Post by dorkknight23 on Jun 10, 2020 10:16:53 GMT -5
Gifted to his fellow Guardians by the departed Ghost Train and looked after by SHIELD's occult multidimensional counterpart STAFF, Guardians-Station is a repurposed subway station below Manhattan. Through the tunnels there’s relatively easy access to the boroughs and all major thoroughfares, in addition to having access to the train-like high-tech multi-dimensional-platform The Guardian-Liner if transport remains an issue. In addition, the facility has been repurposed to act as a training facility and living quarters for those members so inclined. Guardians-Station will provide certain benefits to the team as long as they call it home. Additional modifications might become available over time.
Guardian-Computer:
AI 5
General Knowledge 5
(Intelligence bonus; Programmed by Ghost Train, Guardian’s Database, Noteworthy Communists, Limited/Outdated SHIELD Datafiles, Miscellaneous Occult Lore)
Processing Power (as Biocomputing, can combine with actions in other areas) 3
Early Warning Prediction System (as Precognitive Flashes)
Can upgrade to 6 for 10 LOE, and 7 and beyond for 20 LOE/each. General Knowledge and Processing Power can be improved for 10 LOE/each (specialties to General Knowledge can be decided or altered at that point by the players with GM approval).
Laboratory
Current Tech Level: 4
May be improved by spending LOE, 10 LOE/level up to 6, 20/level after that
If Inventing an item with an AN/MN at or below the Tech Level, inventors can consider the invention “Existing Technology you Know” regardless of the character’s actual Technology AN (or if it’s been done before or not).
Characters who want to learn Inventing or Genetic Engineering may do so at a reduced cost: buying Inventing or Genetic Engineering at AN 1 costs a flat 10 LOE. Characters may improve these up to the Tech Level for just 8 LOE/AN instead of the normal 10/AN.
The crime laboratory also provides a (+Tech Level; +4 currently) sit mod to any criminology attempts to gather evidence or information (via Private Investigation, Black Ops, Thieving, Hunting/Tracking etc.)
Med-Bay: Medical Healing 4 (stones are free). Increasing the AN costs 10 LOE/AN.
Guardian Dojo
Not as complex as The Danger Room, but the Guardian Dojo has multiple animatronic armatures designed to simulate catastrophe situations or certain esoteric elemental attacks. In addition, these devices serve as the defense system for the station. When active, can serve as up to 3 of a +3 weapon, +3 defense, or a -3 sit mod at any 1 time.
Training with the devices provides discounted rates on improving Close Combat, Ranged Combat, and Ninja (or other approved combat actions like them) up to AN 3 takes only 5 LOE/each, improving to AN 4 6 LOE, and 5 and 6 only 8 LOE.
Similarly, physical abilities (Strength, Agility, Speed, Durability) may be improved up to a maximum of 3 for 5 LOE/AN, and Acrobatics improved for a flat rate of 5 LOE/AN up to the hero’s Agility+1, and 8/AN after that.
Vehicle Hanger
Currently houses The Guardian-Liner (and later other vehicles as appropriate). If not acquired in-game, vehicles can be designed/upgraded via Inventing.
The Guardian-Liner
Description: A heavily-modified bullet train-style train designed to carry the Guardians to their home dimension and now serves as a sort of heavy transport. Can perform vertical takeoffs and landings. Typically requires 2 to crew, 1 can work in a pinch, max passenger capacity ~50.
