SAS Base System

These rules are from Shields of Justice: The Hero’s Almanac (primarily).


Many superheroes do not have a base of operations, especially those without the resources or specific need to establish one. Certain campaign styles also make a base awkward or redundant. It doesn’t make much sense wasting hours designing your HQ if the bulk of the game will be spent hopping dimensions. Conversely, many heroes do have some sort of operations centre to help facilitate their crime-fighting and adventuring. Some may only have an apartment or safe house, while others may own mansions, subterranean complexes, or orbital satellites! This section provides rules for designing the ideal base for your hero in Silver Age Sentinels.

The first and most integral question to answer is: what purpose does this base serve? Is it a hiding place or refuge? A place to train and store secret equipment? A location to meet and plan? A complete operations centre, with laboratory, hangar bays, and battle arena? A place to live? A headquarters may serve as many of these functions, and its purpose can even change over time (though this sometimes requires major renovations). Determining a base’s primary objective will help you design it properly.

As mentioned, a lot of heroes don’t really have bases. If radioactive-bug-man still lives with his Aunt, his bedroom isn’t a base, nor is his basement workshop. Any special gear he has should be purchased with normal Gadgets or Items of Power. A spare bedroom, a trunk, an alcove, any of these things may hide a hero’s crime-fighting equipment or weaponry, but they aren’t bases. Bases are usually self-contained, from a secret floor in an office tower to the entire sky rise, or from a telephone booth containing a Pocket Dimension to a giant, underground cavern.

Bases are designed using the Gadget Attribute (see Silver Age Sentinels). Each Level of the Gadget Attribute provides you with 1 major Gadget and 4 minor Gadgets, which can be spent on base features and enhancements. The following list of options provides an associated cost in “number of major/minor Gadgets” required to purchase them.

Once you’ve determined the purpose of your base, from safe house to paramilitary base, the next things to decide are size and location. Location is determined by a role-playing decision, rather than by a rule mechanic. If a base is centred in a downtown metropolis, the heroes can more quickly respond to many crises … but at the same time, when villains attack, many more bystanders are at risk. Likewise, a remote location keeps a team safe from prying paparazzi, yet makes it hard for those in dire need to find them. Therefore, the benefits and costs of location tend to balance out; the GM and players should discuss where they think the base will be best situated. GMs may or may not allow really exotic locales, such as undersea bases, floating headquarters, air castles, space cruisers, or moon towers. If the GM does allow it, he or she may ask the players to explain how the characters actually built it!

The size of the base is partially determined by the location, for the largest headquarters are usually restricted by their environment. In other words, something the size of a phone booth — even one with extradimensional storage capacity — can be placed almost anywhere, but a lair as large as a skyscraper may not fit beneath Central Park or at the bottom of a small lake. This depends on the level of realism a GM wishes to apply to his campaign. GMs running a more realistic game will insist the construction of a base make sense and be plausible, while GMs running a pulp or fantastic game will have a more flexible set of laws, approving ideas described with enough creativity and flavour.

Each type of base has a default set of characteristics, including Capacity (how many people can live or work there), Awkward Size (how big the structure is), Armour Rating (determined by average construction materials), and Health Points (how much damage the structure can withstand). The following chart lists the baseline characteristics:

Each Level automatically includes the Capacity, Awkward Size, and Armour Rating detailed in Table 3-1. A base is empty at this stage, until the characters furnish it properly.

Each Level of Base costs 1 major Gadget.

Each Level automatically includes the Capacity, Awkward Size, and Armour Rating detailed in Table 3-1. A base is empty at this stage, until the characters furnish it properly.

There are many ways to improve upon a lair, of course. The following options can be added to enhance a base’s features and utility. Most enhancements cost an amount of minor or major Gadgets. Not only can a character replace one major Gadget with four minor Gadgets, but four minor Gadgets can likewise be traded up for one major Gadget.

Heroes often want to ensure they feel safe at home, and improving a location’s Armour is one way to feel protected. Enhanced Base Armour could simply be a means of reinforcing a structure with bullet-proof glass, concrete walls, and additional support-beams. On the other, it could mean building the structure with superalloys or alien materials. Armour is available for any type of base, and can be assigned multiple times. The initial value is listed on Table 3-1, and applies to both the outer face and the infrastructure of the base. When purchasing extra Base Armour, the players may decide to enhance the entire external structure, or add to the base’s infrastructure.

