, Infirmary, Laboratory, Living Space, Power System,&lt;br /&gt;
Security System. Cost: 18 equipment points.&lt;br /&gt;
Cost: 18 equipment points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[http://wiki.rpg.net/index.php/Sad_Tales_of_Freedom%27s_Fallen_HEROES Tales of Freedom&amp;#039;s Fallen Heroes] &amp;lt;br&amp;gt; &lt;br /&gt;
[[NECESSARY EVIL in FREEDOM CITY]]&lt;/div&gt;</summary>
		<author><name>24.18.236.10</name></author>
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