What Would You Put in a Superhero Team's Base?

The other member you’re going to want for your group is a turncoat from the dark side - a demon or vampire who’s decided to switch sides. Sure he’s powerful and a font of information, but can he really be trusted?

When I outlined the campaign for my players a few weeks back, one of them immediately said “It’s like Witch Hunter Robin.” I hadn’t seen it… so I borrowed the first 5 DVDs, and checked it out. Yeah, that’s pretty close.

You’ll probably want an in-house tailor, to help keep all the billowing black leather trenchcoats in good repair. Or, at least, have a trustworthy tailor in the city you can contract with, who’d be willing to do housecalls. (I think Marvel and DC both had/have charicters like this…Marvel’s Mr. Zelinsky.)

Say, if no one minds my asking…how’s the base coming along in your RPG campaign, CandidGamera?

Don’t mind in the least.

I looked over the history I’d been writing up for the campaign, and ultimately the base’s origin dittated some of it’s function. Essentially, it was built for a theoretical expansion of a 1930’s government-sponsored superhuman team - an expansion that got cancelled due to WW2 - and the base was subsequently mostly forgotten, until sold off to mysterious private investors.

It’s in New York, as previously indicated, and basically underlies an entire city block. The space was designed to be relatively modular - good access to wiring and plumbing so it could be changed as needed, sectional panels/bulkheads that could be removed when the space needed to be expanded.

It’s been in use for ten years by the investigative organization. There’s a large central meeting room, with the fancy tactical displays, communications equipment, codebreaking computer, and the like. There are individual quarters for 20 persons - basically small rooms with a bed, a footlocker, largish closet, and a sink. Main lavatory facilities are in a single room - four stalls, four sinks. There’s a shower/locker room designed for approximately 20 persons as well. This is attached to the large gym, half of which is taken up by mundane exercise equipment, the other half being an open, easy-to-reconfigure space for whatever sport or power training exercise is necessary.

The kitchen and dining area is, again, designed for about 20 persons. There’s a large laboratory space designed for Forensics, Biology, and Chemistry applications. There’s a second lab space designed for Electronics Engineering. There’s a spacious Medical Bay, with 4 long-term treatment beds. There’s a lounge with the big TV, the movies, and the video games. There’s lots of storage. There’s a communal laundry facility. There’s a moderately-sized library, focusing on the parapsychological and occult reference books.

There are two highly-secure (from a mundane perspective) cells for holding prisoners, designed with interrogations in mind. Superhuman powers can be analyzed in the small, but cutting-edge parahuman analysis chamber - which works for most varieties of special abilities present in the campaign. The facility also has a number of sight/sound cameras spread throughout.

On top of all this, there’s the cover-business - a regular private investigation office, nothing terribly special. The single ‘civilian’ works there, the secretary who takes appointments. Most of the rest of the facility is maintained and run by Meme, the aforementioned man who can tap into the skills of anyone close by.

As for the est of the stuff, I’ve filed it away under ‘possible future expansions’ - as I want to give the PCs a chance to customize things. I expect there will soon be a trophy room… of course, knowing my players, it will be for the stuffed and mounted heads of their fallen enemies.