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Found 5 results

  1. Silberman's Books [15EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [14EP] Communications Computer Fire Prevention System Gym Library Living Space Powers 4 (120PP, see below) Security System 2 (DC 30) Workshop (Electronic, Magical) Powers: [120PP] Concealment 1 (ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective)[9PP] (Magic Wards) Dimensional Pocket 2 (Flaw: Range [Touch], 250 lbs.) [2PP] (Magical Safe) Nullify 12 (Summon, Super-Movement [Dimensional Travel], and Teleport Effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 120ft radius]) [109PP] (Magic Wards)
  2. Brian Brubaker (AKA Mister Strix) owns a townhouse in one of the worse areas of Southside. From the outside, it looks "modest," bordering on "dilapidated." In this case, appearances are deceiving. The cheap, weathered facade conceals steel plate shear walls reinforced with insulated pre-cast concrete, with additional stone-wool insulation on the interior, which makes the structure both earthquake-proof and nearly sound-proof. The windows are all double-paned bullet-resistant glass. The thick walls and windows greatly reduce incoming noise from the outside world, which would otherwise overwhelm Brian's enhanced senses. Both the front and back entrances are covered by inch-thick steel security doors. Every room is covered by a foam/water sprinkler system, and high-quality smoke, heat, and carbon monoxide detectors. The whole house is wired with the best alarm systems available for purchase by the general public. Motion sensors (both ultrasonic and passive-infrared) cover every room, and acoustic glass-break detectors are mounted adjacent to all windows. If any of the alarms are tripped, an automated alert will be sent to Brian's smartphone, and the alarm service provider will attempt to call him. If they are unable to obtain verification of a false alarm from him, they will assume an emergency is in progress, and they will contact the local police. Bypassing the alarms requires a DC25 Disable Device check. A DC25 Search check will reveal the bunker hidden under the basement. The hidden entrance is also wired with an alarm, and can be locked from the inside to prevent entry from the house above. The interior of the bunker shares climate control, ventilation, fire prevention, and power systems with the house. The bunker contains Brian's crime lab, a two-way radio, a computer (with a separate phone line from the main house), a generator set to activate if power flow from the local grid is interrupted, and spare living quarters, including several collapsible cots, cold food storage, and a bathroom with a shower and a flush toilet. Townhouse with Secret Bunker (PL13 HQ) [13EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls Reinforced With Pre-Cast Concrete) Features: Communications, Computer 2 (Masterwork [modified for blind users]), Concealed (+15DC), Fire Prevention System, Gym, Laboratory, Library, Living Space, Power System, Security System 2 (DC25), Workshop [13EP]
  3. N/A


    Valhalla, "The Hall of The Slain," is the palace of Odin, The All-Father, King of Asgard, one of the dimensions which makes up the "9 Worlds" of Norse mythology. (Earth, or "Midgard," is also one of those worlds.) Valhalla is the largest, most well-defended artificial structure in Asgard. It is the seat of power for Odin's pantheon, The Aesir. The fortress is staffed and populated mostly by the Einherjar, the souls of honored dead warriors whom the Valkyries ("Choosers of The Slain") have deemed worthy to fight by the side of the Aesir at Ragnarok, the Apocalypse of Norse myth. Every day, the Einherjar train for Ragnarok by fighting to the death, and every day, those who were killed rise again. Valhalla is near to Thrudvangr ("Field of Strength"), the land ruled directly by the crown prince of Asgard, Thor, and his wife, Sif, from their palace, Bilskirnir ("Lightning Crack"), and to Folkvangr ("Field of The Host"), the land from which the Vanir goddess Freyja leads the Valkyries and her half of the Einherjar with (and mostly in the place of) her (mostly absent) Aesir husband, Odr, from the palace Sessrumnir. Super-Movement (Dimensional Travel) is required in order to access Asgard, any of the other 9 Worlds, or Yggdrasil, the World Tree connecting them all. Any visitors to Asgard will most likely have to pass over the Bifrost, the great Rainbow Bridge. The Asgardian side of the bridge is defended by the Aesir Heimdall, in his fortress, Himinbjorg. NOTE: Thrude has invested points in Valhalla as a Headquarters, to represent the fact that, while in Asgard, she makes use of the facilities there, and can be assumed to have command over the forces stationed there, unless overruled by a more senior member of the Aesir. The following statistics represent the resources of Valhalla to which Thrude has access, not necessarily the whole of what Odin can bring to bear. Valhalla (PL11 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +15, Nullify 11) Infirmary Isolated (Asgard) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop [14EP]
  4. The Espadas School of Self-Defense and Swordsmanship [20EP] Size: Small (128') [0EP] Toughness: +15 [2EP] Features: [18EP] Upstairs Apartments [3EP] Infirmary 2 [Masterwork] Living Space Street-Level Dojo [9EP] Cover Facility Defense System [Nauseate 13 (faux gas leak)] Fire Prevention System Gym Parade Grounds Power System Security System 3 [DC 30] Basement Headquarters [6EP] Communications Computer Defense System 2 [snare 13 (gel cannons), Stun 13 (electrified panels)] Personnel [V.I.N.C.E.] Think-Tank [V.I.N.C.E] Notes: Masterwork facilities provide a +2 uncapped circumstance bonus to the relevant skill checks just like Masterwork equipment. Parade Grounds (Agents of Freedom) gives everyone who defends the HQ a free rank of Teamwork. Think-Tank (Agents of Freedom) gives +2 to a Gather Info, Investigate, or Knowledge check after a day of pondering a given problem.
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    The Scarab's Lair

