TEXT: Doors
  Electrical/Fibre Optic Network
  ating Ducts
  Test Cells
  Automated Fabricat
  Fork-lift Trucks
  Security Office
  & Check Point
  Cloning Facili
  Machinery Workshop
  Elevator to Level 3
  VINTAGE VILLAINY
  NEW SUPERPOWERS
  
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  BASE RAIDERS 
  VINTAGE VILLAINY
  VINTAGE VILLAINY
  Although superhumans have walked with humanity 
  since of the beginning of time, masked heroes and vil-
  lains only became popular in the 20th century. Many 
  of the villains were criminal masterminds and super-ge-
  niuses who only sought money and power for them-
  selves. They built strange machines which had amaz-
  ing powers, seemingly breaking the laws of nature. 
  However, their machines were also bulky, expensive 
  to build and operate, and often dangerous to their us-
  ers. Their builders jealously guarded the secrets to their 
  construction and usage, so few ever managed to build 
  this kind of tech. When the Ideal formed after World 
  War 2, the superhero group took out almost all of the 
  first generation of masked villains. The next generation 
  of villains stole their technology from the US govern-
  ment, the Soviets, the Greys or the Ideal rather than 
  develop their own. The vacuum tube machines of old 
  villains were forgotten about and the world moved on. 
  After Ragnarok, a team of small time crooks thought 
  that robbing the grave of an old villain known as The 
  Mountebank might be profitable. The Mountebank 
  was a costumed villain mastermind who operated be-
  tween 1925 and 1942, robbing banks and pulling 
  heists with the aid of his strange gadgets and ruthless 
  fedora-wearing henchmen. He fell from a zeppelin and 
  was buried by a loyal henchman in a remote cemetery. 
  His nemesis, a vigilante named Quick Lass, asked the 
  police to keep The Mountebank’s identity secret. His 
  grave was left alone and the matter was forgotten, ex-
  cept by historians. 
  The grave robbers found a cipher ring on his 
  corpse, which they figured out was the key to his se-
  cret lair in a nearby canyon. The lair contained an 
  assortment of large machines, each lined with unla-
  beled dials, buttons, and levers. At first the robbers 
  were disheartened because they wanted super soldier 
  drugs, diamonds, or something else they could easily 
  fence. However, one of them flipped a machine on 
  by accident and became invisible. Impressed by the 
  machine’s power, the criminals spent the next month 
  experimenting with the machines and determined that 
  the machines had several powers. They decided to use 
  the machines to rob banks and armored cars, which 
  worked surprisingly well. The machines could unlock 
  doors, disable diesel engines, hypnotize guards, and 
  grant X-ray vision, among other things. Unfortunate-
  ly, the gang got too greedy and tried to rob a black 
  market superpower dealer. The dealer had her own 
  powers and easily captured the thieves. She interrogat-
  ed them and raided the lair, taking the machines for 
  herself. The machines were quickly put up for sale in 
  the black market and word spread that ‘vintage’ super 
  gadgets were still effective. 
  Vintage Gadgets
  Super-geniuses are commonly thought of as baseline 
  humans, except for their exceedingly high IQ, but in re-
  ality, many  super-geniuses have minds that have little 
  in common with the rest of humanity. They are often la-
  tent psychics or mutants, whose powers allow them to 
  make intuitive leaps in thought that defy our ability to 
  understand. A super-genius can independently devel-
  op theories of science that are centuries ahead of con-
  ventional knowledge or represent parallel disciplines 
  that humanity will never develop. Some receive their 
  knowledge unconsciously from other-worldly sources, 
  
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  BASE RAIDERS 
  VINTAGE VILLAINY
  through dreams or visions. Other geniuses are simply 
  talented liars, who subtly use ‘normal’  superpowers to 
  make their gadgets appear to work. Each super-genius 
  is unique, just like their creations. This means that the 
  creation of a super-genius villain working with 1930s 
  technology might achieve than the latest and greatest 
  of 21st century science could ever hope to accomplish.
  This is not to say that these gadgets are superior 
  to the ones base raiders commonly use. There was a 
  reason why villains discarded them. They are often un-
  wieldy devices, even the ones meant to be portable. 
  They usually have noticeable side effects when they 
  are being used, creating excess noise, heat, or radi-
  ation. They use strange materials for fuel and cannot 
  easily be repaired, if at all. Some machines cannot be 
  reverse engineered, breaking the mind of anyone who 
  attempts to do so. This says nothing of their reliability 
  or lack thereof. They are temperamental contraptions, 
  prone to malfunctioning at crucial times, if not outright 
  exploding. Reasonable people would never think to 
  use such dangerous machines. Base raiders are not 
  reasonable though, so they have become a profitable 
  business for the black market. 
