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RESOURCES REVISITED

Instead of keeping track of individual funds and wasting time budget-keeping, a Hero's
Resource Echelon provides an abstract measure of the character's relative wealth.
Moreover, it is generally assumed the Hero can afford the standard day-to-day
expenses of the lifestyle indicated by their Resource Echelon - paying the bills, buying
groceries, maintaining their wardrobe, etc. It is only extraneous purchases that require a
Resource GEST.

The Difficulty of any Resource GEST is determined by the Cost Rating of the desired
product or service. A list of example Cost Ratings is provided below which should
provide a general guide. A Resource GEST is considered the in-game equivalent of
checking the bank account, a credit inquiry, or "shaking the piggy bank", and GMs
should play fast and loose with these rules depending on the Hero's standard lifestyle
and how much of an impact on the game a purchase will make. Items more than one
Echelon rank above a Hero's Resource Echelon are generally outside of their budget,
and normally only one Resource GEST can be made by a Hero each week.

OPTIONAL RULES

SAVING
A Hero may "save up" to purchase an item who Cost Rating is above their Resources,
during which time they may make no other Resource GESTs The player must announce
their intentions to save beforehand, but once the period of saving is completed, no
GEST is necessary for the purchase.
For an item with a CR equal to a Heroe's Resources, they must save for 1 month.
For an item with a CR 1 Echelon above a Hero's Resources, they must save for 6
months.
For an item with a CR 2 Echelons above a Hero's Resources, they must save for 1
year.

JOINT PURCHASES
Two or more Heroes may chip in to buy an item. Their Resources must be within one
Echelon of each other, and the highest Echelon is then increased by 1.

LOANS
A Hero can go to a lending organization for help affording an item, though the Hero
must then be able to afford the payments on the loan, usually 1 or 2 Echelons below the
Cost Rating of the item for a period of months equal to the item's CR Echelon Rank.
Failure to repay a loan results in the item getting repossessed, and a knock to the
Hero's credit rating (their Resources are reduced by 1 Echelon).
COST RATINGS

Art - Rare UC Lawyer Fees


GD
Art - Old Masters AM Night on the Town
GD
Book/ Graphic Novel PU Plane Tickets
EX
Broadway Tickets EX Plane Tickets - Overseas
LG
Car Rental (per day) PU Rented Tux
NM
Clothes - Respectable PU Robot IN
Clothes - Stylish NM
Clothes - Tailored Suit or Tux GD Salary - 10 Workers/Wk
LG
Clothes - Designer Originals LG Salary - 50 Workers/Wk
UC
Comic Book FB Salary - 100 Workers/WK
FA
Computer GD Salary - 200 Workers/WK
AM
Dinner & Movie NM Salary - CEO
AM
Doctor Fees GD Salary - Bodyguard
NM
Doctor - Personal Physician LG Salary - Computer Programmer
EX
Fare - Bus/Subway FB Salary - Cook
NM
Fare - Cab PU Salary - Doctor
LG
Good Meal PU Salary - Lawyer
LG
Hotel - Flophouse FB Salary - Mechanic
NM
Hotel - Modest PU Salary - Politician
FA
Hotel - Good NM Salary - Scientist
EX
Hotel - Penthouse Suite_ LG Salary - Teacher
PU
EQUIPMENT

Asbestos Suit EX LG protection vs fire


Camera GD
Fire Extinguisher NM EX spray vs fire
Firehose GD UC spray
Flaregun NM NM fire damage
Flashlight FB TY light
Flashlight - Halogen GD LG light
Gas Mask NM EX protection vs gas
Handcuffs PU LG MS
Infra-red Goggles EX Nightvision
Infra-red Sight GD Nightvision
Polarized Lenses GD GD protection vs light
Radiation Suit UC FA protection vs radiation
Roller Skates/Blades PU +2 Areas movement
Scuba Gear GD 2 hours air
Silencer GD Reduces weapon's Range by 1 Area, Illegal
Sniper Sight GD Removes penalty for Range, 1 Panel aiming
Tripod NM +1 ES to hit

WEAPONRY

A weapon is any object or device whose main purpose is to inflict bodily harm upon an
opponent. Heroes possessing superpowers rarely employ lethal weapons, but villains
rarely hold themselves to such standards and many Heroes without inherent abilities
employ weapons to even the odds.

Weapons are divided into Melee, Thrown, Ballistic and Explosive Weapons.

MS - The Material Strength of the weapon.


