Bases are locations in the Dragon World, such as headquarters and homes where you can rest, restock, improve yourself, and even travel to other worlds in some cases. The following rules and guidelines are here to facilitate this.
A Base must be given by the ARC and can be a reward for saving people, conquering an area, making a notable social victory, simply buying one, or even be given at the start of a campaign depending on the type of campaign you’re playing.
Owner(s). Each Base can have any number of Owners. An Owner is the person who, as the name implies, owns the Base and whose Tier of Power is used to calculate any effects that would scale with Tier of Power for a Base. Only an Owner can make improvements to a Base and spend Dev Points.
An Owner could be just one player, or the entire group could have a shared investment in the Base. In the case of multiple Owners, always refer to the Owner with the highest base Tier of Power for any effects that scale with Tier of Power.
Development Points (Dev Points). Development Points, referred to as Dev Points, are how you create and improve a Base. They are given by the ARC as another type of reward, usually due to gaining some resource (social, monetary, or technological) that allows you to enhance your current Base.
You spend Dev Points through the Base Creation section to both create a Base and improve it.
Destruction. If your Base is destroyed, all characters within its Square Occupancy must make an Impulsive Save, TN Very Hard. If they pass, they take Lethal Damage equal to 1/2 of the Base’s maximum Life Points. If they fail, they take Lethal Damage equal to the Base’s maximum Life Points.
When you gain a Base, it can fall into two categories: Pre-Made or Constructed. A Pre-Made Base is a Base created by your ARC using any amount of Dev Points. They are usually given when you take over an existing Base or are gifted a Base as a result of your actions.
A Constructed Base, however, is a Base created by your own design. When you make a Constructed Base, you gain between 6~10 Dev Points (your ARC decides) to create a Base. Usually, creating a Constructed Base will take some time, and the ARC has final decision on how long a Constructed Base will take to create, but a good general rule is that each Dev Point spent on creating or improving a Base takes a week in universe to be completed.
When creating a Base, it is highly suggested to create your design on a grid of some description.
Base Health. Each Base has 40(bT) Life Points by default, along with additional Life Points gained from the size of the Base (see: Base Size below). Any Attacking Maneuvers made by an opponent of the Base’s Owner that have an Area of Effect also target the Base if any of the Squares in that Area of Effect are those of the Base.
If a Base has its Life Points reduced to 0, it is destroyed and rendered unusable. A Base does not regain Life Points between Combat Encounters, but by spending a week outside of Combat working on fixing a Base, an Owner can completely repair a destroyed or damaged Base.
When a Base is targeted by an Attacking Maneuver, an Owner or an ally of an Owner may use the Intervene Maneuver for the Base as if it was an ally. They must move within the Area of Effect of that Attacking Maneuver, but they can choose any Square within that Area of Effect when they use the Intervene Maneuver.
Base Size. At Base Creation, a Base must have a declared Base Size between Minor, Moderate, Major or Massive – each one having a listed Dev Cost for selecting that Base Size.
The Base Size Table (see below) showcases the benefits of each Base Size. Each Base Size has a listed value that it reduces all Damage inflicted from Attacking Maneuvers against the Base, an increase to the Life Point calculation, and also showcases how large the Base is in terms of Squares. By default, all Bases are Square designs following the Square occupancy rules. Your ARC may allow you to reshape your Base’s layout but, if they do, the total number of Squares that the Base occupies should be the same. For example, a Moderate Base occupies 144 squares but an ARC may allow you to have the layout be 6×24, instead of 12×12 – meaning the Base has 6 squares along the X axis and 24 along the Y axis but maintains a total of 144 squares overall.
You can increase your Base’s Base Size with ARC permission by spending Dev Points to gain a larger Base Size (reduce the cost to gain that Base Size by the Dev Cost of your current Base Size).
