"Man, this building is huge!"
"You bet it is, it's home to a legal firm, 40 floors of apartments , and a
4 star restaurant. It's called the Shining Tower"
"I can see why, with all the windows on it."
The tour guide and his group moved down the street in the large van, not
knowing that the tour guide didn't describe all of the tower's different
residencies. Inside the Shining Tower, a man walked towards the service
elevator, sliding a card through a hidden slot on the elevator panel. When
the elevator came down to the lobby, he looked around and moved into the
elevator, selecting his floor and the doors closed immediately. He traveled
past the third sub-basement, and when the doors opened, he was greeted by a
long, dark hallway. The hallway had some small lights in the ceiling, but
they were dimmed so it made seeing all the way down the hall difficult. He
walked down the long hall and came to a window. The window opened and he
saw a stout, black, piece of slag. Two bright eyes suddenly looked at the
man and the rock stood up, a full 9 feet. The man looked up and calmy
asked:
"Hey Nick, how's it hanging?"
"Can't complain. Card please."
The S.C.A.R.A.B. HQ is deep in the New York soil, buried into the bedrock.
It rests beneath the Shining Tower, a 40 story skyscraper located in
Rockland County. The building is completely normal aboveground, with a
restaurant in the lobby and a legal firm and 39 floors of apartments.
S.C.A.R.A.B. made the building themsekves and usually has the building
monitered. Agents that are well disguised or human looking, usually use
the service elevator to gain access to the underground complex. The
following is a description of the complex, starting at the elevator.
Foray: The elevator will open to a dark hallway. The hallway is
guarded by two, hidden .50 caliber machineguns (1D6X10+10 S.D.C.) and will
fill with nerve gas should someone decide to become hostile. The hallway
ends with a door to the right, and a window to the left. Everyone must
first check in at the window. People must present an ID card, pass a
retinal scan, and pass an X-Ray scan. The window is attended by Nick, the
door man. Nick is a 11th level Micean, he retired from the TMC two years
ago, but still wants to work. *Subplot* S.C.A.R.A.B. hired him after he
inadvertantly saved a Regulators life, who, incidentially, lived to kill 40
Miceans after completely losing his sanity. Nick doesn't know
this.*Subplot* Nick has the major power invulnerability, and the minor
powers extraordinary strength and endurance. He has 498 S.D.C., 89 hit
points, 6 attacks per melee, +6 to strike and dodge, and +7 to parry. He
uses an old TGC Riproar Mini-gun, a relic from his TMC days. People must
then go through the door.
Inner Hallway: The inner hallway is lit with lights that line the
ceiling. This is the main hall that can be used to access almost every
other part of the complex. The hall is 20 feet wide and 15 feet tall. The
hallway will extend 40 feet to the right of the entry door, then turn
right. The hall goes 20 feet to the down to the left, and then turns left.
They are office doors every 15 feet that have the names of agents on them.
If the characters go left, they will see two more offices on the right, and
three conference rooms on the left. The hall is only 35 feet long. Some
vending machines are located at the end of the hall. If the characters turn
right, they will see a 40 foot long hall, and at the end, two reinforced
steel, blast doors. An ID card check is required. The doors will open to
reveal the main Research and Development department.
R&D Department: The R&D department is a large,(40 feet wide by 30 feet
tall by 50 feet deep.) room that is split into smaler rooms. Each room is
airtight, with a fire exthinguishing system. Here, new types of armor and
weapons are developed. Also, this is where most of the cybernetics are
manufactured. A pair of doors on the left wall will lead to the armory.
Armory: This is truly the motherlode for gun afficiando's. 20,000
weapons total, with 500,000 rounds of ammunition. Also here are,
cybernetic attachments, optical equipment, sensory devices and almost any
type of espionage or military item. This room needs an ID card check. A
door on the back wall leads to the Armorer, and a door on the left wall
opens to the Barracks.
Armorer: A storehouse for the various Power Armor's, Robot's, and
Exoskel's are stored here along with the more conventional and
unconventional armor's. This room needs an ID card check.
Barracks: this is the living quarters of the various non-humanoid and
regulator agents. It is a series of hallways, leading to the various
quarters. Each quarter is a 20 foot by 20 foot by 20 foot cube. The
furnishings are bed, table with 4 chairs, seperate bathroom with sink and
half shower, and a television with satellite TV. A small mini-fridge is
also always fully stocked. A commons area is in the center of the Barracks
with a small gym, a lounging area, and a few tables with 6 chairs each. At
present, there are 30 agents living in the complex permenately. The
reguulators have their own Barracks, but there are only 15 Regulators.
They have the same floor plan but they usually have the commons acting as a
large sparring area. A small hall leads to the briefing room and a secret
elevator that leads to the parking garage.
Briefing Room: The Briefing room has a holo-projecter and a complete
satellite link. Here, the characters will be briefed(obviously) and be
escorted to the garage to be given their transportation via a secret
elevator. The Garage is a normal parking structure that is bulit next to
the Shining Tower. *Note*: This is the last unrestricted room agents can access if they are below level 4.
The Shining Tower is a normal skyscraper with no special modifications.
If the need arises to calculate S.D.C., it has 120,000 S.D.C. Remember,
none of the residents know about S.C.A.R.A.B. so they will be useless if
questioned. (Though, they will know about the inordinately large
maintenance crew...).
© 1997 gcook@htonline.com