DR - The Damage Rating of the weapon. Melee Weapons inflict minumum Damage equal to
their Damage Rating (DR) and a maximum amount of Damage equal to their Material
Strength (MS) or the weilder's Might.
A - Acuate B - Obtuse C - Concussion E - Energy F - Force
CR - The typical Cost Rating of the weapon.
US - The penalty for using the weapon Unskilled.
R - The maximum effective Range.
R# - The weapon's Rate of Fire; the number of shots that can be fired per Panel. Multiple shots
require separate GESTs, but are resolved at the same time.
S# - The number of Shots a weapon can fire before it needs to be reloaded.
Melee Weapons MS DR CR US TRAITS
Axe EX NM (A) PU Slash
Battle Axe LG EX (A) NM -2 2-Handed
Club GD PU (B) AB
Knife LG GD (A) FB
Stiletto LG GD (A) PU Pierce
Switchblade EX NM (A) FB Illegal
Knuckledusters LG FB (B) PU
Mace UC GD (B) NM
Nuchucks GD NM (B) NM -3.
Polearm EX GD (A)/ PU (B) PU -1
Quarterstaff GD NM (B) FB
Short Sword LG GD (A) NM
Machete LG GD (A) PU Slash
Stun Baton EX PU (B)/LG (F) EX LG Stun
Sword LG EX (A) NM -1
Broadsword LG EX (A) NM Slash
Claymore UC LG (A) GD -2 2-Handed,
Katana UC EX (A) GD Slash
Rapier EX PU (A) PU -1 Pierce
Whip - Leather NM FB (A) FB -3 Entangle
Whip - Metal EX NM (A) PU -3 Entangle

OPTIONAL RULE - WEAPON BREAKAGE


If a Melee or Thrown weapon hits a target of higher MS, there is chance of it breaking. If
the Combat GEST comes up doubles, roll a GEST against the weapon's MS with a
Difficulty set by the MS or body armour of the target. If failed, the weapon snaps or
shatters.....

R- The maximum effective Range.


RoF - The weapon's Rate of Fire; the number of shots that can be fired per Panel. Multiple shots require separate
GESTs, but are resolved at the same time.
S# - The number of Shots a weapon can fire before it needs to be reloaded.

Thrown Weapons MS DR CR US TRAITS


Boomerang GD PU (B) FB -3 Rebound
Shuriken LG PU (A) FB -2
Spear EX GD (A) FB -2
Throwing Knife LG NM (A) FB -2

Ballistic Weapons DR R R# S# CR US TRAITS


Bow NM (A) 5 1 1 PU -2 2-Handed
Long Bow GD (A) 6 1 1 PU -2 2-Handed
Compound Bow EX (A) 7 1 1 NM -2 2-Handed
Crossbow GD (A) 3 1/2 1 GD -1 2-Handed
Pistol NM (C) 2 1 6 PU
Machine Pistol LG (C) 3 1 6 EX -1 Bursts, Military
Target Pistol NM (C) 5 1 1 NM -1 Accuracy +1
Handgun NM (C) 3 1 6,8,9 NM
Blaster GD (E) 5 1 20 UC Supertech
Stun Gun PU (F) 2 1 10 LG UC Stun
Shotgun LG (C) 3 1,2 2 NM -1 2-Handed
Rifle GD (C) 7 1 4 GD -1 Accuracy +1, 2-Handed
Sniper Rifle EX (C) 10 1 4 GD -1 2-Handed, Military
Laser Rifle LG (E) 6 1 20 UC 2-Handed, Supertech
Sub-Machine Gun UC (C) 6 1 10 LG -1 2-Handed, Bursts, Military
Machine Gun FA (C) 10 1 20 FA -1 2-Handed, Bursts, Military
Flame-Thrower FA (E) 2 1 5 FA -2 2-Handed, Military,
Scatters
Photon Canon AM (E) 8 1/2 4 FA -2 2-Handed, Bursts,
Supertech

OPTIONAL RULE - SPECIAL AMMO


Damages listed for firearms assumes standard ammunition, but some models can
exchange this with special ammunition, as noted in their descriptions in Appendix F.

