The Justice Squad Base

(Description is re the HQ floor plan directly below)

1. The Lounge.  This entryway into the base serves as an informal meeting area and trophy room.  Glass cases house mementos of the Justice Squad's triumphs.  The picking are currently a bit bare.  One case holds some burned pieces of Mocker, and a few preserved bits of pumpkin rind from Bogey Man.  A beer keg formerly belonging to Bud Girl is in another case, with stern admonitions that the beer inside it not to be drunk.  When this was put in Suzanne questioned why the keg was not drained, but Sihn explained it away...  A third case houses a collection of hats taken from the Purple Hat gang.  Finally, two more cases house the Shooter's versatile gun and Dr. Normal's gearbox, respectively.  Somehow, the two Shooter fingers that were attached to the gun are missing...

The walls are covered with notable photographs of the Justice Squad, including signed photos from The Flaming Carrot and The Comet, as well as a nice group photo prominently featuring the now "retired" Captain and The Mermaid.  A few newspaper clippings with press coverage adorn a bulletin board.  Finally, there's a dartboard featuring the leering mug of J. Jonah Jameson.

The four couches in this area were designed by Prof. Gere-Luce solely with comfort in mind.  They currently have no concealed functions, though Gere-Luce has often mentioned that he'd like to install a remote control bear trap in one, just as a nice Saturday project.

2. The Elevator.  A high speed elevator whisks Justice Squad members to the Laughton building above and back in mere seconds.  The elevator will slow to more normal speeds when traversing the floors of the building above.  A special code must be entered for the elevator to descend past Suzanne Palmer's basement office. The elevator is equipped with detectors that can identify members of the Justice Squad based on their mass, appearance, and DNA.  If someone attempts to descend to the base without an escort, an alarm will sound, the elevator will fill with knockout gas, and it will stop midway down the shaft until a member of the Justice Squad overrides it.

3. Garage and Work Area.  This area houses two important features of the base.  A freight elevator that travels all the way to the roof of the Laughton Building, and the garage for the Black Buick.  It also contains a rather extensive selection of spare parts for the BB, and a very complete selection of common tools.  Members of the Justice Squad use this area for projects that might produce a lot of grease or dirt.

Like the main elevator, the freight elevator is equipped with sensors designed to keep out intruders. It will check vehicles on the platform to make sure they are authorized.  As a routine part of the descent into the base, the elevator shaft is filled with knockout gas.  Justice Squad members descending this way will be assumed to be under air-tight protection of the Black Buick, and thus immune to the gas. If any living organism is detected outside of the car, or if a conscious organism is detected inside anything else, the elevator will stop part of the way down, and an alarm will sound.  If the gas does not render a foe unconscious, the elevator will quickly shoot back up the shaft, expelling any passengers out the top of the building.  Explosives will then fill the freight elevator shaft with rubble.

Ground-bound vehicles can enter via the alley in the back.  A small ramp leads down to part of the area formerly occupied by Sihn's lab.

Suzanne often has her BMW parked in the garage.  She has some security modifications done for her car but for some reason Gere-luce resolves not to put a self destruct mechanism in.  

Doors into this room have extra reinforcement, since it is a likely way of entrance into the base by enemies.  Gere-Luce plans on adding a few more nasty surprises for intruders when he gets a chance,

4. Eliot Sihn's Office.  The unassuming outer door reads "Professor Eliot Sihn".  Inside is a spartanly furnished room reflecting the pragmatism of its occupant.  There is very little in the way of decoration, other than a few pictures of Aela, and a nice photograph of Eliot Sihn's mentors, Professor Xavier, and Professor Gere-Luce.  The computer in the room is not connected to any network.  It is a stand alone machine that Sihn uses to double-check some of his calculations, and to store some of the data he collects.  The data is heavily encrypted, but of little value.  Sihn keeps all important data in his head.

5 Chemistry Lab.  This room is built around a central island full of strange beakers filled with oddly glowing substances.    Cabinets around the perimeter store a vast array of chemicals and odd bits of stuff Prof. Sihn has collected over his brief career as a crime fighter.  This lab doesn't get quite the amount of use the biology lab does.  