Difficulty to Operate: 3
Resistance to Operate: 3
Defense Modifier: 5
Vehicle Damage: 60
Maneuver Modifier: 4
Speed: 7
--Interdimensional Travel (power out of control: cannot control exit point when activated)
Weight: 9
Weapons: Energy Weapons (+5; 2x damage, Collateral)
--Tangle Nets: (+5) Attack vs. Durability to Entangle, Difficulty: 5, Resistance: “Damage”
Other: Onboard Computerlink: AI 5 General Knowledge 5 (Intelligence bonus; Specialties as Guardian-Computer)
Hivarian Scoutship (currently inactive, repair D and R assumed ongoing; base stats when reactivated; Crew 1, capacity 4 max (a very cramped 4 if Flypaper’s flying)
Difficulty to Operate: 4
Resistance to Operate: 3
Defense Modifier: 4
Vehicle Damage: 30
Maneuver Modifier: 6
Speed: 9
Weight: 8
Weapons: Zzapper (+6; 2x damage, Collateral)
Other: Antenna Sensors (Cybernetic) (+6), Translation, Normal* (*Hivarian spectrum of normalcy), retrofitted 8-track player
Guardian-Computer:
AI 5
General Knowledge 5
(Intelligence bonus; Programmed by Ghost Train, Guardian’s Database, Noteworthy Communists, Limited/Outdated SHIELD Datafiles, Miscellaneous Occult Lore)
Processing Power (as Biocomputing, can combine with actions in other areas) 3
Early Warning Prediction System (as Precognitive Flashes)
Can upgrade to 6 for 10 LOE, and 7 and beyond for 20 LOE/each. General Knowledge and Processing Power can be improved for 10 LOE/each (specialties to General Knowledge can be decided or altered at that point by the players with GM approval).
Laboratory
Current Tech Level: 4
May be improved by spending LOE, 10 LOE/level up to 6, 20/level after that
If Inventing an item with an AN/MN at or below the Tech Level, inventors can consider the invention “Existing Technology you Know” regardless of the character’s actual Technology AN (or if it’s been done before or not).
Characters who want to learn Inventing or Genetic Engineering may do so at a reduced cost: buying Inventing or Genetic Engineering at AN 1 costs a flat 10 LOE. Characters may improve these up to the Tech Level for just 8 LOE/AN instead of the normal 10/AN.
The crime laboratory also provides a (+Tech Level; +4 currently) sit mod to any criminology attempts to gather evidence or information (via Private Investigation, Black Ops, Thieving, Hunting/Tracking etc.)
Med-Bay: Medical Healing 4 (stones are free). Increasing the AN costs 10 LOE/AN.
Guardian Dojo
Not as complex as The Danger Room, but the Guardian Dojo has multiple animatronic armatures designed to simulate catastrophe situations or certain esoteric elemental attacks. In addition, these devices serve as the defense system for the station. When active, can serve as up to 3 of a +3 weapon, +3 defense, or a -3 sit mod at any 1 time.
Training with the devices provides discounted rates on improving Close Combat, Ranged Combat, and Ninja (or other approved combat actions like them) up to AN 3 takes only 5 LOE/each, improving to AN 4 6 LOE, and 5 and 6 only 8 LOE.
Similarly, physical abilities (Strength, Agility, Speed, Durability) may be improved up to a maximum of 3 for 5 LOE/AN, and Acrobatics improved for a flat rate of 5 LOE/AN up to the hero’s Agility+1, and 8/AN after that.
Vehicle Hanger
Currently houses The Guardian-Liner (and later other vehicles as appropriate). If not acquired in-game, vehicles can be designed/upgraded via Inventing.
The Guardian-Liner
Description: A heavily-modified bullet train-style train designed to carry the Guardians to their home dimension and now serves as a sort of heavy transport. Can perform vertical takeoffs and landings. Typically requires 2 to crew, 1 can work in a pinch, max passenger capacity ~50.
Difficulty to Operate: 3
Resistance to Operate: 3
Defense Modifier: 5
Vehicle Damage: 60
Maneuver Modifier: 4
Speed: 7
--Interdimensional Travel (power out of control: cannot control exit point when activated)
Weight: 9
Weapons: Energy Weapons (+5; 2x damage, Collateral)
--Tangle Nets: (+5) Attack vs. Durability to Entangle, Difficulty: 5, Resistance: “Damage”
Other: Onboard Computerlink: AI 5 General Knowledge 5 (Intelligence bonus; Specialties as Guardian-Computer)
Hivarian Scoutship (currently inactive, repair D and R assumed ongoing; base stats when reactivated; Crew 1, capacity 4 max (a very cramped 4 if Flypaper’s flying)
Difficulty to Operate: 4
Resistance to Operate: 3
Defense Modifier: 4
Vehicle Damage: 30
Maneuver Modifier: 6
Speed: 9
Weight: 8
Weapons: Zzapper (+6; 2x damage, Collateral)
Other: Antenna Sensors (Cybernetic) (+6), Translation, Normal* (*Hivarian spectrum of normalcy), retrofitted 8-track player