Armour-Piercing Rounds do +1 ES Damage against armoured opponents, with no


effect on force fields or energy-based defenses.
Canister Shots are similar to shotgun shells and may be loaded with a number of
cartridges for various effects.
Explosive Cannisters inflict double Damage on all characters within target
Area and standard Damage to all those in adjacent Areas.
Gas Canisters contain LG Knockout gas or UC tear gas that covers 1 Area.
Incendiary Cannisters inflict standard Damage for the weapon used in fire,
whichj continues to burn at that Echelon intensity for d10 Panels.
Smoke Canisters contain LG Smoke that covers 1 Area. Dissipates in 2
Pages outside, 10 Pages indoors.
Explosive Shots inflict twice the listed Damage and, in the case of weapons that fire
bursts or scatter, all within the Area of the target are affected.
Heat-Seeking Ammo (supertech) seeks out the hottest source in line to the target,
tracking it up to the weapon's maximum Range with no penalty.
Mercy Bullets inflict no Damage, but spread a LG knock-out drug over the skin of the
target. If the defender would have taken Damage from the attack, the drug takes
effect, inflicting a KO Stun result.
Rubber Bullets inflict Combat Effects as an Obtuse Close Combat attack.
Silver Bullets, useful for dealing with certain types of Lycanthropes and Vampires,
must be specially cast and inflict no extra Damage except against targets who
possess silver as a vulnerability. Bullets can be specially cast from other
materials to which opponents are individually vulnerable.

Explosive Weapons CR Range Damage


Grenage (Concussion)LG Thrown UC, Combat Effects as Obtuse Close Combat attack
Grenade (Flash) EX Thrown AM intensity light
Grenade (Fragment) EX Thrown LG (A), Scatters
Grenade (Knock-Out) FA Thrown LG Stun
Grenade (Smoke) GD Thrown LG Smoke, covers 1 Area
Grenade (Sonic) FA Thrown LG Force attack
Grenade (Tear Gas) EX Thrown EX intensity, covers 1 Area
CR Range Speed Body Payloads
Missile (Rocket) EX 5 Areas GD NM Small
Missile (Mini) LG 10 Areas LG EX Small
Missile (Small) UC 1 Mile EX LG Small, Standard
Missile (Standard) FA 5 Miles EX LG Small, Standard, High
Explosive
Missile (High-Tech) AM Global EX LG Standard, High Explosive,
Nuclear
Missile (High-Speed) AM 100 miles UC LG Standard, High Explosive
Aircraft Bomb AM Falling Falling EX Standard, High Explosive,
Nuclear

Grenades are designed to explode upon impact, although some are on timers
automatically triggered by pulling a pin, which go off d10 Panels after triggered. A target
with at least EX Agility can make an attempt to catch the grenade and throw it away or
back at the attacker. This is an Agility GEST resolved as a GRAB. If an Damage is
inflicted on the Grenade when caught, it immediately explodes in the catcher's hand.

PAYLOADS
Missiles require a Payload, which determines the Damage and Areas of effect.

CR DR Areas of effect
Small Missile Payloads EX UC 1
Standard Missile Payloads FA FA 3
High Explosive Payloads AM AM 9, every adjacent Area -1 E (c) Damage
Nuclear Payloads IN UN 18, every adjacent Area -1 E (c) Damage,
& UN radiation, -1 E every subsequent
adjacent Area until AB.

Additionally, missiles require a Launcher and Targeting System (those without are either
dropped on Targets or continue in a straight line until reaching the first obstruction in
their path, or continuing to the end of their Range when they will run out of fuel and drop
to the ground.

LAUNCH/TARGETING SYSTEMS

Computer-Gudied CR: AM
The missile is programmed to hit a specific target within it's Range.
Heat-Seeking CR: FA
The missile will "lock-on" to the highest source of heat in its target path. It may be
sidetracked by a higher source of heat.
Radio-Linked (Homing Missile) CR: UC
The missile tracks a specific wavelength issuing from the target, usually via a small
emitter.
Tele-Guided CR: FA
A camera in the nose of the missile transmits an image to a remote targetting computer
operated by the firer. A specefici Target Area is hit with a Combat Gest using the firer's
Agility requiring a Bullseye result.
Wire-Guided CR: UC
The missile is directed by a wire leading from a small antenna on the tail of the missile
communicating on a specific radio frequency.

WEAPON TRAITS

2-Handed - The weapon is typically used with two hands. Some weapons can be used
one-handed with a penalty (see individual descriptions in Appendix F)
Accuracy - The weapon is finely balanced and made for precision. If the user is skilled in
the wepon, they recieve a +1 to hit.
Bursts - The weapon is capable of firing bursts, affecting up to 3 adjacent targets with
one GEST.
Entangle - The weapon is capable of making a Grab or Grapple attack from a distance,
with the weapon's MS taken as Might.
Illegal - possession of this weapon is considered a criminal offense.
Military - The weapon is only legally avaiable through the armed forces.
Pierce - The weapon does no Damage on a Slash result, but does +1E Damage against
armour.
Rebound - If the user is skilled with the weapon, it returns to them when thrown.
Scatters - All characters within 1 Area of the target are hit for the same Damage.
Slash - The weapon does +1ES Damage against unarmoured opponents, but is -2 ES
against armour with a Slash result and -1 E against armour with a Blue or Red Phase
result.
Supertech - The weapon is of a higher technology level than currently available.

