MSH: Base Packages

   This collection of “packages” was a supplement to the base-design rules for the Marvel Super Heroes game – wherein you basically simply listed what you wanted in your base, added up the costs of the packages, and checked to see if you could afford it. 

New Packages :

Armory Cost: Varies Occupies anything from a few lockers to several warehouses depending on its contents. A basic armory consists of a room, into which the characters have stuffed some of the things their mothers told them not to play with. In practical terms, an armory “package” can be purchased for a minimum of “good” cost. It is assumed to contain an assortment of weapons with costs of up to 2 CS less then the price of the armory. Hence a “good” armory contains an assortment of weapons with costs of “poor” or less. A monstrous armory will contain assorted weapons of “incredible” cost or less, while a “shift-x” armory (such as the US military) can be expected to contain weapons of up to monstrous cost in large quantities. More expensive, and non-standard, weapons must be purchased individually. Within these limits an armory is assumed to contain whatever the owners call for; presumably they’d put it in if they wanted it. Unauthorized users will have to rummage, settling for what the owners put in. No matter how cheap they are, you won’t find spears in a high-tech armory.

Bedroom Cost: Typical Occupies one or more rooms. A basic bedroom package includes a few pieces of simple furniture (bed, dresser, small set of shelves, chair, lamp, desk or table), and a closet. Good cost adds better furniture and a bathroom. Excellent cost adds; kitchen nook, half-bath, utility nook, living/dining room, and den/studio/workroom (according to preference). This is usually called a bedroom suite and is about equal to a two-bedroom apartment.

Bestiary Cost: Remarkable Occupies three or more rooms. A bestiary is essentially a small zoo with arrangements for keeping various exotic animals. While this is relatively rarely used by most characters, a few will find it almost indispensable. They have basic veterinary facilities and at least a dozen zoo-quality cages. The standard bestiary is most useful to mad scientists, although one might come in handy when dealing with escaped animals, other bestial creatures, or studying some strange entity. Variants are common, if a character wants a place to keep his pet hawk or pride of lions this package can be modified to suit.

Clearance Foyer Cost: Remarkable Occupies a small room or short corridor. A clearance foyer mounts a great variety of sensors, probes, and other instruments, all focused on its center, as well as remarkable strength walls and doors. Those who pass through it are subjected to monstrous rank scans, provided that; the operator is skilled, everything is working properly, the target cooperates, and the moon is blue. In other words, it usually operates at the amazing level, at the incredible level if on “automatic”. Despite these limitations, the foyer can usually be counted on to detect conventional weapons, explosive devices, dangerous chemicals, radioactives, major superhuman powers, battle- suits, and so on.

Communications Room Cost: Remarkable Occupies one room. Incredible rank includes TV and Radio broadcast capability. Amazing cost adds a satellite uplink, giving the system a transglobal range. An amazing system can be used to call up the inhumans, if they’re willing to answer you. At the monstrous level you can transmit into deep space, why you might want to is another question. A communications room can be combined with a watchroom to save space.

Concealment Cost: Excellent Occupies no particular space. Makes the base difficult to find and/or recognize, due to general secretiveness, conventional appearance, or simply being isolated and unpublicized. A base with “excellent” concealment has good protection from discovery, this rank can be improved to a maximum of amazing by increasing the cost by a similar number of ranks. The X-men mansion is a fairly good example, it both looks like a normal building and is difficult to locate as the X-men’s base, although it would be easy enough to find it by looking for the Xavier school.

Decontamination Chamber Cost: Remarkable Occupies a small room or entranceway. A decontamination chamber is used to neutralize dangerous chemicals and microorganisms, maintain an isolated environment, “clean” equipment, etcetra. It does so with incredible ability.

Defense System Cost: +2 CS over cost of relevant package. This represents an integrated system of defense packages, covering the entire base. Such systems may be controlled from a central point or be automatic, but gain a +1 CS to “hit” in any case, as they are designed to work together.

Drive Room Cost: Remarkable Occupies one (or more) rooms. Installing a drive room enables an appropriately-designed base to move. Drive rooms can be installed in almost any base regardless of design, but this increases the cost by +2 CS. A basic drive room is used to move things through the water, a room designed for another environment is far more expensive. Aerial, Orbital, Deep Space, and Hyperspace drive rooms have base costs of; Incredible, Amazing, Monstrous, and Unearthly, respectively. For the truly screwy, both surface and underground drive rooms can be built, at incredible and unearthly cost respectively.