Bases can be used as Battle Maps.
|Base Size||Damage Reduction||Life Points||Square Occupancy||Dev Cost|
Base Hardness. At Base Creation, you must select a Hardness Value for your Base. As Base’s are a solid construct, they require a Hardness Value of 1 or higher in case they are used as a Battle Map.
The Hardness Value Table (see below) showcases the benefits of each Hardness Value. Beyond gaining a Hardness Value (see: Battle Grounds) for your Base, each Hardness Value also gives a benefit of applying additional Damage Reduction – just as with each Base Size. Additionally, at Base Creation (or when a Base Hardness is increased to 3+), you may declare that each Square of your base is Metal if the Hardness Value is 3+.
You can increase your Bases’s Hardness Value with ARC permission by spending Dev Points to gain a higher Hardness Value (reduce the cost to gain that Hardness Value by the Dev Cost of your current Hardness Value).
|Hardness Value||Damage Reduction||Metal Squares||Dev Cost|
Rooms. Within your Base, you can section off different areas by creating Walls. A Wall is a physical boundary, part of Terrain, that covers an area between two Squares. You can create any number of Walls in your Base.
If your Walls would completely surround a number of Squares within your Base, that becomes a Room. Base Qualities that are placed within a Room only affect the Squares and characters within that Room, unless otherwise stated.
After having established the Base Size and the Hardness Value of your Base, the final step to Base Creation is to choose your Base Qualities. Base Qualities are the unique factors of each individual Base that give them their identity, purpose, and abilities.
Base Qualities are separated into two categories: Normal Qualities and Special Qualities. Normal Qualities cost Dev Points and represent features that can be gained without too much external stimuli, while Special Qualities are given by ARCs due to their uniqueness and potency.
Beyond their cost, each Base Quality may take up a number of Squares within a Base (known as the Square Occupancy) and some may have a Prerequisite that the Owner(s) must meet to gain that Base Quality during Base Creation (Owners given a Pre-Made Base do not need to meet these Prerequisites). Prerequisites may also be given to the Base, which are required even after Base Creation. The Squares taken up by a Base Quality must be chosen by the Owner(s) and can be placed anywhere they fit within a Base (they may even be rotated at the time of gaining the Base Quality – they cannot be rotated after this, however).
The Square Occupancy of each Quality can be Solid. A Solid Square Occupancy means that those occupied Squares are filled as if Terrain, meaning they cannot be occupied by a character, and can be destroyed if the Base is dealt damage on any of its occupied Squares equal to at least 1/4 of the Base’s Life Points. If a Base Quality is destroyed through this effect, its effects can no longer be used. Square Occupancies from different Base Qualities cannot overlap, even if they are not Solid.
You cannot benefit from a Base Quality if you occupy a number of Squares equal to or higher than the Square Occupancy for that Base Quality.
You can only take each Quality once, unless otherwise specified.
You can store your Minions on your Base, allowing them to train in their free time and manage various functions within the Base. If your Base has the Training Facilities Quality, whenever you gain a Power Level, automatically update the Minions currently at your Base as if you used the ‘Train Minions’ Downtime Activity.
Each Minion can be ‘spent’ – meaning that they are busy until the end of your next Combat Encounter and can’t be ‘spent’ to do any other activity within your Base. After your next Combat Encounter, that Minion becomes ‘free’.
The Dev Point Cost for this Quality is variable – you can spend an additional 1 Dev Points (both at Base Creation and to improve it) to increase the Square Occupancy of one parameter (either the x (2) or y (6) axis) by +2. This effect can be stacked indefinitely, as long as you still have room in your Base for the Barracks.
Each time you would store a Minion on your Base, they take up Square Occupancy of the Barracks equal to 4x the amount of Squares they occupy (for example, a Medium-sized Minion occupies 1 Square, so you are required to have 2×2 squares available within the Space Occupancy of the Barracks not currently occupied by a Minion to store them on your Base).
