Jump to content

Designing the Haven


Recommended Posts

So, we need to start to work on putting together the Haven as a headquarters for the new Vanguard, and possibly building VERA as well.

 

What are some of the things we would want for the headquarters and for VERA?  And, how many points do people plan to contribute?

 

I have 9 unspent points for equipment/minion-sidekicks that I can contribute to the efforts.

Link to comment

Well, it's been established that the Haven has Concealed, Computer, Infirmary, Power Source, Holding Cells, Defence System, Living Quarters, Laboratory, and so on. With the added support from the Ministry that could justify Personnel. I can easily put in an additional 4-5PP to add in whatever Synapse can't cover. Toughness could be about +20? It's an underground bunker after all.

Link to comment
  • 10 months later...
  • 1 month later...

The Haven[34EP]
Location: Beneath the River Thames
Appearance/Details: 
Size: Gargantuan/Skyscraper-Sized [4EP]; Toughness: +20 [3EP];
Features: Combat Simulator [VERA], Communications, Computer, Concealed 3[DC30], Defense System [VERA], Dock, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Isolated [underwater/Underground], Laboratory, Library, Living Space, Personnel [VERA], Pool, Power System, Security System x3 (DC 30), Self-Destruct, Self-Repairing [VERA], Power [Teleport 9 ( 20000 miles Affects OthersFlaw: Limited To/From Freedom Hall Teleportal ), Think-Tank [VERA], Workshop  [27EP]

 

So here's a little start to deciding that then.  Figured lengthwise  somewhere between Gargantuan/Huge fit what was described.

 

I added a Combat Simulator, Dock, Gym, Self-Destruct, and a Pool to what I saw in Ari's list and the Searching for VANGUARD thread.  Representing VERA with the Think-Tank, Personnel, and Defense System, Self-Repairing, and Combat Simulator  Features.  I built the Teleport to and from FC like the Lighthouse Teleportals.  IE without portal extra so that's an obviously easy change.  As Headquarter powers are understood to either affect the HQ or others.  Went with others obviously

 

Think-Tank

The base has a team of specialists going over data brought in, discussing it, and developing theories. Working with a headquarters think-tank for a day provides a +2 bonus on Gather Information, Investigate, or Knowledge checks to answer a particular question.

 

Self-Repairing (which I imagine is done via VERA controlling some sort of  fleet or Roombas or the like)

The structure of the headquarters “heals†any damage done to it over time. Essentially, it recovers like a character does (M&M, page 165), removing an injured condition per hour and recovering from a disabled condition in a day. If this feature is taken twice, the structure will even rebuild itself in a week if it is destroyed! If it cannot rebuild in its original location, it reappears in the nearest suitable place.

 

Thoughts, suggestions, plans to instead take VERA as a minions instead? 

Link to comment

Would the Think Tank include the Steampunk engineer we picked up from Earth Victorian?

This might be personal taste but I like the idea of Vanguard being based in one of London iconic buildings, maybe with a portion of it underground. We could hand wave it with being part of the reorganization of the Ministry.

The Spires the latest one to be built so it works work quite well, or maybe one Canary wharf with it golden pyramid roof. Or maybe even the Gherkin...

Link to comment

Looks pretty good to me HGM.  I am all good with changing the Haven's location as part of the reshuffling of things with the Ministry.

 

One thing, the teleport system was only to and from the British consulate in Freedom City (although again something that could be changed).

 

As for VERA, I think for now it works best to keep her/it as part of the base, we can consider possibly changing that as well.

 

And regarding Annie Key (the EV Steampunk engineer), I figure she might need to be some sort of minion/sidekick if we want to make too much use of her other than an occasionally appearing NPC.

Link to comment

Moving could makes sense with the internal reshuffling.  Would almost suggest directly under the Ministry of Powers.  But, something like the Gherkin has more visual appeal.  

 

Though there's always the idea of dropping a rank of Concealed and taking a page out of Chuck with a Cover Facility

 

Cover Facility

Sometimes, it’s best to hide in plain sight. In this case, the headquarters contains a large section that is dedicated to another business (which can be as mundane as a corporate bank headquarters or a security firm, or an inconspicuous office of the US Department of Agriculture). This base should be considered Concealed against Gather Information checks. This feature has the added bonus of providing paying employment (and health benefits—yes, some insurers do cover laser burns for agents) as well as a place from which to funnel funds to cover the operation

Link to comment

If you find yourself with a surplus of EP to spend, you could invest an extra +1EP on a lot of Features to make them +Masterwork, giving a +2 circumstance bonus (ignores PL limits) to relevant skill checks. Computer, Infirmary, Laboratory, Library, and Workshop can all benefit.

Also, don't forget to state whether your Holding Cells are the +50% Toughness kind or the Nullify kind (or just spend 2EP to get both).

Link to comment
  • 1 month later...
  • 4 years later...

I've got an unspent Reward slot that could be used for any points we need.   Which even after adjusting the 34EP rough draft that needs to be changes as per the suggestions Should cover the cost as needed.  I don't hate the Gherkin for the move site.  The shape makes me think back to how long Excaliibur was in a lighthouse.  But, for consideration I do suggest we renovate a currently abandoned site like the Furness Abbey.  But, hey, it's also not like the Gherkin hasn't been up for sale before soo!

 
The Haven[34EP]
Location: TBD
Appearance/Details: 
Size: Gargantuan/Skyscraper-Sized [4EP]; Toughness: +20 [3EP];
Features: Combat Simulator [VERA], Communications, Computer, Concealed 3[DC30], Defense System [VERA], Dock, Fire Prevention System, Garage, Gym, Holding Cells [Hardened/Nullification], Infirmary, Isolated [underwater/Underground], Laboratory, Library, Living Space, Personnel [VERA], Pool, Power System, Security System x3 (DC 30), Self-Destruct, Self-Repairing [VERA], Power [Teleport 9 ( 20000 miles Affects OthersFlaw: Limited To/From British Consulate), Think-Tank [VERA], Workshop  [28EP]
Link to comment

Well, somehow I missed this :)  If we are going to relocate the Haven, guess something will need to happen to the old one? ;)

 

Anyway, no need for you to absorb all the cost HGM, I have some unspent points in a reward slot I can add to Synapse for Equipment to help.

Link to comment

No, it has been described as being under the Thames, both in the original posts Cape did and the most recent one I did in Future Shock.

 

But if you mean it is where it has always been under the Thames and there is just another new entry point, yeah, that is easy enough to add.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...