ARMOUR

Armour reduces the amount of Damage a character takes from a hit by the armour's
Echelon Rank. Armour is less effective against certain types of attacks. A Bash! result
from an Obtuse attack reduces an Armour's effectiveness by 1 ES, while Energy attacks
may reduce an armour's effectiveness or bypass it altogether. Concurrently, Armour is
more effective against Slash results from Acuate attacks.

Feeble Animal hide


Puny Leather armour
Normal ` Brigandine
Good Flak Jacket
Exceptional Chainmail
Legendary Kevlar
Uncanny Plate Armour
Fantastic Tank
Amazing+ Power Armour

VEHICLES

Vehicles are deined by Terrain, Cost Rating, Maneuverability (MNVR), Speed, and
Body.

TERRAIN defines the envioronment the vehicle is specifically designed to navigate.


Road indicates the vehicle's MNVR and Speed ratings recieve a -1ES penalty when not
on paved streets or relatively flat surfaces. Off-Road vehicles are designed to handle
broken ground. Railed vehicles follow a track on a predetermined path and runs in to
disastrous effects if they go off-track. Water covers all types of boats, submarines, and
any other vehicles designed to travel on top of or below a body of water. Air vehicles
travel by flight, while Space vehicles are designed to fly at great enough speeds to
achieve Escape Velocity and navigate outer space.

The listed Cost Ratings (CR) are for new vehicles, though used vehicles may usually be
purchased for one Echelon less, though one of the used vehicle's ratings, either
Maneauverability, Speed, or Body, are reduced by 1 E.

MANEAUVERABILITY (MNVR) measures how well the vehicle responds to changing


directions and making sudden stops.

SPEED is taken as Land Speed for Road, Off-Road, Railed and Water vehicles, and Air
Speed for Air and Space vehicles, and determines the maximum safe Speed the vehicle
can travel.

BODY determines the vehicle's resistance to Damage and system failures.

TERRAIN CR MNVR SPEED BODY TRAITS


Skateboard Road FB NM PU FB
Bicycle Off-Road PU GD NM FB
Motorcycle Off-Road EX NM EX GD
Snowmobile Off-Road EX GD NM NM
Mini-car Road EX GD GD PU
Taxi Road EX NM GD NM
Luxury Car Road LG PU GD EX
Police Car Road UC GD EX NM
Sports Car Road LG EX UC GD
Armoured car Road UC GD LG UC
Jeep Off-Road LG GD EX GD
Van Road EX NM GD NM
SWAT Van Road FA NM GD LG
Ambulance Road LG GD EX GD
Pickup Truck Off-Road LG NM GD GD
Firetruck Road UC NM EX EX
Semi Road UC NM EX LG
Bulldozer Off-Road FA NM PU LG
Tank Off-Road AM EX NM FA Arms
Train Rail FA FB EX LG
Bullet Train Rail AM PU FA LG

Raft Water PU NM FB PU
Rowboat Water NM GD FB NM
Sailboat Water GD PU PU FB
Motorboat Water GD EX EX NM
Speedboat Water LG GD FA NM
Hydrofoil Water LG NM UC NM
Yacht Water FA NM GD NM
Ocean Liner Water AM GD NM LG
Destroyer Water IN NM GD LGArms
Battleship Water UN NM PU UC Arms
Aircraft Carrier Water UN NM PU LG
Submarine Water AM GD NM LGArms

Air Balloon Air EX PU FB PU VTOL


Blimp Air AM FB PU PU VTOL
Helicopter Air FA GD EX PU
Military Helicopter Air AM EX EX GD Arms,
VTOL
Private Plane Air FA NM UC NM
Corporate Jet Air AM NM FA GD
Commercial Airliner Air IN GD FA GD
WWII Fighter Plane Air FA LG FA NM Arms
WWII Bomber Air AM GD EX GD Arms
Jet Fighter Air IN UC AM EX Arms
Stealth Bomber Air UN LG AM LG Arms

Space Shuttle Space UN GD PL UC


Space Ship Space UN EX _ST LG
Starship Space PL EX ST UC Arms, Shields,
Warp
Starfighter Space UN UC UN LG Arms, Shields

VEHICLE TRAITS

Arms - The vehicle is equiped with offensive weaponry. See the specific descriptions in
Appendix F for details.
VTOL - an aircraft capable of verticle take-offs and landings, thus not requiring Control
GESTs for unconventional landings.
Shields - The spacecraft possesses external energy-based shields that act as Armour.
Warp - the spacecraft is capable of warping space or enering hyperspace, allowing
faster than light (Cosmic) Speed. such trips must be calculated beforehand (Difficulty
UN, usually done by computer using constantly updated star charts), and no Control
GESTs are made or possible.

