Lair Notes
When you pass between two stacks of piled up husks of cars, you come to a small hidden shack. The shack is made of sheet metal, but is surprisingly sturdy. Behind the sheet metal are cinder blocks for extra support. It only has a singular, small window and a large, heavy door.

The interior is fairly nice, all things considered. A couch has been made out of leather car seats, and bookshelves line it. It has power, running a minifridge, a well-stocked deep-freeze (mostly holding chicken), an ancient toaster oven, an equally ancient microwave, and a hot plate. It also has a broken wooden grandfather's clock. The single-room shack also has a meager bed, and a bed for the dog. A sink supplies the running water, and a toilet in the corner is given privacy by two shower curtains. Carpeting (from car interiors) has been laid down, and during the winter heat is provided by a space heater. A bookshelf, a bar, and an old filing cabinet hold his meager collection of clothes.

The lair of the Bat is accessible from this shack. Approaching the "broken" grandfather clock, it is accessed by moving the hands both to midnight. The grandfather clock opens, revealing a staircase down. The stairwell is lined with reinforced concrete, with switches on the side at thigh level. Ace has been trained to walk alongside him in such a way that he hits all the switches as they ascend or descend.

The stairwell exits into a great chamber. Though lighting is in place so that you can see easily, it is arranged in such a way that the atmosphere is still dark and gloomy. The main chamber has only begun to have had the cement put on it, leaving most of the chamber (and alcoves) as the scrap metal that was welded up in order to keep there from being a cave in. Some of the metal was smelted, some wasn't. That which hasn't is in the process of being replaced.

Despite how far down the cavern is, as well as the other aspects, the air is still clear and fresh. The faint hum of fans from his ventilation system can occasionally be heard when certain equipment is turned off.

The first sight when coming into the chamber is a large computer array. This massive array uses a plethora of old CRT monitors (as well as a couple of flatscreens), as well as a massive large-screen TV as a central monitor. Many of the CRT screens are showing their age, with burn in, scratches, and the occasional discoloring. The entire array is set up to work with voice activation as applicable, the rest being handled by few keyboards and mice. Unfortunately, the computers run Windows ME, and a few of the monitors are regularly blue screened. Despite this, he does have a surprisingly bitchin' internet connection. (Whose Netflix account he's skeezing from is anyone's guess.) There is also an automatic book scanner, a good text to speech program, and many books on diffferent subjects on the network. Though the network does have wifi, the signal doesn't get anywhere near the surface (the metal shell of the lair serving as a Faraday cage) and the signal is heavily encrypted. He has a few laptops of varying age and condition that he uses in other parts of the lair.

To the left of the stairwell, an alcove holds an impressively large and complex workshop. This includes equipment and materials for metalworking, woodworking, leatherworking, forging (including vacuum smelting), a scrabbled together industrial sewing machine, welding equipment, and industrial chemical equipment. All of this is arranged to his own personal preferences for his own personal efficiency. It may not be the most efficient for anybody else. After all, not everybody alternates between half-senile, insane, and almost crazy.

The next alcove is a decently-sized training area, capable of four individuals to train in unison. The walls and floor have been padded with padding made from car seats that have been dyed a universal dark blue. The room has a plethora of custom-built equipment. Oh, sure, he could just have weights and boxing bags, but that isn't nearly enough for our leading man. Knife throwers (capable of being set for random intervals), acrobatics gear, martial arts gear, "programmable" motorized melee trainers, rope/chain mounts, and countless other things are all ready to be set up and used. There are two doors in this alcove: one leads to a storage room for all this equipment, the other will be addressed later.

The next alcove has a sign that reads "Forensics Lab." Despite the name, this is most accurately described as a science area and attached med bay. An impressive library is here, as well as a surprising amount of scientific equipment. Everything the World's Greatest Detective might need. Further, the attached medical bay is scarily well-stocked, including even a homemade x-ray machine (well-guarded against radiation) and a CAT scanner. Though, truth be told, he has no idea how to read what the scanner tells him.

Next to this alcove is a dummy holding a tray. Upon the tray is a unique tea set -- the teapot connects to a slot in the tray, and a tube will refill it with tea from underneath. The dummy is hand-made, and wears a surprisingly nice homemade suit.

Further down rests what is obviously the pride and joy. Despite the ramshackle appearance of the rest of the lair, this one item looks like it belongs on a showroom floor. A large, expertly-crafted, one-of-a-kind vehicle. Shining, gleaming, and wonderful in every way. The Batmobile. The glass is bullet-resistant, the entire thing is armored. On the open road, it's unique engine could get up to impressive speeds, with fine handling. It has racing tires, even! (Gaia only knows where he got them.) There is one problem, however. Behind it is an impressive waterfall, one which sadly hides the fact that there is no exit for the vehicle. Even if the turntable it resides on were to put it nose first towards the waterfall, it would simply crash into the wall if driven.

