The former headquarters of the Knights of Dawn, Longshot has kept the Beacon as a safe haven, a place for wayward heroes to rest and lick their wounds. All of the facilities are equipped, from the infirmary to the training area to the empty rooms where crime fighters can hang up their masks and get some much needed sleep. The Beacon is a well-kept secret, and the number of teleporter consoles that the archer passes out is fairly exclusive, but the door is always open.
The Beacon is a one hundred foot tall, sheer white stone obelisk located in the remote tundra of Alaska. Surrounded by endless winter, the tower is nearly invisible and can only be reached by teleport. There are plenty of empty rooms and a full set of recreational and training facilities.
Ground Floor- Entrance area and teleporter station. The teleporter station on the ground floor of the Beacon is comprised of four platforms.
Second Floor- Gym and infirmary. The training area is a large gymnasium with a collection of exercise machines in the middle of the room, surrounded by a circular track which can rise in separate and independently moving platforms as tier 1 of an increasingly difficult obstacle course. Tier 2 causes the rising and falling platforms to slant diagonally from side to side as they move, often peaking at a 90 degree angle. On tier 3, and bags also descend from the ceiling and swing in the runner's path. Tier 4 causes multiple small cannons to sprout from the walls and fire rubber balls at the runner, and on tier 5, the course is flooded with blinding smoke. The outer walls of the gym are lined with practice targets and free weights that go up to 3,000 lbs.
Third Floor- Observation area. This floor is dedicated entirely to watching the world and scanning for any immediate threats that require attention. This is a floor that only Longshot uses, although he can permit others access if they need the computer array for anything more pressing than Facebook.
Fourth Floor- Living area. A number or rooms for guests to sleep and get some private time. A person can stay as long as they wish.
Fifth Floor- Laboratory.
Sixth Floor- Recreation area and kitchen.
Top Floor- Lounge. The sloped glass pyramid ceiling overlooks the winter landscape and a roaring fire makes the Beacon feel like a home away from home.
Security Measures
Any and all unauthorized guests inside the Beacon will trigger a warning that goes directly to Longshot wherever he is, as well as activating a number of automatic security procedures. Various traps and mechanisms are used in order to subdue intruders, which become active based on which area of the tower the intruder is in.
Ground Floor- The elevator shuts down and the front door locks, covering itself in steel plating. The room floods with anesthetic gas and random floor tiles become electrified, changing every few seconds with an undetermined pattern.
Elevator Shaft- If the intruder manages to make it pass the ground floor security and take the only way up, through the elevator shaft, the shaft will become void of oxygen for exactly two minutes, the amount of time it takes for a human to pass out from suffocation.
Second Floor- The second that the intruder sets foot on the second floor, they will be doused in a thick, rapidly hardening foam which constricts their movements and freezes them in place. Based on the physical attributes displayed by the intruder, and any possible matches the security camera finds to individuals in Longshot's database, the amount of foam will vary.
Third Floor- Automated sentries stationed throughout the room fire small gel balls containing electric charges. The balls strike the intruder with the same concussive force as a rubber bullet, clinging to their skin and shocking them. If they continue standing, the cannons will continue to fire.
Fourth, Fifth, and Sixth Floors- Automated sentries fire steel cable nets with weighted metal balls, which increase in mass to weigh the intruder down. If necessary, magnets in the floor will be activated.
Top Floor- Just as every window in the second through sixth floor has been locked, the pyramid of glass that tops the Beacon will be locked scatter gun sentries fire dense sprays of gas capsules directly at the intruder, which burst on impact.
Teleporters
Under the banner of Knights of Dawn, Longshot had set up a network of teleporter pads in major cities around the world. Access to the network requires a teleporter console, no larger than a cell phone. One must only type in the code for the pad they wish to access and wait about a minute for the teleportation to take effect. They can also bring anyone or anything along with them if they are in direct contact, although it can effect the time needed for charging. One does not need to be standing on a pad in order to teleport. They are only needed for arrival.
Residents
Longshot now uses the Beacon as his base of operations. The worldwide network of teleporter pads allows him to travel to whichever major city needs his help, and return with enough time to stitch his wounds and catch some sleep before going back out. It's a step up from his old nomadic method of travelling from one city to the next and setting up shop in filthy apartments or barren alleyways. He hands out consoles to access the Beacon's teleportation system only to trusted friends, along with a communicator to reach him at any time.
Janine was a doctor who witnessed a murder by a street-level branch of a world-wide crime organization. Longshot managed to subdue the people chasing her, but they were both convinced there was no place in the world she could be safe... except one. She now lives in the Beacon and works in the infirmary, patching up any beaten heroes who pass through. It's these occasional human interactions that keep her sane. While Longshot is usually around, he's not much of a conversationalist, and still hesitates to share with her any details of who he is behind the mask, despite how much he trusts her with his life, and the lives of others.
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