    In their long-running series Tomb of The Scarab, Castle Comics popularized the idea of "The Scarab's Tomb," a secret base "deep beneath the Earth, from which the crimson-&-gold-clad hero pursued his tireless crusade against Evil." Several citizens of Freedom City have been inside over the years, aided and protected by the psychic hero. But through a combination of his mental powers and more mundane methods like blindfolds and sedatives, the actual location remained hidden. Only a few allies (mostly his comrades in the first Freedom League) knew The Scarab's true identity, or the whereabouts of his Lair. The Lair is a triangular structure vaguely reminiscent of an Egyptian-style pyramid, located under a heavy layer of rock directly beneath the foundations of Pyramid Plaza on Wading Way, in the heart of Downtown Freedom City. Its mechanical and electrical systems and utilities are capable of either operating independently, or "piggy-backing" off of Pyramid Plaza, so their presence and operation are concealed from scrutiny. The Scarab's Lair (PL15 HQ) [35EP] The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, the aged facades are purely cosmetic. Concealed behind them are the highly advanced technology which maintains the complex, courtesy of Daedalus and Doktor Archeville. The Lair is detailed in Freedom City Atlas #2, and it is updated in this thread. Size: Huge [3EP] Toughness: +15 [2EP] Features: [30EP] Communications ComputersMasterwork Concealed 2 (+15 DC) Defense System (Blast 15) (Scarab-Bots*) Fire Prevention System Gym Holding Cells (Nullify 15) InfirmaryMasterwork LaboratoryMasterwork LibraryMasterwork Living Space Personnel (Scarab-Bots*) Pool Power 2 (60PP) Power System Security System 5 (DC40) Self-Repairing (Scarab-Bots*) Treasure** WorkshopMasterwork *The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each Scarab-Bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks. **This Feature is for the chamber in The Scarab's Lair described in Freedom City Atlas #2 as follows: The vaulted Great Hall is home to many of Alexander Rhodes’ prized ancient artifacts and trophies, including an entire Egyptian chariot, carved pillars and statues from Giza and other parts of Egypt, glass cases of jewelry, frame papyrus scrollwork, and archeological curiosities from other time periods, associated with his other lifetimes. Powers: [52/60PP] Teleport 10 (200,000 miles ["Earth To The Moon"], Extras: Accurate, Duration 2 [Continuous], Portal 2, Flaws: Limited [Others], Limited [To/From HQ], Feats: Change Direction, Progression [Portal Size] 1 [10ft x 10ft]) [52PP] The Scarab's teleportals appear to be giant glowing golden ankh-shaped holes in space. The portals are lined with crackling lightning. Air in the immediate vicinity rushes into the portal, creating a light wind. In order to open a teleportal, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses can block the signal, in which case the character should receive a Hero Point for the Complication. Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that the character be on >the list of characters to whom The Scarab has granted access.
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