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HQ Upgrades

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Post by Vaughn Mon Jul 25, 2016 10:37 am

kyleschmelz wrote:<OOG: We have 2 free points on the HQ, plus 2 more when Tremor moves in. We can spend 3 on upgrading from "Average" to "Good" quality, giving us a +1 bonus on basically any rolls we use the base for - Healing checks in the medical center, Investigation in the computer lab, stuff like that. If we end up with another point (like if someone else moves in) we can spend 5 points and get the place up to "Advanced" for a +2 bonus. It'd be better to do it now than later - upgrading the quality requires the full cost, not the difference between the two. There are also options for defenses, secure access, holding cells, etc. I don't know if anyone else has looked into it yet.>

I've looked into a few of the various upgrade options, but it's been a while since I've looked at any. I'm not sure that I want to scrap my HQ quite yet, but in general some security features might be good to add. Secure Access, Will-Hidden or Camouflaged might be good to have for some security measures since we don't have any quite yet.

Another thing to consider is that we still have 1 room to add, so if we wanted to add another room (like a Teleporter or Security Cells) that's also an option.

My inclination is to support security features like Secure Access or Camoflaged or the quality upgrade to Advanced. What do you think?
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Post by Rick Mon Jul 25, 2016 10:47 am

Just as a note for people who haven't looked at it, the "teleporter" isn't always necessarily a star trek like teleporter. The specifics on how it works and it's range and such are determined when you buy it and how many points you put into it.

Using Batman as an example he has some "teleporters" in Wayne manor that let him get into sewers, tunnels, or out on roads from the batcave secretly and quickly. Secret staircases that function as shortcuts and stuff like that all fall under the cheaper more limited "teleporter" functionality.

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Post by kalindra Mon Jul 25, 2016 2:52 pm

I second Vaughn on adding a little security, and also upgrading to Advanced if we can afford the points. I'm debating moving Nadia in as well, but not sure yet. I'd say we can just change our minds later, but if we want Advanced, at least 1 extra person besides Trevor has to move in now (correct?)

For selfish reasons I'd want to add a generator, since Nadia has Dependency: Electricity. Wink
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Post by kyleschmelz Mon Jul 25, 2016 3:29 pm

The base already has a generator. For everyone's reference, here's the current setup after Tremor gives up his crappy apartment:

5 - Large
0 - Average
0 - Urban
4 - Garage
1 - Generator
2 - Medical Center
2 - Personal Quarters
1 - Kitchen
1 - Computer Lab
2 - Training Room
2 - Workshop
1 - Command center

Total: 21
Maximum: 25
Free: 4

It started with half of our individual base points (rounded up) but moving in gets you the other half. We each contributed 3 to start, except Archangel, who contributed 8 because she's rich and famous. Each person that moves in adds another 2 points.

Good quality (+1) would cost 3 and Advanced quality (+2) would cost 5, so someone else would have to move in in order to get Advanced. I'll start digging into the base stuff a little more tonight or tomorrow to see what we can do with 1-5 points.

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Post by kalindra Mon Jul 25, 2016 3:57 pm

Oh, right. Shows how much attention I was paying.

So some potential modifiers we could add are:
3 - Good, or
5 - Advanced
2 - Camouflaged
3 - Well Hidden
1 - Secure Access (ie has locks)
1 - Security Cells
2 - Specialist Library/Lab
1-8 - Teleport

I'd go for Advanced and Secure Access first. (6 total for both, doable if two people move in)
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Post by Mariah Mon Jul 25, 2016 4:51 pm

Logan's moving in, so that's doable.
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