Environmental Chamber Cost: Remarkable Occupies 2 rooms. Can produce alien (or extreme) environments provided that none of the conditions required exceed excellent rank. An incredible cost raises the limit to the remarkable level, but more advanced designs are not commercially available. An environmental chamber can be used to treat the bends, to provide special heat or pressure treatments for items, and to run cyrogenic or gas-corrosion tests, in addition to providing life support for weird creatures.

Firing Range Cost: Excellent Occupies one or more rooms. A firing range is used for practice, recreation, weapons tests, and so on. They consist of a long, unimpeded, open space with an assortment of targets and a heavily armored backstop. Superhero quality firing ranges are capable of withstanding powers of up to the incredible rank, raising the cost to remarkable allows them to withstand powers of up to the amazing rank while an incredible cost range can withstand powers of the unearthly rank or less.

Greenhouse Cost: Excellent Occupies one or more rooms or areas, with various plants, paths, rock gardens, or whatever. +1 CS cost for any of the following; Indoors, Looks “Natural” (landscaping rather then pots, etc), Reinforced Glass (Ex material rather then Typ), and Limitless (Walls are invisible from more then six feet away on the inside, whether due to projections, clever landscaping, or exotic wallpaper). In cost includes all three special features.

Helicopter Pad Cost: Good Occupies a section of the roof. Helicopter pads can be installed on a “large” or “deluxe” buildings with material strength ranks of good or better. Excellent cost adds a weather dome and maintenance / repair facilities sufficient for ordinary jobs.

Lab Upgrades Cost: Incredible Fits into the original lab space. Upgraded laboratories are especially equipped for work in a particular speciality (EG, Electronics). Such a laboratory offers any character with the skill to use the equipment (IE, with the matching talent) an additional +1 CS on appropriate feat rolls.

Life Support System Cost: Excellent Occupies 0/1/2 rooms for small-mid/large/deluxe headquarters. This package is capable of supplying fresh air and water to the base almost indefinitely, or at least as long as the power holds out. This is a necessity for bases located in orbit, undersea, and other unlivable locations, but is sometimes installed in more conventional buildings. As these must be heavily modified to make them airtight, the cost is raised to the remarkable level. The base cost is raised one additional rank if said system is retrofitted into a large or deluxe base, due to the extra venting which must be installed.

Machine Shop Cost: Incredible Occupies one or more rooms. Machine shops are used to produce prototype components or other pieces of precision engineering one at a time, they are not mass-production facilities. Using a machine shop will reduce the resource cost of building a device by one rank but increases the time required by one rank. Thus a device with an unearthly effective cost will only require monstrous resources to build but requires a base time of 150 days.

Music Room Cost: Excellent Occupies one or two rooms (see below). A music room includes a selection of instruments and an adequate sound system. It also generally has halfway decent acoustics. Remarkable cost adds a dance floor and a wider selection of instruments, while incredible cost expands the dance floor to a full ballroom.

Mystic Room(s) Cost: Excellent Occupies one room each (or possibly no room at all at GMO). This package represents the construction of any of a selection of magical “labs”, specialized enchanted areas which enable the user to call on powers normally beyond his reach. As constructing such a room obviously requires the invocation of powers beyond the mages control, the exact specifications are always up to the game master. Any mages headquarters can have up to three such rooms installed. Possibilities include the/a: soulflight chamber, firefountian, well of knowledge, hall of the zodiac, crypt of time, dreamtime portal, cavern of the winds, grotto of visions, abyssal pit, assorted gates to mystic locations, eye of the overworld, antechamber of spirits, gallery of worlds, faerie portal, chamber of the forest primeval, chapel of Odin, hall of many doors, and the chamber of extrospection. The builder gets to specify the rooms name and general nature, but the details are up to the GM. Whatever the room, its effects will usually be within a rank or so of the builders psyche, although they rarely exceed the resources invested by more then two CS. Creating a mystic room may (GMO), require the expenditure of karma, rather then resources.

Observatory Cost: Excellent Occupies part of the roof and includes a weather dome. Contains a fairly powerful telescope, an assortment of other instruments, and astronomical references. Can observe major orbital/lunar/solar system/ near-stellar/galactic/transgalactic events at; Ex/Gd/Typ/ Pr/Fb/Shift-0 rank. Each +1 CS on the cost increases the observation base ranks by +1 CS. If the observation rank for a range is remarkable (or higher) events may be noted automatically. If the observation rank for a range is Am or higher the information is obtained almost immediately. While figuring out what said information means is another story, the observers reason feat receives a +1/2/3 CS for observatories with base costs of In/Mn/Shift-X plus.