  New Rules
  Since the discovery of The Mountebank’s machines, 
  base raiders have found dozens of old lairs and hide-
  outs crammed with vintage gadgetry. They were built in 
  era before the integrated circuit was commonly avail-
  able, but can somehow outperform alien technology 
  in certain areas. A vintage gadget does not behave 
  like other technological devices and may seem to be 
  more powerful than more recently made devices. This 
  is balanced by its many flaws and drawbacks.  The 
  following rules apply to these machines:
  VINTAGE GADGETS
  A vintage gadget was built by a super-genius before 
  1960. They offer power at the cost of many draw-
  backs. A vintage gadget is treated as a strange skill 
  with the item-based power feature and uses all of the 
  standard rules. See p. 186 of Base Raiders for more 
  information on item-based powers. In addition to this, 
  vintage gadgets have the following properties:
  Fixed Costs: A vintage gadget gains any skill trap-
  ping for 2 skill points. It can gain any number of trap-
  pings. It does not use the skill trapping diagram. Just 
  pay 2 skill points for every trapping. Every extra costs 
  1 skill point. 
  Loot value: A vintage gadget is slightly cheaper than 
  other power sources, but there is a huge demand for 
  any superhero or villain gadget. They are worth 1 loot 
  point per skill point and 20 loot points per power tier 
  above mundane. 
  Drawbacks: A vintage gadget must choose a draw-
  back from the following list for every power tier of the 
  skill. A mundane power tier gadget has one draw-
  back, an extraordinary one has two, a superhuman 
  one has three, an ascendant gadget has four, and a 
  godlike one has five drawbacks. A vintage gadget 
  must take one additional drawback if it costs 10 to 19 
  skill points. It must take two additional drawbacks if it 
  costs 20 to 29 skill points, and so forth. 
  Vintage Gadget Drawbacks
  Size
   Each level of size counts as 1 drawback. 
  • 
  Bulky: The gadget is heavy and awkward to car-
  ry. It takes two hands to operate and carrying it 
  requires a +2 might or physical force skill test. 
  • 
  Cabinet: The machine is at least five feet tall, 
  three feet wide and two feet deep. Picking it up 
  requires at least a +4 might or physical force skill 
  test to move. 
  • 
  Room sized: The gadget is actually a series of 
  linked machines that take up most of a 20 by 20 
  foot room. It can only be moved by a large truck. 
  If any part of the machinery is removed or broken, 
  the entire device ceases to work. It requires one 
  operator per power tier. A mundane tier gadget re-
  quires one operator, an extraordinary tier requires 
  two and so forth. Any skill test made with an un-
  der-manned device takes a -2 penalty per missing 
  operator. 
  • 
  Building: The machine is at least as large as a 
  two story building and may be even larger. Oper-
  ating it requires a team of three operators per pow-
  er tier. Any skill test made with an under-manned 
  device takes a -2 penalty per missing operator. 
  
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  BASE RAIDERS 
  VINTAGE VILLAINY
  Operator Knowledge
  A character who wishes to use the gadget must have 
  an appropriate skill to even use the machine. The skill 
  is typically academics or technology, but the GM may 
  choose any skill. The character’s skill bonus must be at 
  least +1 to use the gadget, but the GM may require a 
  higher score to use the machine. This skill is not used to 
  make rolls for the gadget, but rather is a prerequisite to 
  even turn the machine on.
  Power Hungry
  The machine requires a high amount of power to use. 
  It must have a dedicated power source based on the 
  power tier of the device:
  • 
  Mundane: approximately 3000 watts - portable 
  gas-powered generator
  • 
  Extraordinary: approximately 30 kilowatts - 
  towable diesel generator
  • 
  Superhuman: approximately 1 megawatt -  die-
  sel generator the size of a cargo container
  • 
  Ascendant: 1 gigawatt - the output of a large 
  power station - counts as 2 drawbacks
  • 
  Godlike: Requires trans-dimensional/unnatural 
  power sources - unmeasurable by conventional sci-
  entific means.  Counts as 3 drawbacks
  Exotic Fuel
  The machine requires a special type of fuel that is very 
  hard to acquire. It may be illegal, rare, dangerous, 
  or extremely hard to find or manufacture. Some good 
  exotic fuels include plutonium, vampire blood, moon 
  dust, or the feathers of the Dodo bird. Generally, ac-
  quiring more fuel should require effort on the part of 
  the character. The exact fuel efficiency of the machine 
  is left to the GM, but it should not be very efficient. It 
  should cost at least 10 loot per unit of fuel, assuming 
  it is even available. A single unit should last for one 
  usage or one scene at most. 