You can treat your number of Minions as if they were +x higher for any effects of other Base Qualities that depend on your current number of Minions in your Barrack.
X is equal to 1/4 (rounded up) of the Owner’s base Personality Modifier.
You may spend 1 Minion to enter Security Detail, allowing them to protect your Base from any harm. If a Combat Encounter occurs within your Base, any Minions on Security Detail will join the Combat Encounter as your allies. They always have their Actions and roll their own Initiative, you do not need to use the Command Maneuver to control these Minions.
Minions spent on Security Detail are spent again on Security Detail when they would become free – unless the Owner(s) of the Base order(s) them not to. This can only be done while at the Base, unless you possess the Communications Quality and a Communicator.
The Dev Point Cost for this Quality is variable – for every 2 Dev Points spent, you can spend +1 additional Minion for Security Detail.
The R&R Space is a place to rest, recover, and relax. Once per Downtime, you may use an R&R Space to use the Resting or Bonding Activity without spending DT. Additionally, you may store any Apparel within a Room in the R&R Space. If your Base has the Barracks Quality, you may spend 1 Minion to fix one piece of Apparel – even if it was destroyed due to the Break Value reaching 0. Once they become free, your piece of Apparel is fixed.
The Dev Point Cost for this Quality is variable – you can spend an additional 1 Dev Points (both at Base Creation and to improve it) to increase the Square Occupancy of one parameter (either the x (2) or y (2) axis) by +4. This effect can be stacked indefinitely, as long as you still have room in your Base for the R&R Space.
To use an R&R Space, you will take up the Square Occupancy of the R&R Space within your Base by an amount equal to 4x the amount of Squares you occupy (for example, a Medium-sized Character occupies 1 Square, so you are required to have 2×2 squares available within the Space Occupancy of your R&R Space to benefit from the effects of the R&R Space).
You can place Rooms within your R&R Space, all of which benefit from the R&R Space as if they were their own R&R Space. This is recommended to allow multiple characters to have their own R&R Spaces.
Training Facilities are a place to hone your skills. Once per Downtime, you may use your Training Facilities to use any Training Type that costs 1 DT without spending DT.
Gigantic Characters cannot benefit from Training Facilities unless an additional +2 Dev Points are spent to increase the Square Occupancy to 10×10. This can only be done if you still have room in your Base for the enlarged Training Facilities.
During Downtime, you may apply the Gravity Training Modifier.
If you would use the Recovery rules (see: Attacking & Conditions), you may benefit from the next Recovery option after the one you would usually benefit from if you spent that time in the Medical Facilities (in the order of Instant Recovery to Short Recovery to Long Recovery to Extended Recovery). There must be room for your character in the Square Occupancy.
Additionally, you may instead use your Medical Facilities to create Medicine. Medicine is a Basic Item that requires One Action to use during a Combat Encounter (either on yourself or a willing, adjacent Ally), though there are multiple types of Medicine. You can only create a number of Medicine between each Combat Encounter equal to your number of Skill Ranks in the Medicine Skill (multiple instances of each Medicine count towards this). Below are a list of the Medicines you can create, each to be made requiring a Medicine Skill Check of the listed TN:
If you would make a Cooking Skill Check in this Room, increase the Natural Result of your d10 by +2 (max. 10). You may store any number of Ingredients within a Culinary Facility.
You may spend any number of Minions to gain +1 Ingredient for each Minion spent when they become free. To decide the Ingredient Grade, roll a 1d10 for each Minion Spent and the Ingredient Grade depends on the Natural Result of each d10:
If you would make a Science or Craft Skill Check in this Room, increase the Natural Result of your d10 by +2 (max. 10).
You may spend any number of Minions to craft an equal number of Basic Items when they become free. Use your Minion’s Science and Craft Skills when using the Crafting Rules for this effect. You may create a Vehicle by spending 3 Minions and a Battle Jacket by spending 5 Minions (use the highest Skills between the Minions, but otherwise only make the Science and Craft Skill Checks once).