To the right of the stairwell down is another library. Books on almost every subject is there, though there also is an amazing number of comic books. Knowing his passion for DC Comics, the staff of the scrap yard and recycling center have bought subscriptions for almost all the lines, and will buy him ones that they think he might enjoy. He also has DVDs of every movie, cartoon and TV series involving Batman thanks to them. A surprisingly nice TV sits in front of a plush leather chair, set into the wall in such a way, and with the appropriate screen saver and trim, to make it simulate an elevated fireplace.

By this is the giant penny. Bits of copper scrap and pennies have been pounded together to create this. The work... isn't the best, but you can guess what it is if you squint. At least it's round! A model T-Rex is still in the process of being made. In theory. He hasn't worked on it in a year or so.

Further down is the Memorial/Armory. In here, he stores all of his suits (see below), gadgets and weapons that he's crafted.

The rest of the lair is open space, with two large alcoves currently unused. (In his more sane moments, he admits that this would make an excellent packhouse, though his gruffness towards all visitors makes this unlikely. It would take a special sort of individual to accept his insanity/dementia.)

The other doorway in the training room leads to a secret almost as impressive as the rest of the lair. Going through this door leads to an impressive hydroponics bay, growing enough crops to support himself, his dog, and possibly one or two other people. This same hydroponics bay also prevents moisture from rusting the metal, and helps further improve the air quality. Beyond this are a group of eight chickens, and beyond that, a butchery.

Equipment
Lewis has the following equipment. He has made most of them himself. He once had a plethora of talens that he was gifted, but those have long since been used up, traded away, or otherwise lost to time.

Batarangs
* Sharp Batarangs (ALL OF THEM): Diff 6, Damage Str+1 Lethal. (Dex + Crafts, Diff 6)
* Blunt Batarangs (ALL OF THEM): Diff 6, Damage Str+1 Lethal. Made of softer materials. (Dex + Crafts, Diff 6)
* Silver-edged Batarangs (X10): Same as Sharp Batarangs, but do agg to the appropriate groups. When thrown, roll one die, difficulty 8. Successes means that it keeps the silver edge so it can be used again. The next roll, increase difficulty by one. Failure means that it is now effectively a normal Batarang. (Dex + Crafts, Diff 7)
* Gold-edged Batarangs (X10): Same as Sharp Batarangs, but do agg to the appropriate groups. When thrown, roll one die, difficulty 8. Successes means that it keeps the silver edge so it can be used again. The next roll, increase difficulty by one. Failure means that it is now effectively a normal Batarang. (Dex + Crafts, Diff 7)
* Explosive Batarangs (X15): Diff 7, Damage Str+1 Lethal, a round later does 1 point of Aggravated damage. These must be primed before use. (Dex + Crafts, Diff 7; Intelligence + Science, Diff 6)
* Thermite Batarangs (X9): Diff 7, Damage Str-1 Lethal, the next turn it begins the unstoppable thermite reaction for three rounds. (Dex + Crafts, Diff 7; Int + Sci, Diff 7)
* Thermate Batarangs (X3): Diff 7, Damage Str-1 Lethal, the next turn it begins the unstoppable thermate reaction for six rounds. (Dex + Crafts, Diff 7; Int + Sci, Diff 8)

Smoke Bombs
* Impact Smoke Bombs (X10): Diff 7, Damage N/A. Due to the size and nature of the smoke bombs, they are difficult to accurately throw without setting them off in your hand, hence the increased difficulty in throwing them. If two successes are garnered in the throw, you can hit somebody in such a way that it requires a Stamina roll (diff 5) or be caught coughing for two rounds. Otherwise, they make a smoke cloud in a limited area centered at the point of impact for three rounds. For those looking through the smoke cloud (or caught in it) there is a +1 difficulty penalty for sight-based Perception rolls, and those sneaking in it gain a -1 to their Stealth difficulties. (Int + Sci, Diff 7)
* Fused Smoke Bombs (X20): Light a fuse, and a predetermined time later, a large area is filled with thick choking smoke for the rest of the scene. Those within have a +2 difficulty penalty for sight and smell-based Perception rolls, and -2 to their Stealth difficulties. (Int + Sci, Diff 6)
* Impact Tear Gas Smoke Bombs (X3): (TBD) (Int + Sci, Diff 8)
* Fused Tear Gas Bombs (X6): (TBD) (Int + Sci, Diff 7)

Batsuits
These are hand-made, and need to be altered to fit the people who wear them.