When adding to the infrastructure of a base, the players much decide which module, (Lab, Training Arena, Prison, Library, etc.) is reinforced. Each type of module must be reinforced separately. Cells, danger rooms, and experimental laboratories tend to be the most heavily armoured areas, while the bedrooms and lounges are left unarmoured.

For 2 minor Gadgets, add 5 points to base’s external Armour Rating, or the Armour Rating of one internal area (this also adds 25 additional Health Points see the Base Health formula below).

Bases are considered both Buildings and Operational Objects, as defined in Chapters 3 and 4 of Silver Age Sentinels. Thus, if a base every suffers more damage than its Armour Rating it suffers structural damage; there will be holes in walls, floors and ceilings, the power will brown and black out, water will be interrupted, etc. If the base every suffers five times its Armour Rating in damage in one attack (regardless of remaining Health Points) some or all of the building will collapse.

Bases, like Operational Objects, have Health Points. A Base has 10 + (5 x Armour Rating) Health Points. If a base suffers more damage than its Armour Rating, the excess damage is deducted from its Health Points. Health Points can be increased, however: Weapons without the Area Effect or Spreading Abilities are less effective against bases; any damage that penetrates the building’s Armour is halved, representing the attack only damaging a small area of the structure. Conversely, weapons with the Penetrating (Armour) Ability are more effective against bases. Each assignment of Penetrating (Armour) reduces the multiplier required to destroy the base by 1.

For 1 minor Gadget, add 20 points to the base’s Health Points.

Many choices you can make for your base are essentially “free,” because they are mundane enough that they are not worth a minor Gadget. Depending on its size restrictions, a base can have any number of entrances, doors, windows, rooms (whether furnished or bare), halls, kitchens, bathrooms, garages, etc. Likewise, most bases are prepared with basic wiring for electricity and telephones, have heating, air conditioning, and proper plumbing, and so forth (although in some cases the players may have to come up with creative explanations for how they installed hot showers in the desert, or wired their mountain top HQ for electricity). Basic furnishings, from linen to dishes, rugs and televisions, also don’t normally cost anything, unless they are particularly expensive, rare, or provide some other advantage.

Even a basic generator, producing sufficient powerto keep the place running, is considered free. Sprucing any of these things up, of course, may cost points.

It is not uncommon for a base to have some sort of weapon defence system to keep the area secure when the heroes are not in residence (or to back the team up, in times of massive invasion). Base Special Attacks can be assigned Attack Abilities and Disabilities, but Concealable, Muscle Powered, Hand-Held, and Static are usually not acceptable.

Base Weapons can be purchased like Personal Weapons (see Silver Age Sentinels, Chapter 4), or they can be designed as Special Attacks. In the latter case, 1 major Gadget is equal to a Level 1 Special Attack.

Although a base will often use its most powerful “primary” weapon, different ones may also be possessed. The point cost of these additional “secondary” attacks are significantly lower than the cost of the primary attack: 2 minor Gadgets for each Special Attack at the same Level as the primary and 1 minor Gadget for each one that operates at a lower Level (flat cost, not per Level). The primary attack is the only one that costs the standard 1 major Gadget / Level. Secondary attacks may each possess different damages, Abilities, and Disabilities.

A Base Weapon must be controlled by a character, or by a computer program (see A.I. Attribute, page 69). An operator can only fire one of the weapons each round, unless he or she possesses the Extra Attacks Attribute. However, if the weapons are created with multiple terminals or control points, a different character can be assigned to each weapon, allowing for simultaneous attacks.


This simple measure ensures that the exterior perimeter of the base cannot be easily by-passed, and least without incurring some risk to the invader.
It automatically delivers a nasty shock to anyone without proper authorization who tries to gain entry. Costs 1 major Gadget.

Electrified Perimeter Level 1 (20 Damage, Aura, Trap, Melee, Limited Shots)

This tower is normally hidden, either underground or camouflaged to look like a watertower, statue, giant tree, etc. When activated, the disguise falls away to reveal a launcher, capable of dealing with most mid-level air-based threats. The launcher does not operate independently, but can be controlled by computer (see Artificial Intelligence, page 69), or by a character. Costs 2 major Gadgets, plus 1 minor Gadget to conceal it.