  Proximity Danger
  The gadget is harmful to anyone near it. This may be 
  because it emits radiation, poisonous fumes, or heats 
  up the air around it. It automatically inflicts 1 point of 
  health stress on anyone within 50 feet of it every min-
  ute the gadget is activated, unless they have an invul-
  nerability to that type of damage. Characters cannot 
  use the resist damage trapping to negate the damage. 
  Fragile
  A single point of health stress disables the machine. 
  Regardless of trappings, the machine always resists 
  damage at +0 mundane tier. 
  Maddening Design
  The machine is impossible. It is made of exactly what 
  WHAT REALLY 
  POWERS VINTAGE 
  GADGETS?
  It is possible that the room sized machine built 
  with vacuum tubes and cast iron is not really a 
  machine in the conventional sense of the word. 
  The GM may decide that these gadgets are 
  powered by a secret power source. Some possi-
  ble power sources include:
  • 
  The result of an infernal pact between a de-
  mon and the villain who built the machine. 
  • 
  The machine is nothing more than a contain-
  er for a scavenged alien device.
  • 
  The inventor was actually a powerful psy-
  chic who imbued the machine with its power 
  through sheer force of will. 
  • 
  The device is fueled by souls of the damned.
  • 
  The inventor was really a sorcerer and just 
  made her magical items look like technology 
  so she wouldn’t be burned as a witch. 
  • 
  Uses a turbine that catches ether winds con-
  stantly blowing through earth
  • 
  The drive shaft of the generator is attached 
  to a strange rotating cube that stops moving 
  whenever someone is looking at it.
  Any attempt to understand the true nature of a 
  machine with a secret power source suffers a 
  -4 penalty until the character can determine its 
  true nature. The GM may also decide that items 
  with secret power sources cannot be resisted or 
  countered by specific powers. An anti-technolo-
  gy spell would fail against an item secretly pow-
  ered by ghosts, for example.
  
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  BASE RAIDERS 
  VINTAGE VILLAINY
  it seems to be made of and yet does things neither 
  super science nor sorcery say it has any business do-
  ing. Characters who prod its origins and function risk 
  becoming unbalanced. Any attempt to research or re-
  verse engineer the device triggers a composure attack 
  on the character of the same power tier as the device 
  itself at a +4 bonus. This effect is only triggered by 
  conscious investigation; using the device just does... 
  Whatever it does.
  Chaotic
  Once per game session, the GM may trigger this 
  drawback when the machine is used to either give it 
  a new target or give the machine a new trapping. For 
  example, It may blast its user or a bystander instead of 
  an enemy or it may turn an enemy invisible, by giving 
  them the stealth trapping. If the GM uses this drawback 
  more than once per session, the character using the 
  machine gains a Fate point for every time Chaotic is 
  activated. 
  Side Effect on User
  The power creates a negative side effect in the user, in 
  the form of a health consequence - the extent of which 
  is based on the power tier of the device.
  • 
  Mundane: The user gains a minor health conse-
  quence for 1 scene, every time he uses the device. 
  If he cannot add a new consequence, he takes 1 
  point of health stress. The consequence disappears 
  after the scene ends. 
  • 
  Extraordinary: The user gains a moderate 
  health consequence for 1 scene, every time he uses 
  the device. If he cannot add a new consequence, 
  he takes 2 points of health stress. The consequence 
  disappears after the scene ends. 
  • 
  Superhuman: The user gains a moderate health 
  consequence or takes 4 points of health stress ev-
  ery time he uses the machine.  The consequence is 
  treated normally and must be healed like any other 
  consequence.
  • 
  Ascendant: The user gains a severe health conse-
  quence and a moderate composure consequence. 
  If the user cannot gain both consequences, the user 
  takes 4 health and 4 composure stress, with no 
  chance to resist the damage. If the user loses all of 
  their health or composure as a result of this dam-
  age, they are removed from the current scene and 
  may die, left to the GM’s discretion.
  • 
  Godlike: The user gains a severe health conse-
  quence and a severe composure consequence. If 
  the user cannot gain both consequences, the user 
  takes 6 health and 6 composure stress, with no 
  chance to resist the damage. If the user loses all of 
  their health or composure as a result of this dam-
  age, they are removed from the current scene and 
  may die, left to the GM’s discretion.
  Usability Problems 
  The machine is hard to use. Even under optimal cir-
  cumstances, the gadget may refuse to cooperate. Dif-
  ficult is counted as 1 drawback, Perplexing counts as 
  2 drawbacks, and Impossible counts as 3 drawbacks.
  Difficult: Every time the user activates the device, she 
  must roll a single Fate die. If the die comes up with 
  a -, the character must spend an additional round to 
  activate it. The user may negate this penalty once by 
  spending a Fate point.