* Grey Ghost: This isn't so much of a Batsuit as it is a throwback to the mythos. A simple grey business suit, a grey leather trench coat, custom-made goggles, a scarf, and a gray fedora make this ensemble. (Soak +1, Dex Penalty 1)
* Old Gray: The first suit he made. While displaying all the traditional images associated with Batman in shape and form, this is made entirely of cloth. That doesn't make it any less special, though. He did his research on colors... (+1 difficulties to stealth in morning, day, and evening. -1 difficulty to stealth at night due to the color scheme.)
* Old Blue: Much like Old Gray, but representing an older, campier era. (+1 difficulties to ALL stealth rolls.)
* Rough and Ready: The first heavy duty suit made. Despite its appearance, it's all one piece, carefully disguised by the use of the belt. With this suit, he made heavy use of modern technology to enhance its capabilities, offering more protection as well, while augmenting the combat capabilities. The eyes remain uncovered. (+1 difficulties to stealth in morning, day, and evening. -1 difficulty to stealth at night due to the color scheme. Soak +1 due to select reinforcement, heavy reinforcement around the cowl, forearms, shins and feet. +1 difficulty to hearing-based perception rolls. The cowl is fitted with a bluetooth.)
* The Dark Knight: A more menacing version of the Batsuit, taking the danger even further. The eyes are hidden. (Soak +2 due to select reinforcement, heavy reinforcement around the cowl, forearms, shins and feet. Active blocks (offensive or defensive) utilizing the forearms or shins are treated as Soak +3. +1 difficulty to hearing-based perception rolls. +1 to vision-based Perception rolls. The cowl is fitted with a bluetooth. Brawl-based attacks do Strength +2 Bashing damage due to carefully placed plates and leather strips. +1 to Intimidation rolls. Made of flame-resistant materials.)
* Azrael Special: A suit modeled after the one worn by a temporary Batman in the comics while Bruce Wayne was suffering from a broken back. Heavily armored, visibly metal. (Soak +4, Dex Penalty 2. +1 difficulty to hearing-based perception rolls. +1 to vision-based Perception rolls. The cowl is fitted with a bluetooth. Brawl-based attacks do Strength +3 Lethal damage. +1 to Intimidation rolls. Due to the weight, for every three hours worn a Stamina roll must be made else the wearer suffer from exhaustion. Starting at Difficulty 6, the difficulty goes up by +1 each time the roll is made.)
* Brawler Special: This is a classic and armored design, offing a good balance between defense and athletic abilities. It has an extensive under- and over-armor system, giving it a sleek look. The eyes are uncovered. (Soak +3, Dex Penalty 1. Active blocks (offensive or defensive) utilizing the forearms or shins are treated as Soak +3. +1 difficulty to hearing-based perception rolls. The cowl is fitted with a bluetooth. Brawl-based attacks do Strength +2 Bashing damage. +1 to Intimidation rolls. Made of flame-resistant materials.)
* Beyond: Sadly still a work in progress, this is the pinnacle of his technique. Though many systems are in place, he's constantly trying to find ways to improve it. (Soak +1. Active blocks (offensive or defensive) utilizing the forearms or shins are treated as Soak +3. +1 difficulty to hearing-based perception rolls. +1 to vision-based Perception rolls. The cowl is fitted with bluetooth, a cell phone's camera subtly placed in the forehead, and three microphones placed around the head. The right arm has a laser built in, calibrated to interpret vibrations from solid objects such as stone and glass and translate them into sound, which is then transmitted back to the Batcave and can be transmitted back for the wearer. Under each wrist is a single-shot compressed Batarang launcher. Upon firing, the Batarang opens in mid-air. This uses Dex + Firearms, difficulty 7, with a base damage of 3 Lethal. Specialized Batarangs cannot be used... yet. The Beyond Batsuit has GPS functionality. Under the armor plating of the left forearm is a smartphone loaded with useful apps, connected to the other cell phone. A subtle mesh between the layers of fabric sends the Batcave a constant status report, warning of impacts and tears to the mesh, though this is prone to a multitude of errors in times of heavy activity. The Gauntlet is treated as +1 to the wearer (minimum, ST digression) whenever this suit is in worn. Due to the even disbursement of weight, the wearer often won't recognize just how heavy the suit is until they've worn it for a number of hours. As well, it presents a subtle resistance to movement. For every six hours worn, make a Stamina roll at difficulty 6. Failure increases all difficulties by +1 due to subtle exhaustion. Made of flame-resistant materials.)
* Batgirl: Traditional non-Adam West era Batgirl suit. Eyes are visible. (Armor +1. Brawl attacks do Strength +1 Bashing. Made of flame-resistant materials.)
* Robin: Modern-era Robin outfit. Not much else to say, it's just cloth. Standard domino mask.
* Nightwing: Blah blah blah, this is getting annoying. The domino mask hides the eyes. (Armor +1. +1 to vision-based Perception difficulties. Active blocks (offensive or defensive) utilizing the forearms or shins are treated as Soak +3. Comes with two collapsible escrima sticks, with secure holders in the legs.)
* The Batcave has a host of other outfits in the Rogues Gallery which "belonged" to villains.

Other
* Calrops (ALL OF THEM): Sharpened pieces of metal designed to hurt those who step on them. If a Dex + Athletics roll (diff 6) is failed, these deal 2 dice damage, and slow a person down until they take the time to clear their feet and heal the damage. Less than three successes mean that no damage is dealt, but while they move through the area of the caltrops they will still be slowed, but without any lingering effects. Three or more successes on the Athletics roll means you can pass through without impeding their movement speed.
* Utility Belt: (Several) Though each utility belt's loadout is unique, varying on each suit it was designed for and each individual "mission," they do have some universal qualities. A small cell phone, fingerprint kit, a small forensics kit, flashlight, zip tie handcuffs, small digital camera (though the Beyond suit lacks this in the belt), and some emergency money. (Typically about $20.)