DRIVING LESSON

A GM may call for a Control GEST whenever a vehicle's performance is called into
question, for which the driver uses their Agility or the vehicle"s MNVR Echelon,
whichever is less. This is largely left up to the GM's judgment With the following
guideline provided as criterion.

Road Vehicles - check for any sudden actions at higher than the Vehicle's Speed
Echelon, sudden stops, traveling off-road, and quick turns of 90 degress or more.
Off-Road - the same limitations as Road vehicles save the obvious one.
Railed Vehicles - check only for sudden stops. No Control GESTs are possible if the
vehicle goes off-track.
Water Vehicles - check for sudden changes in coarse. All except submarines also
check when faced with storms and rough waters of an intenity above the
vehicle's MNVR Echelon.
Air Vehicles - check for turns of up to 45 degrees, any sudden verticle movements
such as dodging, and take-offs or landings under non-normal conditions.
Space - check for take-offs, landings, and sudden movements.

When a Control GEST is failed, a vehicle is considered out-of-control and the GM


determines the consequences based on the situation, though usually this means the
vehicle continues in a general direction they were facing for 1 Panel and come to an
abrupt halt (crash) the following Panel. If a vehicle collides with another vehicle, object,
or character, it is resolved as a Ramming attack. If a crashing vehicle takes Damage
equal to the Damage it inflicts, the Occupants are uninjured (although if they're not
wearing their seatbelts, the GM may call for an Agility GEST). If the Damage is greater
than the Vehicle's Body rating, the excess Damage is applied to each passenger.
Regardless of whether the vehicle or passangers take Damage, they each must Roll vs
Stun. Any vehicle that takes Damage in excess of its Body Echelon will no longer run
until recieving repairs.

A Hero can attempt to escape from an out of control vehicle before it crashes with a
Red Phase result on an Agility GEST. Failure results in the same Damage and Roll vs
Stun results as if they'd stayed in the vehicle + 1 E. The Body Echelon is taken as Body
Armour if the vehicle is attacked. Specific targets on or within the vehicle; that a GM
deigns possible; hit on a Bullseye Result, ignoring the vehicle's Body.

Vehicles accelerate in 2 Areas/Panel steps until they reach thier Speed Echelon.
Similarly, A vehicle may safely deccelerate at 2 Echelons per Panel, coming to a stop
when they reach Abysmal. Sudden stops require a Control GESTs. A Vehicle can
exceed their listed Speed by 1 Echelon, with the following restrictions:
Any movement by the vehicle besides continuing to move in a straight path requires a
Control GEST.
All Gests requires at 1 Phase Shift higher for a success (all Green Phase GESTs
require a Blue Phase, Blue Phase GESTs require a Red Phase result, Red
Phase GESTs require a 100).

Air vehicles that do not possess the Trait VTOL must be moving at a Land Speed equal
in Echelon to their Air Speed rating or less to make a safe landing; landing at higher
speeds require a Control GEST. Air vehicles lso ascend and descend in the same
manner as a flying character, though a Control GEST is needed if the Areas(floors)
climbed are greater than the forward Panels moved in 1 Panel, with Failure indicating
the aircraft is going to fall until control is regained.]

Air vehicles may make turns of up to 90 degrees in a Panel, the turn itself counting as 1
Area of movement. Turns of greater than 90 degrees are considered Vehicle Stunts.

Vehicle Stunts
Extraordinary actions performed by the drivers or pilots of vehicles are proposed by the
player and the GM judges whether the Stunt is possible with the vehicle in question and
if the Hero is capable of pulling off the Stunt.
No Arete investment is required to pull off a Vehicle Stunt as long as the Hero
possesses a relevant Trait (Vehicles, Ace, etc), but failure indicates the vehicle is out-of-
control.

Example Vehicle Stunts:


Boot-leg - intentionally giving up control of a vehicle, spinning 180 degrees, and heading
back in the opposite direction.
Immelman Turn - flying a loop-the-loop in a plane.