  • 
  Perplexing: Every time the machine is used, the 
  user must choose between taking a -2 penalty on 
  its roll, taking 3 additional rounds to operate it, or 
  spending a Fate point.
  • 
  Impossible: Every time the machine is used, the 
  user must choose between taking a -2 penalty on 
  its roll, taking 3 additional rounds to operate it, 
  or spending a Fate point.. In addition, The user 
  takes 4 points of composure stress (superhuman 
  tier), which may be resisted with the resolve skill or 
  a skill with the Willpower trapping. 
  Environmental Consequences
  The machine contaminates everything around it, the 
  form of which is chosen by the GM. It may release 
  air pollution or leak acid. It could even be radioac-
  tive.  Whenever the machine is used, it creates a zone 
  aspect. This aspect may be invoked on all characters 
  once per scene. For example, the aspect “dust-choked 
  air” may be invoked to blind characters (the dust is 
  too thick to see through) or stun them (they have a 
  coughing fit when they breathe).  Normally, the aspect 
  disappears 1 scene after the machine is turned off. At 
  superhuman power tier, the aspect is permanent. At 
  Ascendant, it affects every zone adjacent to the zone 
  the machine is located in. At Godlike, the machine 
  affects a massive area, equal to a large city. 
  
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  BASE RAIDERS 
  VINTAGE VILLAINY
  The Mountebank’s Machines
  The following three machines are representative of the 
  kind of machines built by old villains. Attempts to build 
  knock offs of the Mountebank’s machines have met 
  some success. Players may find imitation machines on 
  the black market, if they want to purchase them. They 
  work the same, although the GM may secretly add 
  another drawback. 
  THE HYPNO-INVISIFER
  Item Based Power: Training required 
  Power Tier: Superhuman
  Cost: 13 Skill points 0 refresh
  Loot value: 53 loot points 
  Trappings:  Convince + psychic, Dexterity, Disman-
  tle, Guile + Unusual, Initiative [Physical], Stealth + Un-
  usual + psychic
  Drawbacks: Room-Sized (3) and Fragile (1)
  Snag [major]:  Lasts one hour and cannot be turned 
  off ahead of time.
  Snag [minor]: only affects living creatures. 
  Description: The Hypno-Invisifer bombards a single 
  person with waves of exotic radiation that hypnotize 
  all living creatures around the target creature into ig-
  noring it. The user can sneak around, pick pockets, 
  and sabotage machines at leisure . The hypnotic prop-
  erties of the machine also allows the character to whis-
  per commands or lies into the ears of unsuspecting 
  characters, making them think the voice is their own 
  mind. The user is effectively invisible and characters 
  attempting to detect it must use the willpower trapping 
  or the resolve skill in order to beat the Hypno-Invisifer 
  in an opposed skill test.
  The user must activate the machine in order to be-
  come invisible. Considering the machine takes up a 
  large room and there is a one hour time duration on 
  invisibility, its utility is limited. Still, a few enterprising 
  base raiders might fit it into a trailer truck or use tele-
  portation in order to gain more use out of the machine. 
  THE COMBUST-O-TROLLER 
  Item Based Power: Accessible
  Power Tier: Superhuman
  Cost: 0 skill points and 0 refresh
  Skill point value: 10
  Loot Value: 60 (3 point bonus for being accessible)
  Trappings: Notice + unusual + range, Transport + 
  unusual + range x4
  Drawbacks: Cabinet sized (2) and Difficult Usability 
  (1)
  Snag [minor]: Can only control vehicles with an in-
  ternal combustion engine
  Description: This device allows the user to take over 
  a vehicle with an internal combustion engine within 
  a 10 mile radius. The user can monitor the vehicle 
  through the viewing screen, flip a switch, and then pi-
  lot the vehicle as though he were behind the wheel. 
  There is no roll to resist this ability, although sapient 
  vehicles with an internal combustion engine are auto-
  matically immune to this power. 
  
  7
  BASE RAIDERS 
  VINTAGE VILLAINY
  THE MEGA-ZETON-
  RADIATION-INDUCER
  Item Based Power: Training required - cannot be 
  activated without paying full skill point cost. 
  Power Tier: Ascendant
  Cost: 11 skill points
  Loot Value: 71
  Trappings: Menace + Unusual + Zone, Resist Dam-
  age + Unusual + Zone, Shoot + Unusual + Zone, Will-
  power
  Snag [minor]: Only one trapping can be active at 
  a time. 