Anti-Air Rocket Level 2 (60 Damage, Area Effect, Homing, Long Range, Penetrating: Armour, Backblast, Limited Shots, Only-Air Targets, Slow, Stoppable)

This is a series of guard towers, each armed with a battery of laser-cannons. The Array is normally computer controlled (see below), and protects against air and ground targets. Costs 2 major Gadgets.

Laser-Cannon Level 2 (40 Damage, Accurate, Penetrating: Armour, Spreading, Limited Shots: 1 round to recharge, Unique Disability: Stopped by thick smoke or fog, Unreliable)

If enemies have somehow gained access to the base, there is nothing better to halt them in their tracks than a Web-Projector. This internal security device works anywhere inside a base. It restrains unauthorised individuals by projecting a mass of sticky strands at them, from recessed projectors (normally located in the ceilings or walls). Costs 2 major Gadgets.

Web-Projector Level 2 (60 Damage, Area Effect, Tangle, Trap, Internal, Limited Shots x2, No Damage, Short Range)

Some Bases are overseen by an Artificial Intelligence, which frees the heroes (or their staff) from the day-to-day grind of normal operations. The A.I. Attribute provides an autonomous entity that can provide tremendous help to the characters. While most often a form of technology, the A.I. Attribute could also represent a powerful spirit, or alien device (such as a bio-organic ship).

COST: 1 major Gadget per Stat Value
TYPE: Characteristic
PMVS: None
PROGRESSION: Descriptive
In most cases a computer is simply a tool that is only as good as the person using it. The A.I. Attribute enables computers to achieve a limited form of self-operation and eventually self-awareness. A basic A.I. computer has processing power and database access. It does not have a Mind in the same sense that a person does, nor does it truly learn in the way in which a person would acquire Skills. Thus, an A.I.’s Mind is more of a representation of its power and access. An A.I.’s Mind has 10 Levels, ranging from 1 (a low-powered and limited access device) to 10 (surpasses even cutting edge technology by leaps and bounds). Each Level of Mind costs 1 major Gadget.

Beyond knowledge and analytic power, the second component of sentience is self-awareness and free will. An A.I. does not have a Soul in the traditional sense, but here, the Soul Stat represents that consciousness. An A.I.’s Soul has 10 Levels, where Level 1 indicates a coldly logical personality, unable to deal with the unexpected and needing direct orders to take action, and Level 10 means the A.I. has achieved complete self-determination, and developed strong will and emotions. Each Level of Soul costs 1 major Gadget.

An A.I. can have a Body Stat, but this is only required in cases of robotics, where movement and manipulation are required. A desktop PC, a laptop, or a giant supercomputer do not need a Body, but drones, robots, warbots, and so forth can and should have a Body. Robots have a Body that ranges from Level 1 (limited and clumsy manipulation) to Level 10 (rivals the strength and speed of the best humans). Each Level of Body costs 1 major Gadget. A.I.s cannot have Skills (see box, “Level 10 Ceiling?,” page 70).

A.I.s can access and monitor everything within a base, including Base Weapons, Labs, etc. (unless restricted by the Base owners). What they can actually “see,” however, is dictated by the Security Level of the base, or any base sensors (see Base Item of Power, below).

If an A.I. is commanded to perform a task (analyse data, access a database, plot a route, etc.) by itself, its Stats are averaged based on the requirements of the task. Thus, if it is a question of analyzing data or broadcasting a message, the computer’s Mind and Soul and Wisdom modifiers are averaged. If, however, the task is physical in nature, all Stats must be averaged.

Example: When Caliburn uses the Ascension Institute’s supercomputer to analyse a rare strand of DNA, the base check value is the computer’s Mind of 8, plus its Soul of 6, divided by 2, or 7 total.

When a character is using a computer to enhance his or her abilities, however, the computer adds half of its Mind (round up) to the character’s Stat + Skill roll. The computer’s Soul Stat does not factor into the task, since it is effectively “trumped” by the character’s intuition and reason.