Playroom Cost: Incredible Occupies one room. This is not the standard childrens playroom, although it can serve as such. This playroom is designed to meet the needs of the occasional super-powered child, and is plentifully supplied with monitoring instruments, armored walls, insulation, and low-grade power dampers for emergencies (maximum duration of about ten minutes, -3 CS on the powers of whoever it’s attuned to within the room). The room has remarkable rank material strength and monitoring abilities. It is usually capable of keeping the even most hyperactive child fairly busy for a few hours.

Press Officer Cost: Special Occupies one room. While this is not a “package” in the usual sense, it is listed under base packages because press officers need offices to work in, and are usually only hired by established groups with known bases of operation. A press officer is responsible for handling the media, minimizing the groups failures, and making them look good in general. Any group employing one loses one less point of popularity from defeats and media attacks and automatically gains a point of popularity every four months. Press officers receive Gd salaries monthly.

Reception Room Cost: Remarkable Occupies one room. While the exact size and appearance is up to the builder, every reception room is designed to create some impression on a visitor as well as to stall them until the owner is ready to see them. A reception room can be designed to impress a visitor with the owners wealth, efficiency, confidence, fame, civic virtue, piety, poverty, charity, or whatever, singly or in some combination. It fulfills this function with incredible ability. Incredible cost adds security / surveillance measures, a robotic “receptionist”, or some type of active (In rank) defences. Amazing cost adds all three. Live secretaries can stall even more effectively, but must be paid a salary.

Reinforced Walls Cost: Special Occupies no space. Allows the purchaser to boost a buildings material strength with pressure-injected concrete, reinforcing rods, or whatever to a maximum of one rank above their original value. The cost is equal to the buildings new strength rank +1CS and requires time as for any other modification. While the GM may permit further reinforcement, don’t count on it.

Remote Location Cost: Varies Occupies no room whatsoever. This “package” isn’t installed, it merely describes where the place is located. The more remote it is, the more it costs to transport materials and things. To represent this, there is a “fee” for remote locations as follows: Distant locations have an Incredible cost, Deep Wilderness locations have an Amazing cost, Orbital locations have a Monstrous cost, and Deep Space locations have an Unearthly cost. Mobile locations increase the cost by +1 CS, over and above the cost for how far away the base can get.

  • Distant locations are out in the country, a long way from any major urban center. While such bases are private, and offer improved security, their occupants will have a hard time reaching, or even hearing about, an emergency.

  • Deep Wilderness locations are in the middle of the amazon rain forest, the arctic icecap, the pacific ocean, or the himalayas. While they tend to be undisturbed, such areas offer few conveniences, little entertainment, cruddy mail service, six-week old news, and lengthy transport delays.
  • Orbital locations have lots of elbow room, security, good views, stable weather, and offer easy communications. They lack fresh air, services, atmospheric meteorite/radiation shielding, and a livable environment. They also require a truly impressive set of residents or fancy transportation arrangements.

  • Deep Space locations include the moon, the asteroid belt, the outer planets, and outside the solar system entirely. This is great for getting away from it all – but everyone else is likely to be working back on earth. Deep space is just so terribly boring.

    1) Of course.

Renovation Cost: Incredible Occupies no space. A package representing the services of a skilled interior designer, decorators, landscapers, workmen, and various artists. It has no direct effect on a bases utility, but does make it a much nicer place to live, as well as protecting it from urban renewal. Publicly known groups gain the additional benefits of an improved reputation, looking better on the news, and being viewed as a respectable organization. In terms of the game, they gain +3 on their group popularity score, members lose only 4 points of popularity when they suffer a defeat or media attack, and gain a group contact in the local government. While bases may be renovated any number of times, it only counts once. Only so much landscaping, wainscoting, and elegance will be effective.

Safe Room Cost: Amazing Occupies one room. A safe room is designed to keep things out. They have incredible armor, incredible locks, remarkable, if temporary, environmental control, incredible sensors covering the inside, and some form of internal defense system of the remarkable rank. A safe room is generally capable of protecting its contents even if the building around it blows up, collapses, burns down, or is saturated with nerve gas. Note that, while a safe room is designed to ‘button up” quickly, there is no provision for a rapid exit. Getting out can take quite a while. Older buildings often have a safe room built into the foundations, these lack the internal defense system and are commonly known as bomb shelters. The cost is reduced to incredible if the room is designed into the structure, as that’s a lot cheaper then adding one later.