  Drawbacks: Bulky (1), Operator Knowledge - Aca-
  demics (1), Maddening Design (1), Exotic Fuel: moon 
  dust (1), Proximity danger (1)
  Description: The crown jewel of the Mountebank’s 
  gadgets and one of his most deadly creations. It resem-
  bles a bulky World War 2 era radio set, complete with 
  antenna. When activated, it releases a zone-wide field 
  of ‘mega-zeton’ radiation, which the user can ‘agitate’ 
  to disintegrate everyone else in the same zone (the 
  shoot trapping), raise a force field (resist damage), a 
  ‘terror field’ (menace), or shield the user’s mind from 
  harmful hypnotic effects (willpower). Using the induc-
  er for one scene consumes one ounce of moon dust, 
  which is quite expensive on the black market (10 loot 
  per ounce). 
  Ray Guns
  Many villains and heroes used ray guns up until the 
  1960s. Most were early efforts in reverse engineering 
  alien technology, crude imitations of weapons carried 
  by cosmic explorers and scouts. In particular, the alien 
  species known to humanity as the Greys sent many 
  scouts to Earth during the early 20th century. Some of 
  these scouts traded technology to humans in exchange 
  for information or service. The Greys wanted to con-
  quer Earth, which they attempted to do so in 1957. 
  The invasion failed because of the Ideal and other su-
  perheroes, but ray gun technology spread throughout 
  the criminal underworld. 
  Ray guns are inferior to plasma weapons, but offer 
  several advantages over conventional firearms. They 
  can harm energy beings and some magical creatures 
  that are immune to mundane firearms. A single blast 
  can melt a large hole in a security door. A single fuel 
  cell can last for years. 
  Ray guns are built like any other item-based power. 
  They do not suffer from the same flaws as vintage gad-
  gets, as they were built upon advanced alien technolo-
  gy. The three following ray guns are the most common-
  ly encountered types and can be found in the black 
  market and in many bases. 
  SATURDAY NIGHT BLASTER
  Item Based Power: Accessible
  Power Tier: Extraordinary 
  Cost: 0 skill points and 0 refresh
  Skill Point Value: 2 skill points
  Loot Value: 40 loot points (+10 loot for being ac-
  cessible)
  Focus [Major]: Improvised Energy Weapon
  Snag [Minor]: Held together with duct tape and glue
  Trappings: Shoot + Unusual (energy weapon) + Un-
  usual (+ weapon 1) + Unusual (+ weapon 1)
  Description: This is the simplest type of ray gun, a 
  cobbled-together mix of alien and human technology. 
  Typically, the blaster was constructed from spare parts 
  of other ray guns, while earth technology was used 
  to fill in the missing parts. For example, one blaster 
  could just be the central firing mechanism of an alien 
  weapon placed inside the housing of a firearm. Other 
  times, pieces from multiple ray guns were jury rigged 
  together to function.  Despite this, the blaster is a po-
  tent weapon. All attacks made with it have Weapon 2 
  applied and as an energy weapon, the Blaster affects 
  many types of incorporeal and otherworldly beings. 
  GREY RAY GUN
  Description: A standard ray gun produced by the 
  Greys for their invasion of Earth. Thousands were con-
  fiscated when the invaders were captured in 1957. 
  The weapons were mostly taken by the US govern-
  ment, but the Ideal and a few villains got their hands 
  on them. Over the decades more ray guns were ‘lost’ 
  
  8
  BASE RAIDERS 
  VINTAGE VILLAINY
  in storage and wound up on the black market. They 
  are extremely durable and reliable weapons and their 
  fuel cell lasts for centuries, thus making a vintage ray 
  gun just as deadly today as it was in 1957. A few at-
  tempts were made to reverse-engineer the technology, 
  but it requires certain metals not found on Earth. A few 
  prototypes were made though but they are the equiva-
  lent to Saturday Night Blasters.
  Equipment: Grey Ray Guns are treated as equip-
  ment with Weapon 1 and Empowered: Shooting - Su-
  perhuman. 
  Loot Value: 60 loot points (equipment is worth 20 
  loot points per 3 points worth of improvements). 
  DISINTEGRATORS
  These weapons represent the pinnacle of ray gun tech-
  nology. Built by Ideal super-scientists for a team of he-
  roes who patrolled the outer solar system during the 
  1960s and 70s, these ray guns outperform every ray 
  gun known to humanity. The secrets of their construc-
  tion are held only in a few Ideal databases, which 
  have yet to be found by any base raider. The schemat-
  ics would be worth a fortune in the black market. Ru-
  mors of a Mark 10 Disintegrator, capable of destroy-
  ing planets, are common among base raiders, but no 
  proof has ever been found that the Ideal built such a 
  deadly weapon…
  Mark 5 Disintegrator
  Power Tier: Superhuman 
  Item Based Power: Accessible
  Cost: 0 skill points and 0 refresh
  Skill Point Value: 7
  Loot Value: 100 loot points (+25 points for being 
  accessible)
  Trappings: Shoot + Unusual (energy weapon) + Vari-
  able [Scene] + Range x3
  Snag [Minor]: Variable can only be used to declare 
  an Unusual extra for the Shoot trapping. 