Example: When Corbae uses the same Ascension Institute machine to perform his own computations, he adds 4 (half of the computer’s Mind of 8) to his 12 Mind, plus his 4 Computer Skill, for a check value total of 20 (round up) for a bonus of +2.

Artificial Intelligences certainly could have Stats that go above Level 10, the way most characters do. The Level 10 ceiling is presented as a game balance issue, partially to keep the bonuses a player receives in check, and also to keep the focus of the game on the characters, and not on their supercomputer bases. To design an A.I. Sidekick, character, or major NPC, you should buy their Stats normally and ignore the Level 10 maximum rule.

Skills represent extensive and training in a particular field, and therefore imply knowledge. They do not apply to computers. Computers are programmed to follow certain instructions, and may be able to access data more efficiently than a human, but they do not have knowledge. Even sentient computers, using the A.I. rules, don’t “learn” the way a human does. Remember, a computer’s Mind represents both its computing power and its access to information. Base A.I.s cannot buy Skills; to improve their performance, raise their Mind Stat instead.

Alternatively, the GM may use the following as an optional rule: “Skills” for an A.I. are simply an expression of a focused data base. It is neither learning nor training, but a more robust database.

Players can assign any appropriate Skills to an A.I., but these A.I. Skills do not include a free Specialisation.

Each Skill Level costs 1 minor Gadget, and provides a +1 bonus per Level (but no Specializations). This rule of course does not apply to computer PCs, Sidekicks, or NPCs, who are far beyond these A.I.s, and can acquire Skills normally.

Many heroes have a secure room where weapons are stored out of harm’s way. The Armoury is dedicated to that purpose, and thus automatically is treated as having a Security Level equal to its Level, and +5 Armour Rating per Level. Note: if the base has additional Security, these do not stack; use the higher value.

An Armoury is stocked with a variety of weapons. Each Level of Armoury provides 4 different “weapon slots” describing the variety of weapons it holds. Many weapons take up just 1 slot, such as handguns, grenades, and combat knives, while heavier ordnance may take more than 1 slot. Note that the slots are not the number of distinct weapons stored, but the types of weapons. For example, a Level 1 Armoury has 4 slots, described as: Axe, Longsword, Crossbow, Wooden Stake. Each of these types counts as just 1 slot, and the Armoury may have a half a dozen swords, a dozen crossbows, three axes, etc.

Each Level of Armoury costs 2 major Gadgets, and provides 4 weapon category slots, +5 Armour Rating per Level, and a Security Level equal to its rating.

Level Armoury Description
1 Basic armoury. Four weapon slots, stored in secure lockers, cabinets, etc.
2 Militia’s cache. Eight weapon slots, often including 1-2 heavy weapons or explosives.
3 SWAT armoury. Twelve weapon slots, including numerous heavy weapons, in a restricted area.
4 Special Forces armoury. Sixteen weapon slots, including top end ordnance, in a high security facility.
5 Superhero armoury. Twenty weapon slots, including confiscated prototypes and alien weaponry.

A well-stocked laboratory is often crucial for crime-fighting or crisis intervention. Labs come in several different types, depending on their purpose and capabilities. Labs can be focused to a particular field of science, or can be all-purpose facilities. A properly equipped laboratory can add bonuses to Skill checks. When purchasing a lab, it can either be dedicated or comprehensive. A dedicated lab is geared towards one of the following categories: Biological Sciences, Electronics, Forensic Sciences, Physical Sciences, or Medical Sciences. It is stocked according to its Level, and contains specialised equipment. Naturally, while some overlap is possible, such as a forensic lab and a chemistry lab both using similar analysis equipment (Mass Spectrometers, Gas Chromatographers, etc.), the purpose of the lab will dictate what is possible to research there. When using the lab to conduct appropriate research, characters receive a +1 Bonus to relevant Skill checks per Level of the lab.

A comprehensive lab, on the other hand, tries to do everything within reason. Very rare equipment may not be available, but the comprehensive lab is
stocked with resources across all the above disciplines. When using the lab to conduct research into any of the above fields, characters receive a +1
Bonus to relevant Skill checks per Level of the lab.