Out-of-control Land Vehicles (Road, Off-road, or Rail) continue to move forward at the
speed they were travelling, though they may spin or wobble depending on the
circumstances. Every subsequent Panel the vehicle reduces its Speed by 1 Echelon
and a GEST may be made by the driver to regain control of the vehicles, until the
vehicle comes to a stop (Speed reduced to AB, or collides with an obstacle).

Out-of-control submarines move forward without reducing Speed until they collide with
something. Other water vehicles have an equal chance of this or capsizing.

Out-of-control Air Vehicles continue to move in a straightforward path without losing


Speed, but losing altitude as if falling; 3 Floors (50ft/15.2 m) the first Panel, 6 Floors
(100ft/30.5m) the second Panel, 10 Floors (150ft/45.7m), the third Panel, and 20 Floors
(300ft/91.4m) every subsequent Panel until colliding with the ground.

HEADQUARTERS

While some individual Heroes operate out of their home or apartment, many heroes and
teams have their own separate base of operations. To simplify matters, Headquarters
are "built" by purchasing Room Packages, which come with a selection of furnishings. A
GM should be flexible modifying these to suit players preferences, adjusting prices by
+ / - 1 ES as appropriate.

The first step in creating a Headquarters is to to purchase the buillding, which is the
frame into which all Room Packages are placed. Buildings are defined by their Cost
Rating, Material _Strength, and Size.

Two Cost Ratings are listed, the first for renting, the second to purchase. These prices
are averages for most larger cities and suburban surroundings, and a GM may adjust
them depending on location; an apartment in downtown Manhattan would cost at least
1E more, while a house in the outskirts of the American midwest would cost 1 E less.

A building's Material Strength refers to the MS of its walls and floors. Outside walls are
generally considered 1 E higher, while doors are typically 1 E lower. A floor can support
a load equal to its MS + 2E over time, and heavier weights for short periods.

Size is a general indication of a building's dimensions and capacity. Small quarters will
house 1 or 2 Heroes and some basic equipment. Mid-Sized quarters are suitable for 3
to 5 Heroes and a small support crew, covering up to 5 inside Areas or rooms.. Large
quarters accomodates up to a dozen Heroes and covers 10 or more inside Areas
spread over 2 or more floors. Deluxe is the largest size, suitable for a large team of
Heroes and covering 20 or more inside Areas spread across 3 or more floors.

CR MS SIZE
Studio Apartment FB/EX GD Small - 1 Room
1 BR Apartment PU/EX GD Small - 2 Rooms
2 BR Apartment NM/EX GD Small - 4 Rooms
3 BR Apartment GD/LG GD Small - 5 Rooms
House (Smalll) NM/LG NM Small - 4 Rooms
House (Medium) NM/UC NM Mid-sized - 8 Rooms
House (Large) EX/FA GD Mid-sized - 12 Rooms
Manor (Small) LG/AM EX Large - 18 Rooms
Manor (Large) FA/IN EX Deluxe - 24 Rooms
Mansion AM/IN EX Deluxe - 30+ Rooms
Office (Small) PU/EX EX Small - 2 Rooms
Office (Large) GD/LG EX Mid-sized - 3 Rooms
Office Suite EX/FA EX Mid-sized - 6 Rooms
Office Bldg Floor LG/AM EX Mid-sized - 12 Rooms
Brownstone EX/UC GD Mid-sized - 2 Floors
Office Bldg (Small) LG/AM EX Large - 4 Floors
Office Bldg (Medium) UC/IN LG` Deluxe - 8 Floors
Office Bldg (Large) FA/IN LG Deluxe - 12 Floors
Skyscraper AM/UN LG Deluxe - 20+ Floors
Warehouse (Small) NM/UC NM Mid-sized
Warehouse (Medium) GD/FA NM Large
Warehouse (Large) EX/AM GD Deluxe
Factory (Small) GD/FA LG Mid-sized
Factory (Medium) EX/AM LG Large
Factory (Large) UC/IN UC Deluxe

OPTIONAL RULE
Building one's own HQ from scratch costs the same as buying, and takes an amount of
months depending on the building's Size:
Small - 2 Months
Mid-sized - 4 Months
Large - 8 Months
Deluxe - 1 Year
The building time can be reduced by up to one half by increasing the Cost Rating by 1
Echelon.

Once a building is purchased, the next step is to stock it with vital furnishings and crime-
fighting equipment. Each Room Package has a Cost Rating and a Space Requirement
(SR) in indoor Areas, along with a description of standard furnishings/equipment. The
listed Costs are for a fairly nice selection of trappings. Optionally, Heroes may acquire
some less expensive or reliable equipment (mis-matched second-hand furniture, used
hardware that often breaks down, etc.) at -1 E CR, while very high-quality packages
(cutting edge electronics, expensive and antique furnishings, a library full of first editions
and rare volumes, etc) for + 1 or 2 E CR.