You may store any number of Weapons within the Armory. Only the Owner(s) of this Base may take out any Weapons from the Armory. If you have the Barracks Quality, you may allow your Minions stored in the Barracks to wield any Weapons stored within the Armory.
You may spend 1 Minion to fix a Weapon within the Armory. When they become free, the Break Value is reset to its highest value.
You can communicate with your Base with any Communicator, as long as you are in the same galaxy as the Base. This can allow you to spend Minions without returning to your Base. Additionally, you may allow a Minion to act as an Owner for an effect of a Base Quality or to handle Base Improvements while you are away from your Base.
Your Base is in a unique Battle Environment, such as being Underwater, in the Upper Atmosphere or in Space. Any character within your Base is unaffected by that Battle Environment.
This Base Quality cannot be taken with the Traveling Base Base Quality, nor can you take the Traveling Base Base Quality if you possess this Base Quality.
You may store any Vehicles and/or Battle Jackets that fit within the Hangar. You may spend any number of Minions to fix an equal number of Vehicles and/or Battle Jackets stored within the Hangar. When you become free, the Vehicles and/or Battle Jackets will have their Life Points completely restored.
If you have the Communications Base Quality and a Communicator, you may spend a Minion to bring a Vehicle and/or Battle Jacket from your Hangar to your current location (if possible). The amount of time this will take depends on your location, and will be decided by your ARC.
The Dev Point Cost for this Quality is variable – you can spend an additional 1 Dev Points (both at Base Creation and to improve it) to increase the Square Occupancy of one parameter (either the x (4) or y (4) axis) by +4. This effect can be stacked indefinitely, as long as you still have room in your Base for the Hangar.
To store a Vehicle and/or Battle Jacket in the Hangar, you will take up the Square Occupancy of the Hangar within your Base by an amount equal to the amount of Squares the Vehicles or Battle Jacket occupies.
You may store any Defeated Opponents that fit within the Prison, dubbing them the ‘Prisoner’. Only the Owner(s) of the Base can store or release a Prisoner. A Prisoner cannot exit the Prison Room – unless they destroy the Base Quality. Increase the reduction to Damage the Base suffers from the Prison by x5 (for example, a Moderate Base with a Hardness Value of 2 will have its Damage Reduction increase from a total of -2(T) to -10(T)).
You may spend any number of Minions to watch an equal number of Prisoners. A watched Prisoner cannot attempt to destroy the Base Quality without an Alert being made. An Alert informs all Minions on the Base of the scenario and causes them to enter a Combat Encounter against the Prisoner, temporarily pausing any other duty they have been spent on. During this Combat Encounter, the Minions have access to their Actions without need for the Command Maneuver and roll their own Initiative.
If you have the Communications Quality and a Communicator, you will be immediately informed when an Alert is made.
The Dev Point Cost for this Quality is variable – you can spend an additional +1 Dev Points (both at Base Creation and to improve it) to increase the Square Occupancy of one parameter (either the x (2) or y (2) axis) by +4. This effect can be stacked indefinitely, as long as you still have room in your Base for the Prison.
To store a Prisoner in the Prison, you will take up the Square Occupancy of the Prison within your Base by an amount equal to the amount of Squares the Prisoner occupies.
An Armament is a powerful, in-built weapon intended to protect your Base. An Armament is not a Weapon, but instead acts as a turret of kinds. They are unusable without a Character and a Character may enter an Armament by spending One Action on an adjacent Square. While inside of an Armament, you may make a Basic Attack Maneuver of the Energy Attack Type (chosen at the time of creating the Armament) that has its Wound Roll increased by +1d8(bT) – using the Tier of Power of the Owner. The Force Modifier for each Armament is +5(bT) and is used instead of your own Force Modifier while using one. Each Armament has a Ki Point Pool of 30(bT) that is used instead of your own Ki Point Pool for making the chosen Attacking Maneuver and for Ki Wagers.