Sanctum Cost: Remarkable Occupies one room. A Sanctum is a mystically warded, grounded, and purified area, usually linked to or located on some magical “point of power”. A sanctum offers fair protection against mystic intrusions, ranging from simple snooping to all-out magical assaults, and acts as a focus for magical power, enhancing any ritual spell cast within its confines. Sanctums are created thru ritual magic rather then true spellcasting, and so can be constructed by anyone with the appropriate knowledge. Any character with a “Mystic Background” or the “Occult lore” talent is presumably capable of doing so. A basic sanctum offers excellent protection against mystic intrusions, as well as increasing the effect of any ritual spell invoked within it by one rank. A mystic with a really high psyche can construct more powerful defences, the cost and psyche rank required are equal to the desired rank +1 CS.

   Note; given an hour or so any mystic can “ward” any small area, giving it mystic defences ranked at (psyche-3 CS). The process can be completed in minutes, but this reduces the effect to (psyche – 5 CS). Any idiot with a library card can raise “feeble” mystic defences if they care to invest a few days in the process and believe in magic… Such an amateur will certainly make a dreadful mess and leave weird junk laying all over the place, but it does work.

Security Room Cost: Remarkable Occupies one or two rooms. A security room is a paranoids delight, with its banks of monitors, various alarms, cameras, readouts, electronics, and security systems. Provided that someone is present to watch the alarms the system detects intruders in the base with excellent ability. Purely automatic systems react at -2 CS, thus an unattended security room detects intruders with typical ability. More sophisticated security setups are available at progressively higher prices, every +1 CS on the cost gives a +1 CS on the chance of detection. The room itself is armored and secured at the remarkable level, if only to make sure that the watcher has time to trigger an alarm.

Sensor / ECM System Cost: Incredible Occupies no space. A sensor/electronic countermeasures package includes a wide variety of gizmos installed throughout the base. They are normally able to classify intrusions by general catagory, note the presence of listening devices and other security violations, and identify environmental problems. They cannot identify anything which hasn’t yet been spotted, thus they are usually installed in conjunction with a security room or alarm package to get information about the nature of the threat. They also provide “incredible” protection against non-magical surveillance.

Sponsor Cost: None Occupies no space (GMO). Sponsors are not exactly built into the base but, as they are normally only available to established groups with a known base of operations, the effect is often about the same. The most common sponsor is the federal government, but businesses, corporations, local governments, and other bodies sometimes sponsor super-hero groups. Sponsors provide a variety of benefits, but the more they do for you, the more they expect you to do for them. Each benefit taken increases the sponsors level of control by one rank. The control level can be reduced with group karma, but this is expensive at best. Benefits may also be acquired through group karma, see “groups”. Details of any benefit are up to the GM.

Group Benefits

  • Group Contacts : These resemble individual contacts, but on the official rather then the informal level. They are only available to characters on group business, and usually represent groups rather then individuals. The first group contact gained must be the sponsoring organization unless the GM states otherwise. Note that official contacts with groups don’t necessarily indicate cooperation, individual attitudes within the group may vary widely. As a rule, a group should get one such contact per level of control it is subject to.
  • Physical Support : This benefit represents a sponsor who provides material assistance some form. This can be thru supplying equipment or a base, funding operations, paying salaries, locating special components, or simply covering occasional large expenses. While any or all of this is at the discretion of the GM, as a rule, “funding operations” supplies resources of around the Rm rank while “salaries” are of Gd or Ex rank. Locating special components gives a -1 CS on inventions “effective cost” while covering large expenses” allows the group to draw on resources of around the Mn rank up to four times a year. Supplying equipment or a base is too complicated for easy generalization, and so is left entirely up to the GM. A group is entitled to one of the five types of physical support given above for each level of control they are subject to.
  • Security Clearance : This benefit gives the group access to normally-confidential information – provided that they have a need to know, that the sponsor has it, and that they are willing to admit it. It also provides access to high-security installations and research projects under much the same conditions. While a security clearance is not really transferrable, having a sponsor vouch for your group will often count for something. As usual, the more control the sponsor has over the group, the “higher” their clearance.
  • Special Privileges : This benefit grants a group various perks, whether through clever legal maneuvers, government fiat, or deals with the authorities. Perks can range from being entitled to free parking to the right to conduct an inquisition, depending on the sponsor and the setting. More common perks include police powers, federal agent status, cover identities, emergency priorities, pardons, assorted minor legal protections or immunities, special permits to carry concealed weapons or operate exotic vehicles in the city, a pardon for past crimes, immunity to damage suits, the right to perform marriages (OK, so thats not common), and so on. As a guideline, a group should be granted one such perk per level of control they are subject to.
  • Expert Assistance : Any group with this benefit has quick and easy access to skilled assistance, consultants, and a wide variety of support services – ranging from getting a new costume to quick assistance from an expert on ancient oriental poisons. Such support usually ranges from the Ex to the In rank, although there are always exceptions. The group should be presumed to have a standard support staff as well as (control level +1) supporting “personalities”, characters with notable abilities and foibles. A classic ploy in such cases is to give the group experimental gear to try out, although the GM shouldn’t get obnoxious about this, it is a benefit.