6. Refrigeration unit.  Here Professor Sihn stores his collection of DNA samples from mutants he has run across.  The names on the containers read like a Rogues Gallery of the past few months, documenting encounters with mutants from Slayer to the Ugly Thespian, to Prince Namor.  Sihn usually keeps a hefty supply of raw beef in this room as well, to fuel his all night work habits.  This is locked down well enough to keep Sammy out.  The team would hate to have him raid for the beef and get a few DNA samples.  Siihn's more concerned with keeping things from getting out.  He's told Sammy that eating things from his lab (other than the occasional dead dog or monkey) could be lethal, or could even make him stupid.  Sihn reminds Sammy that he is a doctor, and knows about this.

7. Storage Area.  This sound-proofed room is filled with various animals (mostly monkeys and dogs, though), and a few well-lit cabinets containing exotic plants. The animals arrive from the freight elevator unconscious (from the gas).  Sihn then checks them carefully to make sure that they are in fact normal monkeys and dogs, then deposits them in their cages until they are needed.  One of the base's maintenance robots takes care of their feeding.

8. Biology and Genetics Lab.  This is the Troll's real den, where he spends most of his waking hours.  This room contains his infamous mutant analysis machine, as well as equipment for performing more fine tuned tests.  The tables in the room are all equipped with steel restraints, should Sihn feel the need to restrain a human subject while performing tests.  An incinerator next to the door takes care of biological waste.  If needed, the room can quickly become a makeshift clinic for patients under the care of the good doctor.

This room currently also houses one of Sihn's newest projects, a "body suit" for Lefty (Professor Sihn's sentient left hand).  This living breathing organism is an exact replica of Eliot Sihn, with a hollow chamber in the head where the brain would be.  This chamber is equipped with various controls and sensors to allow Lefty to operate the automaton and appear to be Eliot Sihn.

Mental shielding may be added to the control chamber.

9. Gere-Luce's Work Area.  Upon entering, the first thing one notices is that this area almost feels like a cathedral, with its enormously high ceiling. Gere-Luce wanted to make sure that his lab had enough room to fly, and he succeeded.  Most of the actual work takes place in a small corner of the room equipped with an astonishing array of automated metal and plastic working equipment.  Half a dozen robots of widely varying sizes constantly scurry about the room, ranging from the hulking "McHue" (Mobile Crane Unit), to the tiny "Mouse" (Miniature Operations Unit, Second Edition).  Gere-Luce can use this equipment to quickly build just about any device he can imagine.  A small sign on the wall above this area reads, "Genius at work."  (It was a gift from his wife)

One piece of machinery in particular bears mention - the Static Explosion Containment Device.  This appears top be a large sphere composed of some strange alloy of metal with very thick windows and a heavily reinforced door.  The unit can contain enormous explosive power, allowing Gere-Luce to accurately judge the destructive potential of the devices he includes in virtually all of his inventions.  (There is no self-destruct mechanism in the couches that decorate the lounge.  That's about it.)

This area also contains the secret escape route for heroes should the base need to be abandoned.  Explosives are set into the rock that forms the east wall of this area.  If they are detonated, they will vaporize anything in the room, but will clear a path to a branch of the Salt Mines that formed the original space for the base.

All doors into this room are heavily reinforced and air-tight.

10. Cold Fusion Reactor:  This room actually lies about 100 yards down a small, narrow tunnel.  A small cramped room at the end contains the power source for the base.  Just to be on the safe side, most maintenance of this area is done by robots via remote control.

11. Wind Tunnel.  This large area currently has a wind tunnel installed, but it can easily be reconfigured to host any other large machine.  Originally, Gere-Luce envisioned that The Captain would make heavy use of this equipment, but The Captain's unfortunate accident changed all of that.  Currently, there's a small model of the Black Buick in the tunnel undergoing some tests to decide whether the design can efficiently be pushed to higher air speeds.

12. Water pumps and Ventilation equipment.  This room houses the pumps that keep the air and water circulating in the base.  They also maintain the purity of these elements.  Each system is backed up by a fully redundant system alongside it.

13. Robot storage.  Here's where the robots store themselves when not active.  Currently, the base has a complement of seven maintenance robots, not including Gere-Luce's lab assistants.  Seven is far more than would appear to be needed, but Gere-Luce has a nasty habit of using them for "practice" when testing weapons, and the ones that survive this treatment often don't work quite right.  Figure that anything a robot is assigned to do has about a 14- chance of getting done properly.  If a robot fails, though, its a simple enough task to just call a backup.  One exception to this rule is Robot 3, the one responsible for stocking Sammy's refrigerator and doing Suzanne's dry cleaning.  For some odd reason, Gere-Luce keeps this machine in tip-top shape.  It has never been known to fail.  Generally, the robots perform routine maintenance, including dusting, sweeping, cleaning, inspecting systems for failure, and other routine maintenance.

