Player: Airdra Character: Aquaman | Batman: The Brave and the Bold Echo: The Hall of Justice. Basically, it's your quintessential superhero base, albeit one that's done up in a nice, accessible official-looking manner.
Parts of the Hall of Justice were open to the public for tours, and part of it is a museum devoted to superheroes. Other parts of it are ideally suited to fighting crime; there's a sophisticated (and impressively oversized) crime-fighting super-computer with an extensive database, a simulation room for training (if anyone wants wacky hologram training funtimes), underground chambers for the storage of various super-vehicles, and trophy rooms that are closed off to the public but contain interesting artifacts from the League's many adventures. It's basically a clubhouse for a big group of superheroes that knows it needs to maintain strong ties with the public. It can also serve as a place for people with no other place to stay to hang out; the Hall is equipped with living quarters. Parts of the building are heavily fortified in the case that anything bad happens; it's just part of the planning when you're dealing with all sorts of supervillains who know where you live.
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Character: Aquaman | Batman: The Brave and the Bold
Echo: The Hall of Justice. Basically, it's your quintessential superhero base, albeit one that's done up in a nice, accessible official-looking manner.
Parts of the Hall of Justice were open to the public for tours, and part of it is a museum devoted to superheroes. Other parts of it are ideally suited to fighting crime; there's a sophisticated (and impressively oversized) crime-fighting super-computer with an extensive database, a simulation room for training (if anyone wants wacky hologram training funtimes), underground chambers for the storage of various super-vehicles, and trophy rooms that are closed off to the public but contain interesting artifacts from the League's many adventures. It's basically a clubhouse for a big group of superheroes that knows it needs to maintain strong ties with the public. It can also serve as a place for people with no other place to stay to hang out; the Hall is equipped with living quarters. Parts of the building are heavily fortified in the case that anything bad happens; it's just part of the planning when you're dealing with all sorts of supervillains who know where you live.