Group Sponsors Level Of Control

   Note that higher levels include all features of the lower levels, unless superseded by stricter requirements.

  • Level One : This is the minimum possible level of control for a sponsored group, as such, it cannot be “bought off” with group karma. At this level the sponsor expects to be kept reasonably up to date on what the group is up to, to get a least basic reports on villians encountered, cases, and weird events, to be given basic information about the group members, and to have them pay at least lip service to the sponsors policies. While the sponsor will probably request occasional services, the heroes need not comply.
  • Level Two : At level two the sponsor will probably assign the group a liaison officer. The sponsor will expect more detailed reports, requires that the characters respond to emergency requests, will want details about the abilities of the group members, and will require that captured gear of a “sensitive” nature be turned over to them. They will also expect the group to make a genuine attempt to comply with the sponsors policies.
  • Level Three : At level three the characters are required to respond to mission requests, to make detailed reports, and to get new members approved by the sponsor (or by the liaison officer). The sponsors policy decisions have some weight at this point, as members can be dismissed for any really serious violation of them. Note that the group can still refuse missions, but will have to discuss the point with the liaison officer.
  • Level Four : At level four the sponsor will begin setting up procedural requirements, meddling with the groups base and equipment, requiring that the heroes at least attempt any assigned mission, and demanding that they go along with their policies and publicity stunts.
  • Level Five : At this level the group is essentially under military control, the sponsor / liaison officer will take a major roll in mission planning and will probably assign both members and a field commander.

Group Sponsorship Examples

  • (The) X-Men : The x-men are easy to describe in terms of their team sponsor. They haven’t got one. While this has various advantages, they also lack the legitimacy that a link with the government or almost any major organization would supply.
  • (The) Fantastic Four : The FF have loose ties to SHIELD, primarily on a basis of mutual goals. This is treated as a group contact, making the FF subject to informal “level one control”, an implicit bargain fulfilled thru a policy of sharing the relevant computer files.
  • Excalibur : Excalibur has close ties to WHO, although on an informal basis. While lacking a “liaison officer”, the teams resident scientist Alistaire Stuart is a WHO member and serves much the same purpose. The effect of all this is roughly equal to level two control, although it is, in the typical english fashion, never actually stated. The benefits they receive are Expert Assistance and a selection of Group Contacts with WHO and its “parent” organization, the british government.
  • (The) Avengers : A basic government-sponsored group, the avengers are subject to level three control. In exchange, they receive; Security Clearance, Group Contacts with the federal government, and three Special Privileges (emergency priority, police powers, and permission to operate aircraft within US cities). While the avengers receive salaries and operational funding from the Maria Stark Foundation, this is an outright grant of funds, not a sponsorship.
  • X-Factor : This group is heavily sponsored by the federal government. While they are subject to level four control, the liaison officer Valerie Cooper is a reasonable sort. X-factor receives; Physical Support in the form of a base and equipment, salaries, operational funding, and federal coverage of large expenses, Expert Assistance, government Security Clearance, and Special Privileges in the form of federal agent status, emergency priorities, permission to use exotic vehicles in US cities, and emergency priorities.
  • Freedom Force : This group was totally subordinate to the federal government, subject to level five control. While the government also offered them complete support, it was still a real problem, as demonstrated by the final series of foul-ups. While it lasted, freedom force had all five benefits, including the perk of pardons for past criminal activities.

Villain Groups

   Villain Groups : While these come in a variety of types, organizational details are usually unnecessary. If some hero decides to infiltrate one, such groups are generally either independent or subject to strict controls at level four or higher.

Studio Cost: Good Occupies one room. A studio includes a set of tools for some ordinary hobby or artistic endeavor and basic furniture and lighting. More expensive hobbies (photography, engraving, etc) raise the cost by +1 CS.