Currently, the robots have no weapons systems installed.  Gere-Luce wants to make sure all the bugs are worked out before entrusting them with potentially lethal force.  He'd like to equip them with auto-fire high energy lasers and put them under control of the central computer, but so far the only member of the team that supports this plan is Sammy.

14. General storage.  In theory these are common storage areas for all members of the Justice Squad.  In practice, they are full of leftover bits and pieces from Gere-Luce's experiments.  Whatever it is, it is NOT trash, it and would be best not to imply otherwise, especially in Gere-Luce's presence.

15. Recreation area.  This room is dominated by a large swimming pool with a pair of diving boards: a springboard and a much higher platform.  In the corner is a spacious sauna, and nearby is a relaxing hot tub.  Just the ticket after being physically abused by super powered villains.  A weight machine designed to work the Troll's full strength, and a full and well stocked wet bar fill out the room.

Suzanne works out quite often since the exercise helps her de-stress and she would like to build up her body strength.  Sometimes she plays with TK and the weights.

Light is provided via fiber optic connections to the roof of the Laughton building.  This produces a cunning illusion, making the ceiling of the room appear to be a glass barrier beneath the open sky.  On a sunny day a team member can get a tan despite the fact that the room is several hundred feet below ground.  Suzanne has a modification that allows a dial selection so one can filter out UV radiation.  After all, why waste the sun block?

Water for the pool passes through a sophisticated filtering mechanism, generally never requiring that the pool be drained.  If such an eventuality were to occur, Gere-Luce is confident that his graviton-force device could easily lift the water from the pool without spilling a drop, then gently return it once work was done.

16. Sammy's Office.  The dark mahogany door reads "Samuel T Slime, VP of Imitations."  But inside you'll find a surprisingly eclectic set of environments.  Sammy has his own computer set up near the door for important work like playing games or attempting to break into Laughton's computer.  Fortunately for all involved, Sammy's computer is not actually hooked to any sort of network, despite appearances to the contrary.  Gere-Luce has captured a complete image drawn from an Internet caching service, making it appear to Sammy that he is indeed surfing the web.  Gere-Luce updates the image weekly when he remembers to get to it.

Behind this is a screen composed of some fruit trees that were a joint project between Sihn and Gere-Luce. They produce new fruit every day at the slight expense of a little taste, and a lot of electricity.  Other than that, they appear to be reasonably normal plants.  Sammy's occasional complaint that they are watching him is just a figment of his child-like imagination.

Beyond this barrier is a very comfortable couch with several buttons on the arms.  The buttons can be used to command the couch to become a comfortable bed, or, in Sammy's case, a tent.  The large red button should not be trifled with, since it is the ubiquitous self-destruct button.  In front of the couch is Sammy's very own large screen TV, complete with VCR, DVD, and PS2.  At this point there's nothing really special about the TV other than the fact that Gere-Luce got a great deal on it at Circuit City.  He's planning on replacing it one of these days with an enhanced model, after all, who wants a TV with no Self Destruct button?

Next to this is Sammy's own industrial grade refrigerator.  The extra large fridge is checked every four hours by a robot, and refilled if it is low on food.  It has a writing tablet attached on which Sammy can write down the type of food he'd like for the robot to refill it with, but in practice, it tends to get refilled with bologna sandwiches.  Gere-Luce
realizes this is an issue, but since bologna sandwiches are fine with him, he doesn't give it much weight.  And Sammy doesn't complain much.

17. The Meeting Room.  Here, the team can gather together and make plans.  There's a large screen on the wall opposite the door linked to the base's computer network.  Laughton or Gere-Luce can use this to project computer simulations for the other to view.  Nearby is a large free standing Plexiglas map that can easily be reconfigured to represent Detroit, Michigan, the United States or any other area the group is interested in.  Rumors that it can show the floor plan of Hamlet Laughton's apartment, and pinpoint his location therein are entirely false.  Of course furthermore Laughton maintains he doesn't have an apartment any more.  He was never using it since he spent so much time avoiding surveillance (and surveying others).

