So far, this base has gone through a ton of revisions. The first draft had a lot of errors. After about the 10th iteration I realized that it was missing the (-15) Base modifier! After fixing that problem I then realized that the overall CP cost exceeded the Ability Cap of the PCs, who currently have 110 experience points. So... I had to remove a big chunk of the layout.
In the process of doing these layout revisions I also changed some of the base's systems, like making the Teleportation System an "open system" (see MP p. 82) so the PCs can just walk on top of it and be teleported. I also added the Integral System of Adaptation: Asphyxiation. This simulates the base having it's own air-purification system.
The base is located somewhere underground... exactly where will depend on the preference of the players.
4 Cobweb Kid
4 Edie Helion
4 Lady Hel
4 Lone Star
4 Texas Stranger
4 Watch Dog
If you fast forward to the 2:29:05 mark of Episode 5 of Jeff's City of Heroes Mighty Protectors campaign, you can catch us talking about the "Paradise Jar" and, later, a possible base.
Drifters Base Record Sheet
Notes:1. The base doors are 1 inch thick and SR 10 (SR 6 to Psychic). The outer walls are 8 inches thick and SR 5 (SR 3 to Psychic). The inner walls are 4 inches thick and SR 5 (SR 3 to Psychic).
2. Armor: All vehicles and bases get 27.5 CPs, or 15 points, of Armor for free. When adding to Armor, you should add any additional CPs on top of the free 27.5 CPs. In this case, there are 32 system spaces added to base armor. Normally, 32 sys spaces would give 30 CPs, but this base has Low Tech, which reduces those 30 CPs to 25 CPs. Next, you apply the Integral System modifier (see MP p. 82 ), which halves those 25 CPs to 12.5 CPs. Finally, by adding those 12.5 CPs to the default 27.5 CPs of Armor that all vehicles/bases start with, you get 40 CPs of Armor, which is 5/5/5/5 plus 3 in Psychic.
3. The "Jar of Paradise" is simulated with a separate Armor System: a device that normally sits on a table in the lab, but is Gear and may be taken out of the base.
4. The Communicators come as a pair of 'hands-free' Gear by default and may be taken out of the base. The Multitudes modifier for 'non-combat' Abilities (MP p. 92) is applied twice, making the default 2 into 8 devices. Consider their 16 system spaces as "recharging stations."
5. The Power Blast systems have a 120 degree arc of fire, although considering their placement, it doesn't do them much good.
6. The Teleportation System is a platform in the Lab, butting up against the back wall. In order to be teleported somewhere, either a PC or the Robot Brain must use the Heightened Senses viewfinder to select a spot within 250" and then make an AG-based attack roll to hit the appropriate square.
7. At least once a month at least one PC must spend their Wealth roll, and roll a 4 or higher, to buy the "fuel" for the base's Regeneration System.
The base layout is by B.K. Adams. Mighty Protectors is a trademark of Monkey House Games.