Closets, porches and bathrooms are assumed in the cost of the building and do not
require separate Room Packages. Every building will have smoke detectors and 1 fire
extinguisher + 1 for every 3 Areas. With GM approval, Heroes can combine rooms as
appropriate by adding 1 E to the higher CR.

COMPUTER ROOM CR: UC SR: 1 Area


Includes LG Supercomputer and terminal with multiple screens, communications equipment for
accessing computer remotely, and large swivel or egg chair. More powerful supercomputers add
individual costs (see Supercomputers)

CONFERENCE ROOM CR: EX SR: 1 Area


Consists of large table and up to ten chairs or platform, speaker, and up to 30 ordinary chairs.
LG CR adds projection screen or computer terminal and liqour cabinet.

DINING ROOM CR: GD SR: 1 Area


Consists of a dinner table with 4 - 6 chairs, ceiling lamp, and bureau. EX CR adds large table
with 4 more chairs, chandelier, and china cabinet.

DOCK CR: LG SR: 3 Areas


Consists of storage and servicing for a ingle ship or submarine, including drydock facilities.
Each sea vehicle requires its own Dock package.

GARAGE CR: GD SR: 1 Area/2 vehicles


Consists of storage room for one land or water vehicle. EX CR adds repair facilities with
appropriate tools. LG CR adds platform for raising vehicle.

GYM CR: EX SR: 1 - 4 Areas


Consists of weight lifting equipment, punching bag, and excercize ball and mat. LG CR adds
lockers, rings, parallel bars, and short horse. UC CR adds separate locker room, treadmill, and
diagnostic display. FA CR adds additional steam room. AM CR adds basketball court or boxing
ring.

HANGAR CR: LG SR: 2 Areas + 1 for each additional aircraft


Consists of storage and servicing for aircraft including repair facilities. LG CR adds retractable
roof.

HOLDING FACILITIES CR: EX SR: 1 Area


Consists of secure prison cell of LG MS and standard restraining devices. LG CR adds
restraining devices of UC MS. UC CR adds restraining devices of FA MS and EX inhibitor
restraints. FA CR adds AM power dampeners that nuetralize superhuman prisoners.

KITCHEN CR: GD SR: 1 Area


Consists of fridge, stove, sink, counterspace, up to 4 cabinets with dishware and cutlery sets,
microwave and toaster. EX CR adds dishwasher, toaster oven, freezer, breadbox, and high-
quality cookware.

LABORATORY CR: LG SR: 1 or 2 Areas


Consists of 1 or 2 labtables, sink, mini-fridge, and basic lab equipment (scales, bunsen burner,
test tubes and racks, microscope and common chemicles). UC CR adds forensics computer
with DNA and blood analysis capabilities or a poison analysis and serum dispenser, FA CR adds
both and a clean room which prevents germs entering/escaping lab.

LIBRARY CR: EX SR:1 or 2 Areas


Consists of up to five book cases stockied in volumes on general subjects (readily available
texts, including a set of encyclopedias, dictionary, atlas, and texts on world history), a desk and
chair, lamp, and 2 easy chairs. LG CR adds a globe, desktop computer, and liquor cabinet. Rare
individual volumes of books such as arcane grimoires and origininal historical journals must be
purchased individually. UC CR adds floor to ceiling bookcases and wheeled ladder.

LIVING ROOM CR: GD SR: 1 Area


Consists of a sofa couch and 2 easy chairs, a coffee table and two end tables, television and
entertainment centre, and two lamps. EX CR adds dvd/blue ray player, collection of films, and
entertainment system. LG CR adds fireplace and piano.

MEDICAL BAY CR: UC SR: 1 - 3 Areas


Consists of gurney/bed, medicine cabinet with standard antidotes, medication, and first-aid
supplies. FA CR adds X-ray, defribulator, IV drip and operating table with light and gurney.AM
CR adds operating room, pathology, and cryogenics.

OFFICE CR: GD SR: 1 Area


Consists of desk, computer, three chairs, lamp, and file cabinet.

PANIC ROOM CR: EX SR: 1 Area


Consists of a secured room of LG MS only accessible by password, including emergency
rations for up to 3 days and first aid supplies. LG CR adds food rations for up to one week,
video survelience of surrounding Areas, and walls/door of UC MS. UC CR adds walls/doors of
FA MS, emergency food for up to one month, and enviornmental reguations, as well as external
defenses (electrified door of EX intensity).