18. Hamlet Laughton's Office.  Gere-Luce spent quite a bit of extra time on this space custom installing several feet of concentric layers of tin foil in the walls.  The door is somewhat non-standard, as well, inspired as much by Gere-Luce's love of "Get Smart" as by Laughton's sincere desire to have a space that Sammy cannot penetrate.  Both doors are airtight and hardened vs. acid.  The first one opens only to the voice of Hamlet Laughton.  The second one will not open until the first is closed and sealed, and it requires fingerprint recognition and a pass code that must be at least 20 characters in length - and changes after every entrance!

The interior of the office is unexpectedly light and airy.  Gere-Luce used fiber-optic technology to pipe the view from several third floor windows down to the office, and reconstruct it using holography.  The effect is very convincing, though Laughton likes to point out that he can quickly spot several hundred visual flaws with the representation.  Nevertheless, the effect is pleasing, and gives the added bonus of being able to look out the window and see who is lurking on the street outside.  The space is oddly, almost disquietingly tranquil, perhaps, as Laughton might say, because its the only place in Detroit free from the malicious mind control waves from the CIA.

Laughton's computer is connected to the local network, so he can conduct most of his computer related work from the isolation and privacy of his own office.  He can also use a separate set of equipment to access the array of sensors on the roof of the Laughton building, and quickly determine whether Jonas Hell has actually showed up for work over the past several days.

"The World's Greatest Detective" shuns bookshelves. "If it was worth reading, I'd have written it myself," he was once said (by Marty Davis) to have remarked.  He also said something similar to Magneto.  And beside which, as Laughton has mentioned, a bookcase would just get in the way of his hat rack.  The couch, of course, folds out, and can be destroyed quickly with the press of a button.

19, 20. Restrooms, Male and Female.  These spaces are full function areas, including bathtubs and showers. If the Justice Squad wound up trapped in their base for a decade or so, at least they would be clean.

Sammy is expected to share the Women's room with Suzanne, due to his inconclusive gender.  As long as she know when Sammy is in there, Suzanne is ok with that.

21. Holding Area.  This room provides storage for any enemies the Squad might feel the need to detain.  The wall is lined with glowing green hot-sleep chambers, designed to keep subjects perpetually unconscious.  In front of this is a chair that can be surrounded by a forcefield.  Once Prof. Sihn is confident of his ability to counteract mutations, the enclosed area can be used to restrain enemies while they are questioned.  Bright lights line the wall opposite the chair in such a way to be easily shined in the eyes of subjects during interrogation.  Sihn and Gere-Luce have discussed devising a fear inducing field for this room, but have not installed it yet.

22. Vacant.  This room, across the hall from Laughton's office was original intended to house Marty Davis, but since his sudden departure it is now vacant and gathering dust.  Laughton forbids the robots to clean the room, and he checks the dust regularly to see whether it has been disturbed by a potential intruder.  He doesn't let them in his office either.  It's not that he's sentimental about Marty (he isn't), it's more a proximity thing to the less than 100% reliable robots.  Plausible deniability ensures that no one has actually _seen_ Laughton check out the arraignment of dust particles on the floor, but that doesn't mean it hasn't happened.  Perhaps The Captain has secretly entered the base and is an unknowing pawn for the Kingpin (or worse).  You never can tell.

23. Suzanne Palmer's Office.  Behind the stylish oak door is a very stylish office, fit  for one of America's pre-eminent lawyers.  Too bad that any client who ever sees it will have to be summarily rendered unconscious and "reprogrammed."  Like Laughton's office, this office has windows that would appear to belong on the top floor of the building above.  Unlike Laughton's office, though, this is where Gere-Luce's touch ends.  She adamantly insisted on bringing in her own couch and office furniture, including a small refrigerator and microwave, since she prefers not to eat the food prepared in the kitchen.

Her desktop computer contains databases covering the bulk of the material she needs for her legal research.  It can manually be attached to the local network, but it usually is not.

She also has a closet with a nice collection of various types of clothing.  A dry-cleaner bot makes a regular pass through here making sure that everything is in good shape.  After a stern (and unusually effective) lecture by Suzanne, Gere-Luce made sure that the bot performing this duty was absolutely free of programming errors.  Thus far, there have been no problems.

24. The Library.  This room houses a surprisingly extensive collection of print materials, assembled primarily by Palmer and Sihn.  Just about every book that has ever mentioned a mutant can be found here, along with sizable law and murder mystery collections.  There's also a good selection of recent best-sellers for Sihn to read while waiting for his experiments to finish.  Laughton has a large collection of secret newsletters and magazines; according to him some of the really good theorists out there eschew the computer as everything can be easily traced or worse, changed.