  Focus [Major]: Ideal-tech Energy Pistol
  Description:  The Mark 5 Disintegrator is a pis-
  tol-sized weapon with superior range and handling. It 
  was used by Ideal heroes fighting against dangerous 
  aliens in deep space. It has a programmable dial to 
  allow the user to fire the weapon in many different 
  frequencies and ray types. This allows the user to harm 
  beings or creatures with resistances or immunity to cer-
  tain types of damage. It also has a long range. Some 
  Mark 5s have been recovered in Ideal and villain bas-
  es, but no one has been able to reverse-engineer the 
  technology yet. They are highly prized by base raiders 
  for their versatility and durability. 
  Mark 6 Disintegrator
  Power Tier: Ascendant 
  Item Based Power: Accessible
  Skill Point value: 20 skill points
  Cost: 0 skill points and 0 refresh
  Loot Value: 460 loot points (+300 loot points for 
  rarity and for being accessible) 
  Trappings: Shoot + Unusual (energy weapon) + Un-
  usual (+1 weapon 1) x5 + Spray + Zone x2 + Range 
  x10
  Focus [Major]: Ideal-Tech Heavy Energy Weapon
  Snag [Minor]: Must be mounted or Extraordinary 
  Physical Force skill at +1 or better to use
  Description: The Mark 6 Disintegrator is a heavy 
  weapon approximately the size and shape of a M2 
  Browning machine gun. Every attack has Weapon 5, 
  Spray, and affects everything in a 2 zone radius. It 
  has incredible range, especially in space. The Ideal 
  scientist who designed it was a veteran of World War 
  
  9
  BASE RAIDERS 
  VINTAGE VILLAINY
  2 and liked the Browning’s style. It was used as an 
  anti-spaceship weapon and could blow apart a Grey 
  scout ship with a single shot. Many were mounted on 
  Ideal vehicles, although a few were carried by Ideal 
  heroes with superhuman strength. Only one is known 
  to be on Earth, mounted on a captured Grey spaceship 
  used by the US Air Force as part of the US govern-
  ment’s orbital defense task force. Even though almost 
  all of the Mark 6s were sent into space, surely a few 
  must be on Earth...somewhere. 
  The Art of Haphazard 
  Fighting
  Old villains and vigilantes did not just look to strange 
  gadgets and ray guns for power. Many turned to mys-
  ticism and esoteric lore. At the turn of the 20th centu-
  ry, an unknown scholar discovered a scroll of ancient 
  Atlantean lore, which offered mastery of the martial 
  arts. Before the scholar could finish the translation, a 
  masked villain stole the scroll and the translation. The 
  villain ordered his henchmen to learn the secret arts, 
  but unknown to him, a costumed vigilante had infiltrat-
  ed the ranks of the villain’s goons. The henchmen and 
  the hero spread what they learned to their respective 
  allies and the new fighting style became popular to 
  both heroes and villains. By the 1960s, other Atlante-
  an scrolls turned up with more advanced techniques. 
  The style fell out of use, but many manuals, written by 
  anonymous henchmen, sidekicks, and vigilantes, were 
  left behind in various bases. The original scroll disap-
  peared and its ultimate fate is unknown. It would be 
  worth quite a bit of loot to any base raider who could 
  find it.
  Had anyone finished the translation though, they 
  would have discovered the truth of this school of martial 
  arts. To the Atlanteans, it was known as the Jester style. 
  It emphasized avoiding damage, at all costs. Practi-
  tioners look like drunken buffoons in combat, swinging 
  wild hay makers at their foes, and falling over at the 
  slightest touch. However, they can easily avoid taking 
  damage, rolling with any strike, even gunshots, if the 
  style is fully mastered. Conversely, a fighter using the 
  Jester style finds it nearly impossible to actually inflict 
  damage on his foe. He can stun them, trip them, or 
  even pin them with a hold, but their punches and kicks 
  fail to inflict serious damage. In the 1930s and 40s, 
  when the Jester Style was at its height of popularity, 
  fedora-clad henchmen would battle masked vigilantes 
  and sidekicks dozens of times over the course of a sin-
  gle caper, stunning or temporarily incapacitating their 
  enemies, only to flee when they had won a fight. 