POOL CR: UC outdoors, FA indoors SR: 2 or more Areas


Extends one floor downwards, consists of standard Olympic swimming pool and diving boards.
+1 E for additional hot tub and sun room or retractable sun roof.

POWER ROOM CR: LG SR: 1 Area


Most buildings draw their power rom outside sources, but if the HQ is in a remote or isolated
location, makes use of supertech, or if the Heroes want a back-up source, they must install their
own power supply. At LG CR this provides 24 hours of reserve energy. UC CR adds 48 hours of
back-up energy that will cut in 2 Panels after the loss of external power. FA CR provides solar
cells, removing the need for external sources of power. AM CR provides an alternate supertech
perpetual energy source.

REC. ROOM CR: EX SR: 1 or 2 Areas


Consists of beanbag chairs or mismatched sofa and easy chair, dartboard, ping pong or pool
table or TV and videogame system.. EX CR adds pinball machine or arcade game. LG CR adds
hot tub.

TRAINING ROOM CR: FA SR: 2 or more Areas


Consists ot padded gymnasium area with robotic or holographic threats or oppoonents
controlled by a central computer system, with threat levels up to LG (the threat rating of
opponents can be set and adjusted by computer). AM CR allows artificial opponents of up to FA
threat level and the ability of computer to adjust and adapt the threats to the Heroes. IN CR
allows "hard-light" holograms and opponents of up to AM threat level. Safety precautions are
included so that training programs will cease if any Hero faces mortal wounding, and an
emergency first aid station is included.

TROPHY ROOM CR: EX SR: 1 Area


Consists of showcases, lighting, frames for mementos. May double as a reception hall.
WORKSHOP CR: LG SR: 1 or 2 Areas
Consists of worktable, stools, tool cabinet, and basic equipment for metal and woodworking
(lathes, drills, saws, blowtorch, etc.). UC CR includes laser-guided instruments. FA CR ijncludes
automatic processing materials for simple goods.

Additionally, Heroes may purchase a number of Enhancement Packages for their building.
Enhancement packages take up no room but their cost is based on the Size of the building.

COMMUNICATION SYSTEM CR: Small: NM Mid-Sized: GD Large: EX Deluxe: LG


Provides voice terminals for up to ten rooms allowing vocal communication between Areas. +1
E CR adds visual communication (mini-tv screens at terminals). +2 E CR adds the capability to
communicate verbally with a main computer system from any terminal.

DEFENSE SYSTEM CR: Small: GD Mid-Sized: EX Large: EX Deluxe: LG


Pre-set Defenses that protect one or more Areas, consisting of either entangling nets, wire
tentacles, l.asers, stun guns, pit traqps or other appropriate subduing or nuetralizing defense
mechanisms, all of LG Echelons. + 1 ES CR increases this to UC Echelons. +2 ES is as above,
but of FA Echelons. + 3 ES CR at Amazing Echelons, etc. Multiple Defense systems may be
purchased to protect the sam Areas through different methods.

FIRE PROTECTION SYSTEMS CR: Small: PU Mid-Sized: NM Large: GD Deluxe: EX


Consists of automatic sprinker system that covers up to 10 areas, providing GD protection from
fire. + 1 E CR adds foam-projectors that provide EX protection from fire.

SECURITY SYSTEM CR: Small: NM Mid-Sized: GD Large: EX Deluxe: EX


Consists of hand-set burglar alarms on windows and doors. +1 E CR adds automatic burglar
alarms with card or code-identification system. + 2 E CR adds automated alarm system with
palm print or retinal-scan identification that can communicate with a Defense system. + 3 E CR
adds laser sensors, full body scan with threat identification system, and shares computer
intelligence wit defense systems.

PROPS & SCENERY

anchor
bar stool
boulder
bookcase
bucket
brick
cement
chair
chandelier
couch
desk
door
FIRE HYDRANT CR - GD MS - LG
EX water pressure at Close range, requires FA Might to uproot from ground.
gazebo
grandfather clock
industrial fan
ladder
lamp-post
mailbox
piano
police box
pylon
rope
screwdriver
seismograph
street sign
table
telephone box
television
tire
toilet
trampoline
wrench

SCENES

Doctor's Laboratory
Occult Sanctum

Makeshift club
barstool, bottle, frying pan, hammer

Makeshift knife
broken bottle

Makeshift Sword
car antennae, fire poker,

Makeshift thrown weapon


brick, rock,

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