25. Danger Room.  This area is designed to simulate threats to the team, to allow them to devise team tactics to deal with potential problems.  Robots can be summoned and equipped with non-lethal powers to simulate just about any type of threat within the knowledge of Sihn, or Gere-Luce.  The room has extra thick walls, and oversized doors that can be opened to allow Gere-Luce to wheel in large equipment.  The control room is on two levels separated by a small elevator.  The lower level is mostly stocked with spare equipment.  The upper level is a control room from which a team member can direct the actions of the robotic antagonists.  This room extends beyond the regular boundaries of the base, and is therefore not fully covered in the map. Its deep enough to provide space for adequate target practice, and high enough to allow flying.  The danger room is easily converted to racquetball or tennis courts, complete with robotic opponents.  Early on this is the primary use of the space.

26. Sammy's Disguise lab.  This oddly unsettling area has walls seemingly lined with human heads of all sorts.  They are cleverly rendered mannequin heads, of course, but they are life-like enough to give Sammy a better sense of how things should look when he's working on a disguise.  All around the floor of the room are racks containing hundreds of different types of costumes, meant to give Sammy concrete images to imitate when growing clothing in a disguise.

27. Suzanne's Sanctum.  This room is designed to amplify Suzanne's mental powers.  At this point, its unknown how far the powers could be amplified, since the circuitry is exceedingly complex to design, and it has not yet been completed.

28. Laughton's Crime Lab.  This room is outfitted with the equipment need by "The World's Greatest Detective" to practice his art.  Its equipped with a tub of water to test fire guns, a fingerprinting kit, several microscopes and various other tools a detective needs to properly extract clues from evidence.  Everything in this room is usually in meticulous order.  The door is kept locked, and all are forbidden to enter unless in Laughton's presence.  Nevertheless, Sammy makes a good bit of use of the lab as well.  So far he's managed to avoid harming himself.

29. Kitchen and Dining Room. A fully equipped kitchen graces this room, with all the gear needed to support an expert chef.  Thus far, the group has not been able to attract one, but if there's any truth to the saying "If you build it, they will come," a gourmet chef out to be joining the team pretty soon now.

The pantry has an odd assortment of food.  On Laughton's shelves are a large assortment of pure staples, many boxes of canned foods and jugs of bottled water.  After all, you never know when a nuclear accident might wipe out all life topside, and if Gere-Luce's machines malfunction, the team needs something to eat.  Laughton jokes (?), "Don't forget the stockpile of Perceptive Man (tm) TV dinners.  Every meal comes with its very own brainwave blockade hat, to keep private thoughts private, and two deserts because life is unpredictable, so you can eat desert first (and still have desert for later)".  On the other side, Suzanne keeps a wide assortment of organic, but easy to prepare dishes - the cream of the crop for microwave ready foods.  Suzanne isn't the organic type, but she does tend to try to eat somewhat healthy.  Something like Tasty Bites which Trader Joe's carries, Indian food in a pouch that one tosses into boiling water for a few minutes.  Her late night food is typically just tossing popcorn into the microwave.  That covers all of her culinary skill.  She'd rather go out to a restaurant.

Next to the pantry is a large oddly shaped machine - Gere-Luce's food fabrication unit.  In theory, it can be programmed to produce any sort of food from out of thin air!  In practice, Gere-Luce misplaced his notes, and the result is usually just a bologna sandwich. But the bologna is top-quality, and if you appreciate that kind of thing, its not bad.  This machine keeps most of the team happy.  Gere-Luce loves bologna sandwiches, Sammy doesn't seem to be picky, and a big pile of bologna sandwiches are fine with Sihn, once the bread is properly peeled off.  Laughton also prefers these to nutritional supplement #4.  Over-all, the Justice Squad is definitely not filled with picky eaters except for Suzanne (and one could certainly argue that not wanting bologna sandwiches is hardly being picky - she's had enough of these in school lunches).  She orders out on occasion and a routine has been developed to negate the security risk.  It goes something like this:  "Just bring it to the Blue Moon building, ring the bell and give it to the guy in a robot suit.  Yes, robot suit."

30. Movie Theater/Media Room.  Here, the group can settle down and watch any new DVDs they have come across.  In practice, Sammy makes fairly extensive use of the room when studying new disguises, learning a bit more about human culture, or practicing his guitar skills.

