Vehicle Name: Omega HQ
Additional Info: Hudson City in the Riverside Hills District
Owners Name: Base of the Omega Team
CHARACTERISTICS
Val Char Base Points Total Roll Notes
9 SIZE 0 18 9 Length 32.00", Width 16.00", Area 512.00" DCV -10
6 DEF 2 12 11
5 BODY 2 3 10 11-
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 150
Disad Points: 25
Total Points: 175
DESCRIPTION
There are two Omega Team bases located inside of old warehouses within Hudson City; both are identical with only cosmetic differences. The team is careful to keep up appearances so that nobody will suspect that the "run-down old warehouses" are the nerve center for notorious vigilantes. The team has lost two bases in the past to enemy action and to cover their tracks and have had several tries to get their base planning "just right".
The stairs in the southeast corner of the building lead down to the gun range. The floor of the gun range is about 6 feet below the normal floor level.
The elevator provides access to the unused second floor. The central spiral staircase also provides access to the roof. The garage usually houses one of the two Omega Trucks, and an Omega Cycle or two.

Character Name: Omega HQ
Alternate Identities: Hudson City in the Riverside Hills District
Player Name: Base of the Omega Team
SKILLS
Cost  Name
17 Disguise 16-
Labs
9
1) Computer Programming 12-
9
2) Criminology 12-
9
3) Forensic Medicine 12-
7
4) Mechanics 11-
1
5) Interrogation 8-
Notes: Consists of a dark room with a chair with a light overhead. Never got a lie detector, video camera, etc.
6
6) PS: Medicine 15-
6
7) PS: Surgery 15-
4
8) PS: Photo Analysis 13-
6
9) Weaponsmith (Firearms) 11-
74 Total Skills Cost
PERKS & TALENTS
Cost  Name
1 Grounds (x2 Base Size)
Notes: Surrounded by a tall fence which is 2 DEF / 2 BODY. This was free in 4th Edition and I assume it is in 5th Edition as well.
0 Location: Husdon City
1 Eidetic Memory (5 Active Points); OAF Bulky Fragile (-1 3/4), Limited Power Power loses about half of its effectiveness (Visual Images Only; -1)
Notes: DVR Connected to the External/Internal Sensors. It is not immobile since it can be disconnected and moved.
2 Total Perks & Talents Cost
DISADVANTAGES
Cost  Disadvantage
20 Vulnerability: 2 x BODY Fire (Common)
5 DNPC: George Bell (Handyman) 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)
25 Total Disadvantages Cost
 
POWERS
Cost  Power END
5 A Second Base (5 Active Points)
8 High Security Area: (Total: 20 Active Cost, 8 Real Cost) +5 BODY (5 Active Points); Limited Power Partial Coverage: 32 Hexes (-1 1/2) (Real Cost: 2) plus +5 DEF (15 Active Points); Limited Power Partial Coverage: 32 Hexes (-1 1/2) (Real Cost: 6)
Notes: Includes: (4) Cells 1 1/2 hexes each, a Vault 8 hexes, Explosives Locker 4 hexes, Conference/Planning Room 14 hexes.
8 Multipower, 30-point reserve, (30 Active Points); all slots OAF Immobile (-2), Requires A Systems Operation Roll (-1/2)
1u
1) Broadband Receiver & Transmitter: HRRP (Radio Group), +5 to PER Roll, Concealed (-5 with HRRP PER Rolls), Telescopic (+8 versus Range Modifier) (30 Active Points); OAF Immobile (-2), Requires A Systems Operation Roll (-1/2)
1u
2) Satellite Uplink: HRRP (Radio Group), +3 to PER Roll, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); OAF Immobile (-2), Requires A Systems Operation Roll (-1/2)
1u
3) Tactical Command Radio: Mind Link , Specific Group of Minds, Number of Minds (x16) (30 Active Points); OAF Immobile (-2), Only With Others Who Have Mind Link (-1), Requires A Systems Operation Roll (-1/2), Does Not Provide Mental Awareness (-1/4)
7 Incinerator: HKA 1/2d6 (standard effect: 1 BODY, 2 STUN) (vs. ED), Area Of Effect (One Hex; +1/2), Penetrating (+1/2), Invisible Power Effects (Fully Invisible; Heat Baffles & Scrubbers; +1) (30 Active Points); OAF Immobile (-2), No STR Bonus (-1/2), No Knockback (-1/4), Real Equipment (Requires Regular Maintenance; -1/4) (uses Personal END)
Notes: Often Used to Dispose of Evidence, Bodies, etc.
3
5 Backup Generator: Endurance Reserve (36 END, 4 REC) Reserve: (8 Active Points); OIF Immobile (-1 1/2), Fuel Dependent (fuel is Very Common; must refuel Once per 6 Hours; Runs On Diesel; -3/4)
Notes: The Base is hooked-up to the city power grid. The generator is for emergencies.
10 External Sensors: Clairsentience (Sight Group), Infrared Perception (25 Active Points); IAF Immobile (-1 1/2) (uses Personal END)
Notes: Full Exterior coverage video cameras that feature normal and Infrared capabilities. The exterior cameras are disguised (IAF) and therefore protected by the base's disguise skill.
2
8 Internal Sensors: Clairsentience (Sight Group), Infrared Perception (25 Active Points); OAF Immobile Fragile (-2 1/4) (uses Personal END)
Notes: The internal sensors have the same capabilities as the external ones. Since they are inside they are unhidden (OAF) and unprotected (fragile).
2
12 Immersion Tank: Healing BODY 6d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Extra Time (6 Hours, -3 1/2), OAF Bulky Fragile Expendable (Very Difficult to obtain new Focus; -2 1/4), Limited Power Patient Must Be Properly Prepared, Disrobed, Forgien Objects Removed From Wounds, Breathing Gear Required, Etc. (-1/2), Does Not Work On Some Damage Drains (-1/4)
Notes: This is, more or less, a Bacta Tank from Star Wars.
66 Total Powers Cost
Character created with Hero Designer (version 2.21)