The Organisation Creation Guide

1. HQ Location
2. Structure and size
3. Security
4. Electrical Systems
5. Power
6. Holding Cells
7. Infirmary
8. Firefighting
9. Vehicles and maintenance
10. Recreation
11. Utilities
12. Mystical facilities
13. Personnel equipment
14. Contacts

In order to create an organisation the GM can either assign a set amount of points or allow the characters to use their XP points to buy what they need.

1. HQ Location
The first thing to consider in building a base is where is it located? A base might be in a city, or it might be located on the outskirts a safe distance from the city. The base could be some distance from major cities and towns. Such a location provides more privacy but makes the base less accessible.

Of course, the base could be even more distant: deep underground or underwater, or hidden away in a distant place like Antarctica or Tibet. It might not even be on Earth, located in orbit, on another planet or even in a distant galaxy.

Generally speaking, hero bases tend to be closer to the people the heroes work to protect, and are accessible to the public in some way. Some heroes prefer to keep a low profile and don't publicize the location of their base but they remain close to places where they're likely to be needed. Villain bases are usually hidden or located in distant places where they can't easily be found or attacked. 

Multiple types may be combined.

Cost Notes
1 A public, open building which anyone can find.
2 A warehouse or other large building which appears decrepit or indistinct on the outside.
5 A secret mountain or underground facility. 
10 A remote location such as an undersea station with submarine or an orbiting space station with shuttle. Must be made of armoured steel option.
20 A pocket or adjutant dimension.
2. Structure and Size
Once the location of the base is chosen, ask what is its structure? Is it some fairly ordinary structure like a house, mansion or office building, or is it something more elaborate like a castle or underground complex, or even an orbiting satellite, moon base or Dyson sphere? 

The GM should consider the abilities and resources of the owners of the base. Could they create or acquire such a base? The designer of the base (the player or GM) may wish to draw a map of the base to get a better feel for the structure and layout, as well as what other features might go into the base.

What is your headquarters is made of? Combinations may be used, such as Armoured Steel with a Wooden exterior for disguise.