Each Level of a dedicated lab costs 1 major Gadget, and provides a +1 Skill bonus / Level to appropriate research. Each Level of a comprehensive lab costs 3 major Gadgets, and provides a +1 Skill bonus / Level to appropriate research.

Level Laboratory Description
1 Basic. Equal to a well-supplied high school lab.
2 Traditional. Equal to a well-stocked university lab.
3 Modern. Equal to a wealthy private corporation.
4 World Class. Equal to the leading facilities across the globe.
5 Lab of Tomorrow. The best facilities available, complete with bleeding edge prototypes or confiscated future-tech.

Many heroes want a reference library at hand in order to research obscure facts, cross-reference poetic clues, or even just relax with some light reading (whether Tolstoy or Zelazny). When using the library to conduct appropriate research, characters receive a +1 Bonus to relevant Skill checks per Level of the library. Libraries do not have all of the equipment that Laboratories do, but they can help with a far broader range of Skills and research.

Each Level of a library costs 1 major Gadget, and provides a +1 Skill bonus / Level to appropriate research.

Level Library Description
1 Basic. Equal to a well-stocked high school library.
2 General. Equal to a decent public library.
3 Research. Equal to a university library.
4 World Class. Equal to the leading facilities across the globe.
5 Private Collection. The best libraries available, containing rare or lost manuscripts, unpublished notes, and so forth.

Some heroes like to keep pets, whether they are domesticated, or a zoological collection of fierce, or alien creatures. The Menagerie option allows a hero to have proper facilities for his or her pets, along with an adequate supply of food and water. Fancier Menageries not only have room for more, and bigger animals, but also have training equipment, toys for the animals amusement, and more lush habitats. Note that the animals are not necessarily trained, or compelled to like the hero — that is accomplished through other Attributes or Skills.

Each Level of Menagerie costs 1 minor Gadget.

Level Menagerie Description
1 Basic hobby farm. Facilities for the care and feeding of several medium sized animals, or several dozen small critters.
2 Dilettante’s ranch. Grounds and supplies for several large animals, or up to a score of medium sized animals.
3 Professional ranch. Can handle care and check-ups of many large animals, numerous smaller animals, and can include facilities for exotic species.
4 World class zoo. Can handle almost any reasonable number of common animals, several dozen exotic species, and even an occasional unique or alien creature.
5 Alien menagerie. Often has not only two of every major species, but numerous unique, alien, or even legendary creatures.

If the heroes have specialised vehicles, from armoured cars to stealth bombers, this is where they are maintained, fuelled, and repaired. A fully equipped garage can achieve miracles, while a poorly stocked one will cause hangar queens to gather rust. A Motor Pool automatically provides an entry/exit point to the base for whatever vehicles it is designed to accommodate. When using an appropriate Skill, such as Mechanics, the Motor Pool will provide a bonus of +1 per Level.

Each Level of Motor Pool costs 1 minor Gadget, and provides a +1 Skill bonus / Level to appropriate research or activities.

Level Motor Pool Description
1 Basic hobby garage. Can handle cars, pickup trucks, motorcycles, etc.
2 Professional garage. Can handle the above, plus specialised vehicles.
3 Expert mechanic. Can handle the above, plus planes, helicopters, small water craft, etc.
4 Veteran mechanic. Can handle the above, plus specialised planes, etc.
5 Master mechanic. If it can fit through the hangar doors, it can be taken apart or rebuilt.

This room acts as a sanctuary or study for practitioners of the occult arts. It is stocked according to a specific religion, faith, or practice, and thus may ;have reference works, incense, candles, crystals, or anything else the GM deems appropriate. This is a place to meditate and prepare oneself, and is sometimes dedicated to one or several gods. When conducting rituals or research appropriate to the focus of the studio, characters receive a +1 bonus to relevant Skills, such as Occult, per Level of the Occult Studio.

Each Level of an Occult Studio costs 1 minor Gadget, and provides a +1 Skill bonus / Level to appropriate research or activities.

Level Occult Studio Description
1 Student’s chamber. Equivalent to a small, personal collection of a new, but serious, practitioner.
2 Mentor’s study. Available supplies equal to those found in a local Santeria or Wiccan shop.
3 Teacher’s sanctum. A collection owned by someone who has been practicing, and teaching, for many years.
4 Renowned sanctuary. Amongst the world’s most famous collected works and holiest of places.
5 Mythic temple. Contains the most rare and sacred of artifacts and documents, and built at a holy spring, upon a ley line, etc.

