GM: Key 3 is a spartan antechamber to Dr Ruby’s office, to make peons feel like peons on uncomfortable seats. Also to be annihilated as the doors seal allow zapping or gassing of undesirables at her discretion.
Imagine the decor as being inhabited by Lex Luthor’s slightly older assistant, who is not quite as evil, but lacking in personality.
She was here first, so gets the most lab space. Not quite as evil in that she did think to put 100 metres of basalt between her in the minions, in case one of her experiments gets a bit over-exciteable. Not every one can have lava armour or 21st century forcefield batteries.
GM: At Key 1 is Dr Ruby’s office, which is a tastefully ostentatious office with most of the computing designed to be hidden in something more period appropriate.
GM: Key 8 is a common and lounge area for the minions to get up to relaxed mischief in and take each other’s money and other activities of that ilk. Probably also some serious boozing.
“Giant lizard, small dinosaur or feathered reptile?
There have been conflicting descriptions of this giant reptilian Indigenous cryptid, but documented sightings from the 1950s to the late 1980s describe the creature as walking on two legs – akin to a 20th-century tyrannosaurus rex.”
GM: Key 5 shows dormitory type room setups, a row for men, a row for women, with two of Dr Ruby being perfectly happy to disintegrate on bad behaviour of minions.