The musical equipment in the room is wired to the main speaker systems of the base, allowing the base to be filled with soothing music.  Unfortunately, this is seldom used after one particularly unfortunate occurrence when Gere-Luce left his "Best of the Boston Pops" CD on autoplay while he was on vacation for a week, and before he showed anyone how to control the system.  Fortunately, a crazed Eliot Sihn was able to find the self destruct button after ripping out most of the room.

Suzanne has a nice collection of DVDs that she hasn't had the time to watch.  Romantic comedies, some dramas, etc..  Sihn has an odd appreciation for this kind of movie as well.  Of course he also likes screwball comedies, but he would tend to only watch this kind of thing well after everyone else was gone.

31. Computer Room.  This room will be the central nervous system of the base as soon as someone has enough nerve to connect it.  It is dominated by a large bank of networked workstations on the left (which ARE used for things other than playing Quake and Diablo 2.  At least sometimes.)  On the right is a huge monstrosity of a machine adorned with all manner of blinking lights.  Gere-Luce swears that he did not find the machine at a garage sale, and that he built it from scratch with his own hands, and any resemblance to the meglomaniacal machine from the movie "Colossus, the Forbin Project" is purely coincidental.  Laughton claims he can communicate with the machine via the lights, but the rest of the team is used to such lofty pronouncements, and pays him no heed.

The most noticeable feature of the room, however, is a huge 4 foot wide video monitor.  This may be large, but its presence is the result of an unfortunate oversight that occurred when Gere-Luce realized that a 40' monitor would not fit in the 39' wide room.  In any event, the monitor dominates the room, and provides a way of communicating with the central computer.  If someone wants to access the computer, he or she need only speak to the monitor.  It will immediately come to life and begin to speak back, answering any question the best it can.

Below the monitor is a keyboard of sorts with way too many keys on it.  Most of the team assumes one of the keys is an unmarked self-destruct button, so use of the keyboard is generally avoided.

Main HQ:

Basement office/lab layout:

 

First Floor layout:

Second Floor layout:

Misc. Remaining Notes from JT:

My plan is to gut the top level, installing a large array of communications and monitoring equipment.  On the roof, I'd like to put some manner of hangar that could conceivably accommodate a VTOL type craft.  It will look to outsiders like the craft stays in the hangar.  In reality, it silently rides the elevator down to the basement.

Laughton and any other top caliber operatives (PCs) would be assumed to have offices on the top floor (when they actually have offices below).  Manny, Hell, and Rogers would be situated on the second floor.

Velda resides on the ground floor, along with a lounge and conference room.  There's also access to the freight elevator at this level.

The sub-basement has the furnace and ventilation equipment for the above-ground building.

The main base is pretty far below ground.

I revamped the area Sihn was formerly using as his lab.  At this point its purpose is to look like a lab so people might believe he's working there instead of elsewhere.  At some point we might find a more productive use of the space.

Then, I put together a diagram of the first floor, aka Velda's area.  It includes the area where many important people have been made to wait, the conference room that has hosted many ignominious deeds, and the coffee supplies that are so often missing.

The elevator was added in the remodeling.  Stairs used to be there.  So I added a staircase behind Velda's desk.  The elevator/garage taks a large chunk out of this level now.  It can be entered from the rear.

I won't do the third floor - Presume it is just like the second except without walls, offices or the smaller elevator.  The door at the top of the stairs is heavily secured.  All that's there is a bunch of communications equipment.  The windows appear to be boarded up, but this is just a concealment for the photonic receptors Gere-Luce has wired to Laughton's and Palmer's offices.

The next floor up is the roof.  Nothing there except a somewhat roomy shed covering the area where the freight elevator terminates.  The rest is clear.

As for the second floor, about the only interesting feature is Jonas Hell's office.  At one end it has a concealed area he can use to store secret stuff.  This area extends back underneath the stairs to the third floor, so it's a bit roomier than it first appears.

I also made two small additions to the main base - following Mark's suggestion, I added a large plexiglass map of the world to the meeting room.  I also went ahead and added a "sanctum" for Suzanne.  This is a room dedicated to boosting her mental powers (really, her mind scan).  Of course it won't come on line till it has points to power it.  But in any event, its there.

Although it isn't in this particular plan, I redesigned Sihn's former basement lab into a spacious office for Suzanne, since she'll need a proper place to interview clients, and she can't very well have them tramping through the base.

Thus far almost all of Laughton's interviews have been conducted in the first floor meeting room, so he doesn't necessarily need a second office.  If at some point he does, he can easily temporarily displace one of his men, or he can use Rogers' or Suzanne's office.