Cost Notes
1 Per square metre of Wood; 75 HPs per square metre. 
2 Per square metre of Brick or Rock; 150 HPs per square metre. 
5 Per square metre of Concrete; 200 HPs per square metre.
10 Per square metre of Armoured steel; 400 HPs per square metre.
+10 Per square metre of auto sealing. The walls have an automatic sealing system, comprised of two separate layers of resin under high pressure. When the layers are breached the substances expand and mix to form a very durable foam-like patch. 
3. Security
How secure is the headquarters? Can just anyone walk in or is near impregnable? Multiple types may be combined.
Cost Notes
1 Per trained security guard at first level. Can be rebought multiple times to increase each guard's level.
1 Per self locking door of 20 HPs. Can be rebought multiple times to increase each door's HPs by +20 each time.
1 Per room which has an alarm system with manual turn off using a six digit code.
1 Per room which has a video monitor. 
1 Per  guard room with video and computer facility links (if have any). 
2 Per room which has a metal detector, bomb and weapon detectors, and a dosimetre. 
5 Per room which has a computerised fingerprint or palm scan.
5 Per room which has a computerised retinal scan.
5 Per room which has a computerised voice scan and verbal pass code.
10 Per room which has an Electrified floor (does D10 electrical damage), Retractable laser Rifle mounts in the walls (3D10  damage), Sleep Gas dispensers (fall asleep for 30 minutes) and Force Fields (these cannot be crossed unless disabled first).
10 Per metahuman security agent at first level. Can be rebought multiple times to increase each guard's level.
10 Per Robot security agent at first level. Can be rebought multiple times to increase each guard's level.
10 Per Mage or Supernatural security agent at first level. Can be rebought multiple times to increase each guard's level.
10 Per other class security agent at first level. Can be rebought multiple times to increase each guard's level.
20 For a suite of radar and passive sensors which can detect radar, laser, microwave, radio, and all other electromagnetic frequencies within one kilometre. Each time rebought the range is doubled.
40 For a suite of Electronic Counter Measures which causes the detonation of all incoming missiles within one kilometre. Each time rebought the range is doubled.
20 Per anti aircraft gun and short range anti personnel weapon at any entrances.
4. Electrical Systems
What computer and communication systems does the facility have? Multiple types may be combined.
Cost Notes
1 For a standard telephone network.
1 For a standard CB radio network including VHF and UHF identical to that used by the police, taxis and buses. 
1 For a standard intercom system throughout the entire base.
1 For standard broadband internet connection.
5 For the base's own encrypted satellite network and telephone exchange dedicated solely to use by its people.
10 For an interplanetary communication device which broadcasts a combined picture and voice message that travels at the speed of light. It is useful over a relatively short distances in space, and when communicating between points on a planet or from an orbiting vessel or station to the planet. A videocom message takes one second to travel 300,000 kilometres. 
20 For a subspace radio which is used for sending messages between distant planets and star systems. Subspace communicators send coded tachyon beams that must be broadcast from very carefully aimed dish antenna to hit their target planet or system. A subspace message crosses 1 light year per hour.
1 For an average modern computer or laptop network with all the  peripherals like a printer, scanner, etc. 
2 For an advanced computer network with files on various superhero, villain, terrorist and law organisations. 
5 For an A.I. system the entire headquarters is wired to which monitors and maintains everything within.
1 Per dedicated IT specialist at first level. Can be rebought multiple times to increase each specialist's level.
5. Power
How is the headquarters powered? Multiple types may be combined.
Cost Notes
1 To be hooked up to the standard electricity grid.
1 For each backup gasoline generator. 
2 For a set of solar panels which provides all the HQ's needs.
10 For the HQ's own nuclear plant.
20 For the HQ's own power plant which uses something previously unknown on earth. GM's discretion.
6. Holding Cells
Does the HQ have its own prison facilities? Multiple types may be combined. See the security section for buying guards.
Cost Notes
1 Per Standard holding cell with bars, a bed and toilet designed to incarcerate one prisoner. May be rebought multiple times.
2 As before but also includes a security monitor and the gate has an electronic lock. May be rebought multiple times.
10 Per Cryostasis chamber for one person. May be rebought multiple times.
7. Infirmary
Can the HQ treat any injured? Multiple types may be combined.
Cost Notes
1 Per standard first aid kit, bed and a table.
10 Per fully equipped medical facility for treating one person for injuries, illnesses and other maladies. It may be rebought multiple times and can treat one additional person each time.
10 Per operating theatre.
10 Per fully equipped analysis lab.
1 Per dedicated nurse at first level who is stationed in the base. Can be rebought multiple times to increase each nurse's level. 
2 Per dedicated doctor at first level who is stationed in the base. Can be rebought multiple times to increase each doctor's level. 
8. Firefighting
Is the HQ able to survive a fire? Multiple types may be combined.
Cost Notes
1 For each room to have a smoke alarm. 
1 Per each room which has an automated sprinkler. 
2 Per each room which has a foam system.
1 Per dedicated firefighter at first level who is stationed in the base. Can be rebought multiple times to increase each firefighter's level. 
9. Vehicles and Maintenance
Does the group have any transport and the facilities to maintain them? Multiple types may be combined. GM's discretion applies to military vehicles.
Cost Notes
1 Per car mechanic at first level who is stationed in the base. Can be rebought multiple times to increase each mechanic's level. 
1 Per boat mechanic at first level who is stationed in the base. Can be rebought multiple times to increase each mechanic's level. 
1 Per aircraft mechanic at first level who is stationed in the base. Can be rebought multiple times to increase each mechanic's level. 
1 Per shuttle mechanic at first level who is stationed in the base. Can be rebought multiple times to increase each mechanic's level. 
1 Per standard new car, van or ute which belongs to the group.
2 Per new sports car or truck which belongs to the group.
3 Per new construction or other heavy machinery vehicle which belongs to the group.
1 Per standard new motor boat which belongs to the group.
2 Per standard new yacht which belongs to the group.
3 Per new large boat which belongs to the group.
10 Per new super large boat which belongs to the group such as a cruise liner or freighter.
5 Per new civilian submersible which belongs to the group.
10 Per per new small military boat which belongs to the group.
15 Per per new medium military boat which belongs to the group.
20 Per per new large military boat which belongs to the group.
