Base of Operations

Size
A base of size 1 is available for 2AP and F3, or 4 AP and F2F2. A character with F1 may use it to stay in a hostel or hotel, but cannot buy those properties. Upgrading to Size X costs [Finance X and AP 2X]

Available space is equal to [Size]^2.

Security
A base’s security rating is dependant on the AP and Finance spent towards it in relation to its Size, i.e. A size 1 base requires less time and money to make extremely secure than a Size 5 base and its approximate facilities are detailed as such. A base comes with Security1 as standard.

1) Locked doors and windows

2) Recorded CCTV and motion sensor intruder alarms, reinforced doors.

3) Hidden entrances/exits, removed from records, blast doors

The thresholds of AP expenditure and Security return are as follows:

Facilities
Each base can contain a number of facilities determined by its size, but will always have the “Living Space1” trait, which allows up to 2 people to shelter there to avoid repercussions of homelessness.

Each facility exists at stages 1 to 3, with 1 being a single room or workbench, 2 being a dedicated atrium/hall/garage or other large space, and 3 being the equivalent of a wing or second building. A facility will cost an amount of Finance to purchase, an amount of AP to install, and will consume an amount of Space within the base. Available Space is determined by the base’s Size.

In some cases you may be able to access a “Security Zero” facility, which is representative of a gym you’re a member of, or a lab you might work at. These public facilities are often basic and fraught with risk, but can be an economic means to an end.

Living Space
1 - A double bed, or some sleeping bags on a sofa. Comes free with every base, takes up 0 space. Allows 2 people to shelter there. May be purchased multiple times, costs [F2, AP2, Space2]

Workshop
1 - A workbench and some basic tools. Allows a Tinker to create Inventions and Trinkets. Costs [Finance 2, AP 5, Space 1]

2 - A suite of machinery and a cache of materials. Grants a Tinker 2 additional AP to use only for the purpose of creating items, Costs [Finance 3, AP 8, Space 4]

3 - A semi autonomous factory floor. Grants use the Production Line trait. If the character already has Production Line, it creates another item for each 1 instead of 2. Costs [Finance 4, AP 12, Space 10]

Training Facility
1 - Firing Range - A simple corridor with targets and a protective covering at the end. Allows a character to take basic gun training skills. Costs [Finance 3, AP 8, Space 4]

1 - Gym - An empty space and a treadmill. Grants 2 additional AP to use for the upkeep of physical skills. [Finance 3, AP 8, Space 4]

2 - Assault Course - Requires Firing Range - A military grade training facility featuring pop up targets, physical capability tests and simulatory practice sorties. Allows a character to take Advanced Gun Skills. [Finance 4, AP 12, Space 9]

2 - Danger Room - Requires Gym - A reinforced secure area, featuring various machines and programs designed to test your mettle. Any fatigue ability that costs 5 or more has its cost reduced by 1.[Finance 5, AP 14, Space 12]

Laboratory
1 - Specialist equipment to assist high precision experimentation. Gives you 2 additional AP to spend only on scientific experimentation. [Finance 3, AP 8, Space 5]

2 - A highly specialized lab which allows you to research beyond the realms of human science. [Finance 4, AP 15, Space 12

Commercial Premises.
1 - Filing area - A desk in a quiet and comfortable room with a laptop and filing equipment. Grants 2 additional AP to use for upkeep costs of influence and finance. [Finance 2, AP 4, Space 1] May be purchased multiple times

1 - Front - A public facing front to conceal the true nature of the premises [Finance 3, AP 8, Space 3]

Holding Facilities
1 - Vault - A secure room in which to store items and memorabilia. [Finance 3, AP 6, Space 4]

1 - Cell - A secure cell capable of holding a detainee. [Finance 4, AP 10, Space 4] May be taken multiple times to hold multiple people.

2 - Super Jail - Requires Cell- An upgraded cell capable of holding an Empowered. [Finance 5, AP 12, Space 4]. May be taken multiple times to hold multiple Empowered.