Some hero teams need reinforced cells to restrain dangerous prisoners. This may be temporary, until the proper authorities can prepare a secure prison, or permanent, if the heroes act as judges and jailers. Prisons are reinforced areas of a base, and often equipped with monitoring devices, or other security features (durable locks, motion detectors, etc.). Each Level of Prison indicates how many prisoners can be safely contained. A Prison has +5 Armour Rating per Level, and automatically has Security equal to its Level. Note: if the base has additional Security, these do not stack; use the higher value. For Prisoners that have additional enhancements, such as life support, Nullify, etc., see Base Items of Power, page 76.

Each Level of Prison costs 3 minor Gadgets, has +5 Armour Rating per Level, and Security equal to its Level.

Level Prison Description
1 Basic holding facility (“the hole”). Can accommodate 1 — 3 prisoners in tiny, but private quarters.
2 Brig. A small collection of cells, able to hold 6 — 12 prisoners, normally in two-man units.
3 Detention center. A series of 1 — 4 man cells, often taking up an entire floor, whose capacity is 20 — 50.
4 Prison. A small building or wing devoted to incarcerating criminals, with a capacity of 50 — 100 prisoners.
5 Supermax. A reinforced, maximum security facility where inmates are normally kept isolated and in solitary confinement, able to contain over 100 prisoners.

Who doesn’t want relax once in awhile, whether it’s pulling a book off the shelf, swimming laps, or playing pool? Some bases have excellent entertainment theatres, or beautiful gardens, or hobby kitchens. Recreation options provide little mechanical benefit, but are essential to a hero’s stress relief, and provide great role-playing opportunities. Recreation options may include any or all of the options listed per Level.

Each Level of Recreation costs 1 minor Gadget, and may have intangible benefits.

Level Recreation Description
1 Basic lounge. Television, DVD player, stereo, fish tank, air-hockey table, etc.
2 Business class suite. Wet bar, entertainment centre, gardens, etc.
3 Executive suite. Full bar, hobby kitchen, greenhouse, outdoor pool/hot tub, art collection, etc.
4 Presidential suite. Audio/video theatre, caterer’s kitchen, Olympic-sized pool, art gallery, private arboretum, etc.
5 Superstar suite. Rarest liqueurs, Iron Chef kitchen, ice-sculptures of Michelangelo’s art, holographic video stations, private forest, etc.

Inevitably, if the heroes have a powerful A.I. at their base they will wish to access it while in the field. Remote Access Communicators often take the form of a wristwatch, chest insignia, helmet display, ornamental jewelry, or whatever else is appropriate for the group. Remote Communicators allow the heroes to send, receive, and record data from an A.I., however, most do not have “sensors,” and all information must be inputted by the character. Likewise, detailed analysis through specialized equipment is normally only feasible at the base itself — these are not miracle field scanners. Still, the ability to access the HQ A.I. remotely can be immeasurably valuable. Each Level of Remote Access Communicator determines the range that a base A.I. can send and receive information. Exactly what kind of information can be transmitted should be discussed by the players and GM upon design.

Each Level of Remote Access Communicator costs 1 major Gadget.

Level Remote Access Communicator Description
1 1 km range.
2 10 km range.
3 100 km range.
4 1,000 km range.
5 10,000 km range (global).

Security of a base is an important consideration. While Base Weapons (above) provide a strong deterrent to attackers, what about alarms and cameras? Every window, door, drawer, etc., can be outfitted with a simple lock for no charge. Whether a chain, deadbolt, padlock, or doorknob lock, it’s all considered mundane and thus has no cost. Upgrading the base’s security features requires Gadget slots, however.

Every Level of Security costs 2 minor Gadgets, and provides a -1 penalty to Burglary and Stealth checks for all intruders.

Level Security Description
1 Basic. Includes standard alarm system, fire detectors, etc.
2 Upgraded package. Includes motion detectors, bars on windows or Plexiglas, etc.
3 Comprehensive package. Includes hidden or dome mounted video cameras, keycard access, etc.
4 Superior package. Includes biometric readers, pressure sensors, etc.
5 Top-Secret package. Includes feature recognition, active biometric scanning, personnel locators, etc.

