Cost |
Powers |
END |
12 |
Atlantean Life Chest: Life Support (Eating Character does not eat; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character only has to sleep 8 hours per week) (24 Active Points); OIF Bulky (-1) Notes: A large, heavy Atlantean Life Chest protects those within the lodge from extremes of cold and heat, hunger and thirst, and even reduces their need to sleep. The chest further keeps the air within the lodge fresh and clean. | 0 |
6 |
The Wardrobe: Cosmetic Transform 2d6 (Change Clothes (any)), Improved Target Group (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF Bulky (Wardrobe of The Impressionist; -1 1/2), Limited Target (Clothes) Limited (-1/2) Notes: This heavy wardrobe, kept in a guest bedroom, was salvaged from the lair of a maniac mage calling himself the Impressionist. At a simple word of command, it will produce clothing of any type imaginable, and even dress the user. The Wardrobe will also clean clothes. | 0 |
70 |
Tardellion's Laboratory: Variable Power Pool (Magic Pool), 60 base + 10 control cost, (90 Active Points); Extra Time (1 Hour, Only to Activate, Laboratory must be configured to support a given spell or group of spells; -1 1/2), Limited Class Of Powers Available Limited (Only to boost existing spells; -1/2) Notes: Tardellion's Laboratory is at the heart of the Hunt Lodge, and contains a variety of extremely sensitive and sophisticated magical equipment. A trained mage may use the Laboratory to greatly boost the effect of any spell, once he has properly configured the equipment involved. After the mage learns his way around the laboratory, a Magic Skill roll at -0 is sufficient to set up the equipment correctly. The laboratory itself primarily makes use of Atlantean and Lemurian equipment, but some artifacts may date back as far as the Turakian age. | |
80 |
The Coffin: Healing All Characteristics at once 6d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2), all characteristics simultaneously (+2) (260 Active Points); Gradual Effect (1 Hour; -1 1/4), OIF Bulky (The Count's Coffin; -1) Notes: The Count, a deranged Alchemist who believed himself to be a vampire, used this coffin to recover after each terrible battle. Now it rests in the Lodge, and serves as to heal those who need it. | 0 |
|
Arcane Wards, all slots OIF Bulky (-1) Notes: These wards protect the entire Lodge, but are ultimately controlled from the Crystal Skull in the library. If the skull were removed or destroyed, the wards would fall. | |
20 |
1) The Cloaking: Invisibility to Mental Group , Mystic Group, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OIF Bulky (-1)Notes: Nothing within the lodge may be percieved from outside by Arcane means, unless the viewer is in possession of the Seven Names (see Access perk). | 0 |
40 |
2) The Forbidance: Desolidification (affected by Magic), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); OIF Bulky (-1)Notes: Even from within the Pocket Plane, the Hunt Lodge and all its contents are as smoke to those who do not know the Seven Names. | 0 |
68 |
3) The Refusal: Cannot Be Escaped With Teleportation (+1/4), Hardened (+1/4), Affects Desolidified Any form of Desolidification (+1/2), Transdimensional (Any Dimension; +1) for up to 34 Active Points of Base Defenses, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (136 Active Points); OIF Bulky (-1)Notes: The walls of the lodge are protected from all magics that may threaten to pierce them. | 0 |
|
| Perks |
50 |
Location: Distant; Location Easily-defended location, Modifier Another Dimension Notes: The Hunt Lodge is located in an otherwise empty pocket dimension bordering Ygsdrill. This makes it extremely difficult to access and easy to defend.
Note that those who do know of the Lodge and of the Seven Names are able to reach it through spells of Extradimensional Movement and the like. |
3 |
Anonymity Notes: Information on the Hunt Lodge does not exist in even the most sophisticated Arcane libraries. |
25 |
Access (Hidden (-20 to Skill Rolls)) Notes: The Arcane Wards of the Hunt Lodge may only be passed by those who know the Seven Names; these would require great effort for the uninitiated to discover. |
|
| Skills |
25 |
Concealment 20- Notes: The Hunt Lodge is nearly impossible to perceive from outside, hidden deep within the clouds of the pocket plane. |
25 |
Disguise 20- Notes: Should the lodge be perceived at all, it will appear to be nothing more than an uninteresting and temporary mass of vapors floating within the clouds of the pocket plane. |
|
The Dark Library Notes: The Hunt Lodge is equipped with an extensive occult library, including volumes of long forgotten lore. |
3 |
1) AK: Planar Lore (INT-based) 9- |
3 |
2) KS: Secret Societies (INT-based) 9- |
3 |
3) KS: Cults and Fringe Religious Groups (INT-based) 9- |
3 |
4) KS: Occult History (INT-based) 9- |
3 |
5) KS: White Magic (INT-based) 9- |
3 |
6) KS: Grey Magic (INT-based) 9- |
3 |
7) KS: Black Magic (INT-based) 9- |
3 |
8) KS: Abjuration Magic (INT-based) 9- |
3 |
9) KS: Alchemy (INT-based) 9- |
3 |
10) KS: Arcane Magic (INT-based) 9- |
3 |
11) KS: Arcane and Occult Lore (INT-based) 9- |
3 |
12) KS: Astrology (INT-based) 9- |
3 |
13) KS: Conjuration Magic (INT-based) 9- |
3 |
14) KS: Demon Lore (INT-based) 9- |
3 |
15) KS: Devil Lore (INT-based) 9- |
3 |
16) KS: Divination (INT-based) 9- |
3 |
17) KS: Divine Magic (INT-based) 9- |
3 |
18) KS: Dragon Lore (INT-based) 9- |
3 |
19) KS: Druidic Magic (INT-based) 9- |
3 |
20) KS: Evocation Magic (INT-based) 9- |
3 |
21) KS: Flora and Fauna (INT-based) 9- |
3 |
22) KS: Herbalism (INT-based) 9- |
3 |
23) KS: High Elven Magic (INT-based) 9- |
3 |
24) KS: Illusion Magic (INT-based) 9- |
3 |
25) KS: Legendary Magic Items and Artifacts (INT-based) 9- |
3 |
26) KS: Magic Item Crafting (INT-based) 9- |
3 |
27) KS: Magical Diseases and Curses (INT-based) 9- |
3 |
28) KS: Necromancy (INT-based) 9- |
3 |
29) KS: Phantasms (INT-based) 9- |
3 |
30) KS: Places of Mystery (INT-based) 9- |
3 |
31) KS: Ritual Magic (INT-based) 9- |
3 |
32) KS: Rune Magic (INT-based) 9- |
3 |
33) KS: Scroll Making (INT-based) 9- |
3 |
34) KS: Shamanic Magic (INT-based) 9- |
3 |
35) KS: Spellcraft (INT-based) 9- |
3 |
36) KS: Spirit Magic (INT-based) 9- |
3 |
37) KS: Sympathetic Magic (INT-based) 9- |
3 |
38) KS: Tarot Magic (INT-based) 9- |
3 |
39) KS: Totem Lore (INT-based) 9- |
3 |
40) KS: Transmutation Magic (INT-based) 9- |
3 |
41) KS: Undead Lore (INT-based) 9- |
3 |
42) KS: Voodoo Magic (INT-based) 9- |
3 |
43) KS: Witchcraft (INT-based) 9- |
15 |
44) +6 with all KS, SS, and AK (30 Active Points); OIF Bulky (The Crystal Skull; -1)Notes: On a small pedestal in the center of the library rests a crystal skull. When asked, the skull is able to relate information contained in any of the libraries many volumes, and is also able to help the researcher make sense of this huge collection of lore. The Skull seems to have no will of its own, and its previous owner is unknown. |