10 Per per new military submersible which belongs to the group.
2 Per standard new small plane which belongs to the group.
5 Per standard new civilian jet which belongs to the group.
5 Per standard new civilian helicopter which belongs to the group.
10 Per new military helicopter which belongs to the group.
20 Per new military jet which belongs to the group.
40 Per new orbital shuttle which belongs to the group.
20 Per standard new civilian mecha which belongs to the group. 
40 Per new military mecha which belongs to the group. 
1 Per complete garage facility for storing and maintaining one ground vehicle of up to rig size. Can be rebought multiple times either adding additional facilities, or doubling the size of the existing one each time allowing for larger vehicles.
2 Per complete dock facility for storing and maintaining one boat of up to small yacht size. Can be rebought multiple times adding either adding additional facilities, or doubling the size of the existing one each time allowing for larger vehicles.
5 Per complete hangar facility for storing and maintaining one air vehicle of up to small prop plane or helicopter size. Can be rebought multiple times adding either adding additional facilities, or doubling the size of the existing one each time allowing for larger vehicles.
10 Per complete hangar facility for storing and maintaining one small spaceship vehicle. Can be rebought multiple times adding either adding additional facilities, or doubling the size of the existing one each time allowing for larger vehicles.
20 Per complete hangar facility for storing and maintaining one small starship vehicle. Can be rebought multiple times adding either adding additional facilities, or doubling the size of the existing one each time allowing for larger vehicles.
5 Per complete mecha bay facility for storing and maintaining one small mech. Can be rebought multiple times either adding additional facilities, or doubling the size of the existing one each time allowing for larger vehicles.
10. Recreation
Are there any facilities for eating and relaxing? Multiple types may be combined.
Cost Notes
1 Per cafeteria eating area accommodating up to four people, includes kitchen area. Can be rebought multiple times doubling its size each time.
1 Per chef at first level who is stationed in the base. Can be rebought multiple times to increase each chef's level. 
1 Per cleaner at first level who is stationed in the base. Can be rebought multiple times to increase each cleaner's level. 
1 Per game room which has a pool table, video games, etc for up to 8 people. Can be rebought multiple times doubling its size each time.
10 Per holographic danger room capable of creating various threats and traps for training and testing purposes for up to 8 peopleCan be rebought multiple times doubling its size each time.
1 Per standard gymnasium with physical fitness equipment, change room and showers for up to 8 people. Can be rebought multiple times doubling its size each time.
1 Per standard size swimming pool with 2 lanes and a change room. Can be rebought multiple times doubling its size each time.
11. Utilities
This includes such things as stairs, sleeping areas, showers, etc. Multiple types may be combined.
Cost Notes
5 Per workshop with facilities for one person. Can be rebought multiple times doubling its size each time.
5 Per research laboratory with facilities for one person. Can be rebought multiple times doubling its size each time.
1 Per lab technician first level who is stationed in the base. Can be rebought multiple times to increase each technician's level. 
1 Per bedroom with bed and wardrobe for one person. Can be rebought multiple times doubling its size each time.
1 Per bathroom with bath, shower and mirror for one person. Can be rebought multiple times doubling its size each time.
3 Per passenger elevator which can hold up to 1500kgs or cargo elevator which can hold up to 2500kgs. Can be rebought multiple times.
1 Per toilet area with up to 2 cubicles. Can be rebought multiple times.
1 Per set of stairs. Can be rebought multiple times.
2 Per escalator or travelator. Can be rebought multiple times.
12. Mystical Facilities
What kind of supernatural and mystical knowledge does the facility have?
Costs Notes
1 Per trained arcane researcher at first level who is stationed in the base. Can be rebought multiple times to increase each researcher's level. 
1 Per library of D10 x10 popular books on the occult, the paranormal, ghosts, legends, UFOs, mysterious happenings, supernatural, metapowers, magic and newspaper clippings. Also included are several recent world atlases, dictionaries and other common scientific and geographic references. Can be rebought multiple times doubling its size each time.
+5 The library now also includes D6 x6 rare books with real information on the aforementioned topics. Can be rebought multiple times doubling its size each time.
+10 The library now also includes D4 x2 ancient books, original manuscripts or alien literature. Can be rebought multiple times doubling its size each time.
13. Personnel Equipment
What clothing and equipment is available to the members? Multiple types may be combined.
Costs Notes
1 All players and employees receive a standard uniform and replacements free.
2 Players have a wide range of civilian clothes, disguises and foreign uniforms available free.
5 Players have a wide range of standard armour, protective clothes, pilot suits, scuba gear, etc available free.
5 Players have a wide range of standard equipment available for their use free.
10 Players have a wide range of expensive equipment available for their use free.
20 Players have a wide range of James Bond type gadgets available for their use free.
5 Players have a wide range of standard weapons and ammo available for their use free.
10 Players have a wide range of exotic weapons and ammo available for their use free.
14. Contacts
What outside contacts and allies does the group have? Multiple types may be combined.
Costs Notes
1 A newspaper reporter.
1 A friendly cop.
1 A TV producer.
1 A lab technician.
1 A private detective.
1 Someone of low rank in one of the armed forces.
1 A local council member.
2 A member of the federal police.
2 Someone of medium rank in one of the armed forces.
2 A member of the state government.
2 Someone important in correctional services.
2 A low rank member of an intelligence agency.
5 A magazine publisher.
5 Someone of high rank in one of the armed forces.
5 A popular radio DJ.
5 A medium rank member of an intelligence agency.
10 A famous and powerful mage.
10 A famous and powerful metahuman.
10 An important member of the supernatural community.
20 The head of an intelligence agency.
20 The leader of a country.
20 An important extradimensional or extraterrestrial alien.

 

 

Index Advantages & Disadvantages The Alien Legion Netbook Allies
Attributes Basilica City Campaigns Classes
Cosmic Creation Netbook Dimensions Enemies GM's Guide
The Grimmoire History of the Heroes World The Intelligence Agencies Guide Links
The Micronauts Netbook Organisation Creation Guide Our Universe The Pantheon Netbook
The Post Apocalypse Era Powers The Pulp Era The Roman Era
Skills The Starship Construction Guide The Strikeforce Morituri Netbook Third Parties
The Totems Sourcebook The Underworld and Terrorist Guide The Wilderness Survival Guide