The bat has his cave, the man of steel; his fortress, and the wall crawler; his aunt's rent controlled apartment. This is your space, your laboratory, your command station, your impenetrable rusted trailer. With this advantage you can turn a place, a space into any or all of these things.
When first purchasing this advantage, choose a focal area: Hideout, Stronghold, or Laboratory. The choice of focal area determines the focus of your base: Hideouts are for hiding and planning, Strongholds are for defense, and laboratories are for building. Your base will automatically have a starting augmentation as listed within focal area.
Each level of Base of Operations also gives 2 points to spend toward purchasing additional augmentations: augmentations within your focal area’s list cost 1 point whereas the augmentations from another focal area costs 2 points. The starting augmentations cannot be purchased this way {TESTING: Only your focal area Starting Augment is the exception.}. No augmentation may be purchased more than [Base of Operations Level ÷ 2: Round Up] times.
Focal areas:
The Hideout: A place to hide away, easier to plan and recuperate.
The Stronghold: A fortress to withstand attack from outside forces
The Laboratory: A workshop to build, refine and create new advancements
Hideout
Starting Augmentation
•Safe Havens (Remote Hideout Hubs) apply all bonuses and penalties of Main hideout to remote hubs at [half value] A character can have up to their (Base of Operations Level) in hubs.{TESTING: +1 per additional purchase.}
Augmentation List
•Add 2 to any difficulties involving efforts to find the character's hideout (Awareness, Problem Solving, Detection)
•Subtract 1 from results of any opponents trying to infiltrate into the hideout (Larceny, Stealth, Problem Solving)
•Gain a +1 equipment bonus to Stealth rolls against intruders while within the hideout
•The hideout has internal defenses dealing 1 hazard die of damage, the difficulty to avoid damage from the hideout internal defenses is 2 plus every purchase of this augmentation. The internal defense can be a trap of almost any kind or a triggered defense like an acid gun, spike cannon, poison dart launcher, etc. (may be modified with craft or upgraded through further purchases of this modification)
•Gain a +2 to the results of SEMANTIC trait rolls while inside of your Base of Operations.
•Gain an alternate entrance/exit to hideout in a place up to quarter of a mile away.
Stronghold
Starting Augmentation
•Increase the cap for Talents by 1 for Companions and Henchmen.
Augmentation List
•Player-controlled allies (Other PCs) and Stronghold’s owner (Character) count as “Companions” for determining valid targets of stronghold bonus to improve talent cap.
•Intruder's (anyone not noted as a companion by the strongholds owner) suffer a -2 to Defense roll results while within the strongholds area of influence.
•Increase the Trait cap of Units that are stationed at the stronghold by 1 die step
•Increase the minimum of henchman and companion rolls while in Stronghold by 1.
•Perimeter Defense systems work to keep intruders out of the stronghold rolling a d6 to attack and dealing 2 hazard die of damage (may be modified with craft or upgraded through further purchases of this modification). Each purchase increases attack by 1 die step or increases damage by 2 hazard die.
Laboratory
Starting Augmentation
•Add 1 Signature General Function when building from this lab (this takes up one slot from the items function list but does not increase the final difficulty)
Augmentation List
•Choose Macro or Micro as a focus for this lab. Shift the Base difficulty up (for Macro) or down (for Micro) and increase the opposite end by +2.
•Increase complexity or Equipment Grade Up one when building from this lab.
•Workshop Grade of laboratory increases by one step.
•Choose a function block. Subtract 1 from the difficulty of adding these functions.
•Research Nodes (Remote Laboratory Hubs) apply all bonuses and penalties of Main Lab at half value when crafting in a remote laboratory. Every purchase of this augmentation gives you a new research node.
•When performing medical checks, patient’s injury penalty counts as one lower, but never counts as less than 0.
On the update this week we announced completing the foundation for entities. But I'm worried that the scope of the achievement is lost, if you don't have all the details. So that's what I want to do here, I want to fill you in on how we filled in the Entity Foundation.
In stripped down terms; an Entity is a Advantage bank, that can be setup by one or several people. They can put in and take out Advantages, a certain amount of times per arc. The Bigger the Entity the more Advantages it has and the more times you can pull resources from it.
A list of the Available Advantages
Sample Advantages: Henchmen work for (or serve) the character and will come as beckoned (Henchmen Value) times per issue. Henchmen are defined in their role of what they do for the character but this is not (always) out of some altruistic sense of duty. Henchmen receive compensation for their devotion to the character, sometimes it is a tangible benefit (like wealth) other times it is intangible but no less important (fame or infamy).
Now how is this a Boon? First it takes XP to turn temporary Advantages permanent. Permanent means when used they replenish after a certain amount of time. Second Entities gain their own XP. Specifically 1 for every 4 XP that the Head and Administrators gain. This means you can have the Entity spend XP to Permanent the Advantages, borrow the Advantages from the Entity and save you XP for more character specific things. Is there a catch? OF course there's a catch! The catch is an Entity isn't invincible. It needs maintenance, it can be raided and it can be taken away (not easily but possible). It's a Risk Reward situation and I think it's a great tool for Players and GMs alike!
Ethereal & Dev-X | Stock & Bull Entertainment
0 Comments
Leave a Reply. |
Working to ...
Archives
July 2023
Categories
All
|