The Training Arena often functions as a physical fitness centre, sparring ring, and simulated danger room. At low Levels the equipment is basic and commonplace, while advanced Training Arenas may have holographic projectors, robot drones, and Force Field cages. Training Arenas give characters a chance to experiments with their powers, to practice teamwork, and to run mock combats against known threats. Practicing a particular manoeuvre may provide a bonus in the field, as the GM warrants In practical terms, a Training Arena is reinforced, and thus has +5 Armour Rating per Level. Additionally, Arenas can be designed with a variety of weapons to enhance training exercises. Each Level of Training Arena can have multiple weapons, the most powerful of which is a Special Attack equal to the Level of the Training Arena. These weapons are designed as part of the Training Arena, and cannot be removed. These are free, and do not affect the cost of any other Base Weapons. To build more powerful Training Arena simulator, consider secondary Base Weapons (see page 68).

Each Level of Training Room costs 2 minor Gadgets, and has +5 Armour Rating and includes an internal Special Attack of the same Level.

Level Training Area Description
1 Basic. Weight-machines, free weights, boxing ring, etc.
2 Professional gym. Shooting range, gymnastics area, etc.
3 Scenario room. Modular simulation stages, jogging track, etc.
4 Combat gym. Drone warriors, dynamic simulations, Olympic-sized pool, etc.
5 Arena. Full-environmental simulation, holographic/stereo projectors, variable opponents, etc.

This room functions as a command centre or briefing room. It facilities the planning of strategy and tactics, and is often equipped with large maps, audio/video monitors, etc. Some War Rooms have giant maps with oversized pieces built into the floor, while others have individual monitors embedded in boardroom tables. A War Room can provide characters with a +1 bonus to Skill checks when conducting appropriate activities, such as using the Military Sciences Skill.

Each Level of War Room costs 1 minor Gadget, and provides a +1 Skill bonus / Level to appropriate research or activities.

Level War Room Description
1 Basic tactical room. Dedicated to a specific operation or task force, with reference materials, notes, maps, etc.
2 Command office. Directs several operations, or co-ordinates forces on a major investigation.
3 Regional command. Directs several major investigations simultaneously, with detailed modelling tools and analysis.
4 Simulation room. National command centre, able to direct large scale armies in co-ordinated effort, with extensive scenario mapping.
5 War room. A global command center, with facilities to study any region in depth, strategise virtually any course of action, and command distinct units with unparalleled accuracy.

Depending on the size and facilities in question,heroes may need a support staff to help them keep things running. Staff can consist of butlers, maids, chefs, janitorial staff, physical trainers, telephone operators, fan club administrators, or even guards! Staff are normally acquired by purchasing the Henchmen or Sidekick Attributes, although in some cases the GM may allow staff to simply be hired with in-game resources. If the staff will rarely leave the base, the GM might consider lessening their cost through the Adjusting Costs optional rule (see page 82).

For some bases, the options presented above are simply not enough. Heroes may have access to Force Field projectors, bases with internal Pocket Dimensions, battleships with Hyperflight drives, or any number of other options. The best way to design these future-tech or arcane devices is to build them using the Item of Power Attribute. Normally, every Level of Item of Power provides 5 Character Points that can be spent on other Attributes (see Item of Power in SAS). The players should decide what these devices are, and where they are kept in the base. These Items are usually of the 4 Point / Level (“Hard to Steal”) variety.

If the items are rarely used, consider the Adjusting Costs optional rule (page 82).