  HAPHAZARD FIGHTING
  Power Source Type: Hand to Hand Fighting Man-
  ual for Henchmen
  Power Tier: Can range from Mundane to Superhu-
  man (chosen by character)
  Cost: 4 Skill Points to gain the power at +0 and 0 to 2 
  refresh (depending on power tier chosen)
  Time To Gain Power:  1 week to study manual, 
  after which the character gains the power at +0. The 
  character may raise the skill up to +4 normally, assum-
  ing the character has spare skill points. If the character 
  cannot pay the 4 initial skill points, it will be consid-
  ered an untrained power, as per the power interaction 
  rules until the 4 point debt is paid off. A character can-
  not raise the power tier of this ability without paying 
  the refresh cost when it is acquired. 
  Loot Value: 30 loot points (low value due to low 
  appeal of the power)
  Trappings: Dodge + Unusual, Strike + Unusual
  Snag [Major]: Cannot inflict health stress with this 
  power.
  Snag [Major]: If the character uses the dodge trap-
  ping of this skill, their next attack must be made using 
  this strange skill.
  Complication [Minor]: Any character who uses this 
  power looks like an untrained fighter, regardless of ac-
  tual ability.
  Snag [Minor]: Cannot attack unconscious foes. 
  Description: A character who uses haphazard fight-
  ing cannot physically harm a foe. They can perform 
  aspect maneuvers by using this skill against the de-
  fender’s unarmed skill. If the character is successful, 
  they may apply a temporary aspect such as grappled, 
  knocked down, stunned, or dazed. If the character 
  gains spin on the roll (3 points above the defender’s 
  roll), the character may automatically knock out the 
  
  10
  BASE RAIDERS 
  VINTAGE VILLAINY
  opponent for 1 round, long enough for the other char-
  acter to flee or tie up the enemy. This is in addition to 
  any other benefits the character gains from the spin. 
  LABYRINTH LAIRS 
  In the early years, villains preferred to use obfusca-
  tion rather than elaborate death traps to protect their 
  hideouts. A villain known as the Empress pioneered a 
  technique in blending, magic, mesmerism, and archi-
  tecture to create a nearly impenetrable barrier. She 
  wrote scrolls imbued with subtle magic that misdirected 
  and confused the unwary and then embedded it the 
  walls of her lair. She then surrounded her base with 
  nearly identical buildings and structures, all designed 
  to the throw visitors off. The end result was a seemingly 
  endless maze of identical hallways and rooms. 
  Some described the experience as being stranded 
  in a cheap movie set, a shoddy warehouse with fake 
  crates and  flimsy walls. It was surprisingly effective as 
  a trap, because it meant that many enemies could not 
  reach her lair at all or even if they could find a way 
  into the base, the Empress would have time to prepare 
  an ambush for the intruder. Eventually the Empress was 
  betrayed by one of her own minions and was arrested 
  by the FBI. 
  In prison, she traded the secret to her labyrinth lair 
  trap to another villain in exchange for a prison break-
  out. After she escaped, she disappeared and was nev-
  er heard of again. The villain sold information on the 
  trap to many other criminals. However, the technique 
  fell out of use during the 1960s, when heroes with 
  high-tech gadgets easily bypassed the trap. Today, 
  many old lairs are protected by this trap, because it 
  does not require power or  maintenance  to work. 
  Power Tier: Superhuman
  Trappings: Menace + Unusual + Zone + Stealth + 
  Unusual + Zone 
  Skill bonus: +1 to +4, depending on the skill of the 
  lair’s creator. The Empress was the master and only her 
  lairs had a +4 bonus. 
  Snag [Minor]: Does not work on characters with 
  X-ray vision or similar advanced senses. 
  Description: Whenever a character enters the laby-
  rinth lair, they must make an opposed notice/alertness 
  skill test against the trap. This roll should be done in 
  secret in order to not tip the players off. If the alertness 
  check fails, they fail to notice the real entrance into 
  the base, although they will think they are in the base. 
  The character may make another opposed alertness 
  check to realize they are lost in a maze. If this check 
  is successful, the character must immediately make a 
  resolve/willpower skill test against the Labyrinth Lair. 
  Failure will cause composure damage to the character 
  equal to the margin of failure. A character who loses 
  all of their composure in the Labyrinth Lair panics and 
  gains the aspect “Fear of the Labyrinth”, which can 
  be compelled to cause the character to flee any maze 
  or labyrinth. A character can find the real entrance 
  to a base protected by a Labyrinth Lair by making 2 
  opposed notice/alertness skill tests in a row or by de-
  stroying the labyrinth lair. Destroying the lair may bury 
  the real entrance to the base though.