If you possess the Security Detail Quality, Minions spent on the Security Detail may start any Combat Encounter already inside of an Armament.
The Dev Point Cost for this Quality is variable – you can spend an additional +1 Dev Points (both at Base Creation and to improve it) to add another Armament to your Base.
The Room that this Self-Defense System is assigned to becomes difficult for an Opponent to pass through. At the start of each of their turns in a Combat Round, they must make a Perception Skill Check, TN Very Hard. If they pass, nothing happens. If they fail, reduce all of their movement by -3/4 until the start of their next turn.
If any Armaments are in this Room, they may attack an Opponent once per Combat Round as an Instant Action, even if there is no Character within the Armament. If they do, their Strike Roll uses the base Agility and Insight Modifiers of the Owner when calculating Haste and Awareness.
Your Base is hidden, either behind an illusion, hologram, or by being made invisible. No character can find your Base unless they have already been there or have been led there by another character that knows where the Base is.
You have a second Base underground, present underneath your current Base. The Hardness Value of this Base is the same as your normal Base but the Base Size is -1 Base Size smaller (for example, if your Base is Moderate, your Sub-Base is Minor). If your Base is destroyed, your Sub-Base is not destroyed but you will still lose any Base Qualities that had a Square Occupancy in your Base.
This Base Quality cannot be taken with the Traveling Base Base Quality, nor can you take the Traveling Base Base Quality if you possess this Base Quality.
Reduce the Square Occupancy of your Base as if it was -1 Base Size smaller (for example, if your Base is Moderate, your Square Occupancy is equivalent to that given by the Minor Base Size).
You may gain an additional Base above your current Base, known as a Floor – this Floor retains the Square Occupancy for this Base Quality in the exact same position as where it is placed on your Base. You can enter a Floor or return to your Base by spending One Action when on an Adjacent Square to the Square Occupancy of this Base Quality. This Floor is exactly the same as your current Base in all regards, except for Base Qualities (the Square Occupancy is the same as if you applied the Multi-Floor Base Quality, however), and any changes made to your current Base are also made to this Floor. You can apply Base Qualities as usual to this new Floor, except for the Multi-Floor Base or Sub-Base Base Qualities.
The Dev Point Cost for this Quality is variable – you can spend an additional +1 Dev Points (both at Base Creation and to improve it) to add another Floor.
Your Base is an operational Vehicle. Your Base also acts as a Vehicle and when gaining this Base Quality, you must create a Vehicle (ignoring Vehicle Volume) whose rules also apply to your Base. The Craft TN for calculating the amount of CP you have to spend is based on the amount of Dev Points you spent: 2 is Hard, 3 is Very Hard and 4 is Nearly Impossible.
The Square Occupancy of the Traveling Base Quality refers to the Pilot seat. The Pilot can occupy that Square. You automatically gain the Life Systems and Living Space Vehicle Qualities without spending CP.
You may spend 1 Minion to be the Pilot of the Traveling Base. When they become free, they automatically begin being the Pilot for the Traveling Base again.
If you have the Communications Base Quality and a Communicator, you may spend a Minion to bring your Base to your current location (if possible). The amount of time this will take depends on your location and will be decided by your ARC.
A character that is Adjacent to an Escape Pod may enter an Escape Pod as an Instant Action. If the Base would be destroyed while a character is inside of an Escape Pod, they automatically eject from the Base and move the Escape Pod’s maximum Movement away from the Base as an Out-of-Sequence Action. If that movement takes the Escape Pod outside of the Square Occupancy of the Base, the character is not required to make an Impulsive Save and takes no Damage from the Base’s destruction.
An Escape Pod is a Vehicle, created when you gain this Base Quality. The Craft TN for calculating the amount of CP you have to spend is based on the amount of Dev Points you spent: 2 is Medium, 3 is Hard and 4 is Very Hard.
