The Works
Purpose / Function
Overseen by the holographic artificial intelligence, P.L.A.T.O., The Works is a high tech building built to house Force Works and the Hextrix. The Works can accommodate up to sixty residents. There are ten common living areas that can house four people each with a shared washroom per common area. There are also eight apartment style units designed to accommodate two people per unit. Additionally, the Starks have a double unit where their family lives when not at Vanderpump in LA or Stark Tower in NY.
Alterations
This is what is known about The Works from a rules perspective. We have developed it enough to know the basic layout and what might be available, but are not beholden to this since the team has Tony Stark funding them.
The Works
Size: Gargantuan
Cost: 4
Toughness: 6
Cost:
Spaces: 125
Features
Artificer Lab
Cost: 38
Spaces: 1
Accommodates 5 people
30 points of magical inventions (6)
Any combination of magical invention traits (x5)
Reduced Design Time (2): 1/2 (1/4 if trained)
Reduced Construction Time (2): 1/2
Design Checks +4, Construction Checks +4 (4)
Automated
Barrier (Steep Cliff)
Cost: 7
Spaces: None (Outside of Base)
DC 16 Athletics Check. Reaction Slashing Damage 4
Combat Simulator, Basic
Cost: 1
Spaces:
Communications
Cost: 5
Spaces: 1
Basic (1): Illegal access to restricted systems: DC 25 Technology check
Dimensions (1): Asgard
Encrypted Communications (2): DC 30 Technology Check
Global (1)
Computer
Cost: 4
Spaces: 2
Advanced (4): Investigation +4. Expertise (Career) +4
Defense System
Cost:
Spaces:
Demolitions Disposal
Cost: 2
Spaces: 1
Senses 1 (Detect Explosives [Smell])
Airtight sub-section with emergency venting
Increased Toughness +4
Dock
Cost:
Spaces:
Drones
Cost: 1
Spaces: 2
64 worker droids
Electronic Counter-Measures
Cost: 10
Spaces: 0
Magic (3): +6 DC
Technology (4): +8 DC
Emergency Arresting System
Cost: 1
Spaces: 4
Slows descent of HQ by 10 feet per round.
Environment Control
Cost: 10
Spaces: 0
The environment in each room can be modified fairly extensively.
Escape Tunnel
Cost: 3
Spaces: 1
Underground Escape Pods
Locate from outside (3): DC 30 Perception
Fire Prevention System
Cost: 3
Spaces: 0
Nullify Fire 9 (3)
Food Supply
Cost: 1
Spaces: 6
Game Room
Cost: 1
Spaces: 20
Pool Table/Pinball/Arcade area 16 people (2)
Theater area 32 people (4)
4 Conference Rooms 16 people each (8)
1 Conference Room 48 people (6)
Garage
Cost:
Spaces:
Gym
Cost: 2
Spaces: 2
16 People (2)
Habitat
Cost: 5
Spaces: 5
Muirquarium and Garden (3/4 acre), farming (1 acre), oxygen producing plants (3/4 acre).
2 1/2 acres total (5)
Hangar
Cost:
Spaces:
Holding Cells
Cost: 62
Spaces: 1
Toughness +4 (1)
Accommodates 8 (1)
Nullify Powers 9 (10)
Sleep Gas: Affliction 10 Area (Cloud) Cumulative, Duration: Sustained (50)
Fort: Fatigued/Exhausted/Asleep
Infirmary
Cost: 8
Spaces: 2
Accommodates 8 (2)
+4 to counter penalties for alien and animal physiology (4)
Expertise: Medicine +4, Treatment +4 (2)
Intelligent
Cost:
Space:
Inventor Lab
Cost: 38
Spaces: 1
Accommodates 4 people
30 points of technological inventions (6)
Any combination of technological traits (x5)
Reduced Design Time (2): 1/2 (1/4 time if trained)
Reduced Construction Time (2): 1/2
Design Checks +4, Construction Checks +4 (4)
Isolated
Cost: 1
Spaces: 0
Cliff overlooking the ocean
Kitchen/Mess Hall
Cost: 1
Spaces: 4
Accommodates 8 working and 16 eating in luxury (4)
Laboratory
Cost: 3
Spaces: 1
Accommodates 4 workers (1)
Dedicated and enclosed computer network. Can connect to network if needed.
Appropriate Expertise skills +4 (2)
Laboratory, Crime
Cost: 4
Spaces: 1
Accommodates 4 workers (1)
Analyze clues and evidence with Expertise Criminology or Investigation skills at +4 (2).
Includes ballistic and chemical testing
DNA testing (1)
Library
Cost: 1
Spaces: 1
Accomodates 8 people (1)
Many Expertise checks are routine here or may provide a circumstance bonus.
May permit other untrained skills at the GM’s discretion
Living Space, Basic
Cost: 1
Spaces: 10
Accommodates 40 people (10)
Separate bedrooms, 10 common living areas, and 10 shared washrooms.
Living Space, Luxury
Cost: 1
Spaces: 20
Accommodates 20 people (20)
Eight single living units set up to provide comfort for two people per unit.
The Starks have a double unit
Motor Pool
Cost:
Spaces:
Pool
Cost: 1
Spaces: 2
Indoor, chlorine
Power System
Cost: 4
Spaces: 10
Independent power with backup (3)
Ritual Chamber
Cost: 38
Spaces: 1
Accommodates 5 people
30 points of rituals (6)
Any combination of ritual traits (x5)
Reduced Design Time (2): 1/2 (1/4 if trained)
Reduced Performance Time (2): 1/2
Design Checks +4, Performance Checks +4 (4)
Security System
Cost: 3
Spaces:
DC 30 Technology to circumvent (3)
Teleport Lock
Cost: 1
Spaces: 1
Teleporting to the room is Accurate with authorization and the right descriptors.
Vault
Cost: 8
Spaces: 1
Toughness +10 (2)
DC 30 Deception (voice activated) and DC 30 Technology (security) to open. (6)
War Room
Cost: 1
Spaces: 3
Accommodates 32 people (3)
Separate computers which may be connected to the main system if needed.
Unskilled Expertise: Tactics checks may be performed here.
Workshop
Cost: 3
Spaces: 1
Accommodates 4 workers (1)
Expertise: Mechanical Engineering +4 (3)
Powers
Emergency Download
Cost: 1
Requires an accessible connection to a remote location
Extinguish Light
Cost: 1
Environment: Darkness Control
Some light sources not controlled by the base may make an opposed power check to remain on.
Interior Field
Cost: 1
Protection: Force Field
Only found in Holding Cells
Maze
Cost: 1
Affliction: Confuse
Will
Super Firewall
Cost: 1
Add the PL of the headquarters to the DC to hack the HQ’s computer systems.
Equipment
Complications
Dangerous Location
Haunted
Equipment Points
Shared EP from other heroes:
Total Spent:
EP spent on Abilities:
EP spent on Features:
EP spent on Defenses:
Architecture
The Works is is a large metal and glass capsule shaped skyscraper built into the side of a cliff next to a waterfall. Some of the amenities include a motor pool, a forensics lab, a workshop, and a ritual chamber.
History
The Works is a new building. It was built as a response to some Avengers wanting to continue to work after they were no longer being affiliated directly with the Avengers. It was also an ideal location for some of Tony Stark's experiments.
Type
Military base / complex
Characters in Location
Comments