  Characters trapped in the labyrinth can always es-
  cape. If a character chooses to leave before they find 
  the real entrance, they gain a temporary aspect “Fear 
  of the Labyrinth”, which the GM can compel for free to 
  prohibit them from re-entering the labyrinth. The aspect 
  lasts for 1 day or until a Treatment [Composure] skill 
  check is made to remove the aspect. 
  
  Available now in PDF
  Most super power sources have dangerous side effects and are permanent. Boost Patches are the exact opposite, 
  instantly providing superpowers for a limited duration without consequence, as long as the user doesn’t activate 
  more than one patch at a time. Used by many of the missing heroes and villains, Boost Patches are now found in 
  many bases. Highly valued on the black market, base raiders must choose between selling them or keeping them 
  for their own use. One patch can turn a normal person into a powerful superhuman, at least for a while. This 
  supplement allows you to add Boost Patches to your game of Base Raiders. It includes:
  • 
  14 Boost Patches, each with a new super power – gain telepathy, super strength, and more!
  • 
  New Loot rules, including guidelines to determine the value of a super power source
  • 
  Design your own Boost Patches
  • 
  Adventure Seed: The Lost Treasure of the Candy Man, as featured on the RPPR Actual Play Podcast
  Go to Baseraiders.com/store to get Boost Patches today!
  Need a Boost in your Base Raiders Game? 
  
  Available now in PDF
  Elizabeth Solomon wanted to become a vampire and found her own way after raiding a base, but she’s only 
  just gotten started! Even though she’s undead, she prefers to get her sustenance from her part time job at a blood 
  bank. As a hobby, Elizabeth uses her knowledge of the occult to investigate supernatural mysteries and help 
  heroic base raiders. Of course, vampire hunters don’t see the distinction between her and the other undead, but 
  no one’s life is perfect, right?
  This PDF contains a full write up of Elizabeth Solomon as a medium power hero. She can be used as a player 
  character or NPC for any Base Raiders game. It includes her full stats and powers, including using her as a high 
  power hero, and a scenario seed featuring her, vampire hunters, and more! 
  Go to Baseraiders.com/store to get Elizabeth Solomon today!
  New Heroes Incoming!
  
  ALSO BY THE AUTHOR OF BASE RAIDERS 
  Zombies of the World: Zombies menace humanity, yet we barely understand them. Now available in print, 
  PDF and Kindle.  There are books that show you how to kill the undead but this is the first study to explain the 
  importance of zombies to us.  Zombies of the World reveals the undead to be a valuable part of our ecosystem 
  and the key to new discoveries in medicine and technology. No other book covers these topics.
  Zombies of the World brilliantly documents that evolution has led to a wide variety of species. Few outside 
  the scientific community even realize that creatures like the Egyptian Mummy (Mortifera mumia  aegyptus) are 
  actually zombies. Some species are even harmless to humans. The Dancing Zombie (Mortifera immortalis cho-
  reographicus) only seeks to thrill humans with elaborate dance routines.
  After decades of research, we have no idea why zombies never tire or stop. They possess an endless source 
  of energy to shamble or (in some cases) sprint after us. Unlocking this mystery could benefit all humanity. Only 
  Zombies of the World tackles this issue and many other paradoxes.
  www.zombiesoftheworld.com/the-book
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  ALSO BY THE AUTHOR OF BASE RAIDERS 
  Role Playing Public Radio is a podcast that looks at role playing games with humor and insight. Our mission 
  is to make gaming more fun, whether it is celebrating a legendary session or making fun of dysfunctional games. 
  If you have ever slain a gazebo by mistake, looted the body of a sass mouthed NPC, or died screaming in Call 
  of Cthulhu, RPPR is for you!
  Our website: http://slangdesign.com/rppr/
  RSS Feed: http://slangdesign.com/rppr/feed
  iTunes link: http://itunes.apple.com/us/podcast/role-playing-public-radio/id220096150
  RPPR Actual Play is a weekly podcast of our tabletop role playing game sessions. We play a wide variety 
  of RPGs, from popular classics like Dungeons and Dragons and Call of Cthulhu to recent hits like Monsters and 
  Other Childish Things and Eclipse Phase. Some of our episodes are stand-alone scenarios and we also feature 
  a complete 4e Dungeons and Dragons campaign called “The New World’.  Give us a listen if you want to hear 
  a great gaming crew fight evil, try outrageous plans to save the day and joke about it.
  Our website: http://actualplay.roleplayingpublicradio.com/
  RSS Feed: http://actualplay.roleplayingpublicradio.com/feed
  iTunes link: http://itunes.apple.com/us/podcast/rppr-actual-play/id339817701
  
SOURCE: textdata/thevault/Base Raiders/Base Raiders - New Superpowers - Vintage Villainy.pdf