The Dev Point Cost for this Quality is variable – you can spend an additional +1 Dev Points (both at Base Creation and to improve it) to add another copy of your Escape Pod to your Base.
This Base is connected directly to its Owner, causing the Owner to remain trapped within it as a part of the Base itself. Increase the Base’s Life Points by 1/2 of the Owner’s Maximum Life Points and, upon gaining this Base Quality, create a Battle Jacket with the Forsaken Body Jacket Mode and a number of Upgraded Specification stacks equal to the amount of Manifested Powers the Owner possesses. The Owner is the Pilot of this Battle Jacket and cannot leave the Base. Each time the Owner would gain a Power Level, this Battle Jacket benefits from the Update Battle Jacket option of Downtime.
The Owner of the Base can spend 2 Minions to create a replica of themselves when they become free, known as a Meta-Owner. A Meta-Owner is an exact replica of the Owner with an additional 3 stacks of the Cybernetic Enhancement Manifested Power, though they also lose access to the Owner’s Transformation with the highest Tier of Power Requirement at the time of gaining this Base Quality (if tied, you decide). The Owner of the Base can have any number of Meta-Owners, which fall into two categories (decided at their time of creation):
A doorway into the Room of Spirit and Time, also known as the Hyperbolic Time Chamber. Within this area, a year of training can be completed in a single day. Upon entering the doorway, you are transported to the Hyperbolic Time Chamber. The Hyperbolic Time Chamber is a Base with the Planetary Base, R&R Space (4×8 Square Occupancy) and Culinary Facilities Base Qualities.
When you enter the Hyperbolic Time Chamber, if you would spend a full 24 hours within it, you have 6 Downtime Points to spend immediately and may apply the Gravity, Dangerous Environment, and Life Threatening Training Modifiers.
Any time you enter the Hyperbolic Time Chamber after the first, if you had remained in the Hyperbolic Time Chamber for the full 24 hours during that first instance, you only have 3 Downtime Points to spend when entering the Hyperbolic Time Chamber.
Optional (Your ARC decides if this is included): When leaving the Hyperbolic Time Chamber for the first time, if you spent a full 24 hours within it, you may gain +2 Power Levels.
By spending Two Actions, the Owner of this Base can make a Use Magic Skill Check, TN Very Hard. If they fail, nothing happens. If they succeed, the Room that this Base Quality is in (including all Base Qualities and Characters currently in that Room) can be teleported to any location that the Owner is aware of and that the Room’s Square Occupancy would fit in.
This Room is still considered part of the Base for all intents and purposes and can be recalled to its usual position within the Base as an Instant Action.
Your Base is an entire planet. You are not limited by Square Occupancy, as long as the planet still has room for your Base Qualities to be placed upon it.
If the planet was occupied, you have an unlimited number of Minions. These Minions cannot participate in Combat Encounters, but they can be spent as any other Minion for the effects of other Base Qualities (except the Security Detail Base Quality).
While you are within this Base or the Base is within close proximity to the planet you are currently on (decided by your ARC), increase your Tier of Power by +1 (see – Breakthrough) and reduce your Critical Target for all Combat Rolls by -1 (max. 7).
This effect applies to any and all members of a Race chosen at the time of gaining this Base Quality.
You may spend 5 Minions to create a Super Minion when they become free. A Super Minion follows all typical rules for Minion Creation, but benefits from the Ascended Minion Talent as if they were an Ascended Minion (even if you do not have access to the Talent and if you already possess an Ascended Minion). A Super Minion can only be of the Android, Neo-Tuffle, or Bio-Android Race and you can only have one Super Minion at any one time.
You may treat the Supercomputer as if it was 5 Minions for the sake of the Laboratory, Hangar, Armaments, Supercomputer, or Meta Core Base Qualities. The Supercomputer’s Skill Checks use those of the Owner.