Superhero Insurance Cost: Excellent Covers one superhero, paying for incidental damage not covered by suits against the villain(s), government bureaus, grateful individuals, groups, or local governments, personal insurance, or game master benevolence. Insurance must be paid for once every six months – or whenever the hero(s) cause really massive amounts of damage. It has the side effect of reducing the karma penalty for causing property damage by 50%. Groups can also purchase insurance at a remarkable cost.

Tailoring Shop Cost: Remarkable Occupies one modest room. This represents a fully automatic facility, as opposed to a conventional setup. The shop employs computer-assisted design, digitized displays, laser measureing, and automatic processing to turn out costumes, specialized and ordinary clothing, and accessaries, in anything from a few minutes to an hour or so. Incredible rank adds ability to include light armor (Maximum of Gd). Amazing rank adds ability to include insulation (Max. of Ex), simple special functions (EG : transceiver links, the ability to withstand the use of a bothersome power, short-term oxygen supply, etc. Max of three such special functions with GM approval). At the monstrous rank add ability to synthesize costumes made of unstable molecules. For the truly lazy, any of the shops will also handle dry cleaning and regular laundry.

Test Chamber Cost: Remarkable Occupies one room. A test chamber places monstrous level restraints on any untoward events inside. It acts to contain explosions, radiation, malfunctions, weird chemicals, and so on. It cannot more then briefly contain intelligent efforts to escape, hence it is generally useless to try and use it as a prison. An exception may be made by the GM in special cases, such as when trying to contain a gaseous being.

Theatre Cost: Excellent Occupies one or more rooms, often with several small rooms “backstage”. A theatre includes facilities for showing audiovisual materials as well as a small stage suitable for speechmaking or small-scale live productions. A theatre is suitable for an audience of up to about 30 people. High-quality facilities increase the cost to remarkable, a large theatre increases the cost by +1 CS.

Utility Room Cost: Good Occupies almost any small room or convenient closet. Includes clothes washer and dryer, air conditioning, heat pump, and so on. Cost is +1 CS if used in a large or deluxe sized headquarters.

Vault Cost: Good Occupies a small room at most. There are two types of vaults; safes and walk-in vaults. Safes are relatively small and have a material strength of +2 CS over their cost, to a maximum of monstrous strength. Safes may be “cracked”, although they resist with a rank of (cost+1 CS). Vaults are about the size of a walk-in closet, have a strength one CS over their price (Mn maximum), and resist “cracking” with a rank of +2 CS over their cost. A vault or safe with a base cost of remarkable or more comes with environmental control and built-in alarms (excellent rank) for free.

War Room Cost: Incredible Occupies one room. A war room is a sophisticated command center, used to coordinate the activities of a combat team, supply communications links, give the coordinator a tactical overview, and aid in pre-mission briefings. A war room must be operated by someone with decent reason and tactical skills, preferably by someone with leadership skills who is familiar with the team. Use of a war room provides a team with an extra 50 points of karma for their karma pool, if the coordinator has the leadership skill this rises to an extra 100 karma points. This bonus is cumulative with any leadership bonus due to the teams field leader. If the war room is equipped with defensive sensors (raises cost to the amazing level), the bonus is increased by yet another 50 karma points for the purpose of defending the heroes base.

Watchroom Cost: Remarkable Occupies one room (or at least a wall). A watchroom is a computerized monitoring system, designed to tap the global electronic communications net. While a standard watchroom only taps the public channels, this still includes various news services, geological and weather satellite data, radio and television broadcasts, computer networks, wire services, and assorted databases. While a watchroom has no direct game effect, it does tend to provide early warning of potential trouble spots. They also make great sources of information. A more expensive watchroom can be constructed, giving it the capability to tap into increasingly “secure” communications links. Like the basic watchroom, the improved versions act as sources of information at a rank of 1 CS below their cost.

Group Ratings

Group ratings are normally only applicable to well-known, established groups. While most such groups already have a karma pool, they can also have group contacts, resources, and popularity.

  • Group Popularity is probably the most useful of the three added group ratings. Not only is it useful for any member with a low personal popularity, but high group popularity tends to bring in donations, group contacts, new members, information, and publicity.
  • Group Contacts resemble normal contacts, but are official rather then informal. They also usually represent groups, rather then friendly individuals, and are only available to characters on group business. Hero groups usually acquire a group contact with the local government soon after they establish themselves.
  • Group Resources are just like individual resources. They represent how much money the group has to play with.

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