This device creates a powerful Force Field around the entire base. The generator is cumbersome, but contains an internal power source, so that the Force Field remains active even if the lights go out.
3 12 Item of Power (Force Field Generator)
-3 • Activation Time (5 rounds)
-3 • Restriction (Force Field Generator; Static)
4 16 Force Field (Area 4, Stops 100, Both Directions)
-1 • Detectable (Force Field; Visible, electrical signal)
FINAL COST: 6 Points

This device is the size of a large platform, or about 10 metres radius. It can send people and objects almost anywhere in the world, and bring them back to the base.
10 40 Item of Power (Teleport Pad)
-3 • Restriction (Teleport Pad; Static)
7 50 Teleport (Area 3, Range 7, Targets 5)
FINAL COST: 37 Points

The base is equipped with a powerful sensor array. While it can scan a perimeter of about 10 km, this range can be extended to the field through the use of Remote Access Communicators (page 74).
3 12 Item of Power (Global Eye Sensors)
-3 • Restriction (Global Eye Sensors; Static)
-1 • Vulnerability (High levels of radiation)
15 15 Heightened Senses (Sight x3, Electric Current Detection x3, Radar Sense x3, Radio Reception x3, Vibration Detection x3)
FINAL COST: 8 Points

The base is a self-sustained environment, with oxygen and water recycling/reclamation units, several months’ supply of food supplements. It also shields the base against high pressure, low grade radiation, and intense heat and cold.
2 6 Item of Power (Life Support System)
-3 • Restriction (Life Support System; Static)
• Reduction (-1; Life Support System; Internal, only protects people within the base)
-1 • Special Requirement (Life Support Systems; After 3 months, system has to be flushed, cleaned, and restocked)
5 5 Adaptation (Cold, Heat, Pressure, Radiation, Vacuum)
5 5 Special Defense (Oxygen x2, Disease, Hunger, Poison)
FINAL COST: 2 Points

This Power nullifier has been added to the base’s prison cells. It helps secure and defang dangerous offenders.
16 28 Item of Power (Zapper)
5 82 Nullify (Drain; All Powers; Area 4; Duration 0 — Special: As long as target is in cell; Targets 3)
-2 • Detectable (Nullify; Green glow, electrical charge, radiation signature)
-0 • Permanent (Affects everyone possible within Area — cannot be selectively turned off)
-1 • Restriction (Zapper; Requires regular maintenance or breaks down)
-3 • Restriction (Zapper; Static)
• Reduction (-2; Zapper; Internal, only nullifies targets in cell block)
FINAL COST: 28 Points x.75 for Occasional Use = 21 Points

Some bases are mobile, able to move over land, sea, air, or through the depths of space and beyond.
This example depicts engines for a floating/hovering base that moves only occasionally, but it is easy to switch the Power Attributes, as appropriate.
3 12 Item of Power (Base Engines)
-5 • Activation Time (Flight; 10 minutes)
-2 • Restriction (Base Engines; Static — attached to base)
6 12 Flight (Skimmer)
-1 • Detectable (Flight; Engine noise, heat trail)
2 4 Waterspeed
-1 • Detectable (Waterspeed; Engine noise, wake)
FINAL COST: 5 Points x .75 for Occasional Use = 4 Points

Characters certainly pay something for the amazing abilities Items of Power can add to their bases. Yet if these devices only affect the locale of the base, there should be some way to reduce the Character Point cost. The easiest way is to apply appropriate Restrictions and Reductions, such as:
3 BP Restriction: Static. Item is large, heavy and/or extremely bulky. It cannot be moved without extensive effort.
2 Point/Level Reduction: Internal. Item only affects the environment within the walls of the base.
On the other hand, for certain, awesome artifacts, the GM may use the Adjusting Costs optional rule (see page 82). GMs should be wary of reducing the cost for devices such as Teleport chambers or Telepathy machines, however. The point break should only be allowed when the Item is truly limited in some way. This is not intended to be a way to build world-wide transporters or doomsday machines on the cheap!

Under Tools (see page 58) the notion of team equipment is discussed, and how a group of heroes could pool their Points to get better equipment for everyone. The same is true with Bases. Each hero should contribute the same number of Gadget Points, and the total determines the base’s Level and improvement points. If the players agree to contribute different numbers of Points, a system of ownership should be mutually agreed upon. One character could even act as “patron” at the outset, spending more points on the base than anyone else, while the other players promise to pay the patron back with Advancement Points.

The best way for a team to build a base is to decide beforehand exactly what everyone wants. One character likes the abandoned building approach, but another refuses to use a base that has not been legally rented or purchased. Meanwhile, Slipstream wants a hangar for the Mercury jet, while Caliburn is more concerned about the War Room. Every character will have to agree on the details before the final cost can be determined.

SAS Base System

Silver Age Beyond brightwyrm