The Silverhold of Aurora Ward occupies a small island in the St. Lawrence River, about two thousand feet off the shore of Montreal proper. Centuries ago the island was supposedly used by Native American shaman to conduct rituals and vision-quests, but during the colonial era it became the private estate of the Merrow family, complete with a small mansion and reasonable well-kept grounds.
With the disappearance of the Merrow family in the early 1800’s it was occupied for a time by their increasingly distant relatives, but the essential inconvenience of a one-household island, the costs of maintenance, and a distinct surplus of uncanny events, eventually led to it’s abandonment. It enjoyed some popularity over the next few decades as a stopping spot for picnicking boaters, but title fell to the City of Montreal due to unpayed back taxes.
A little over two years ago the crumbling mansion was nearly razed in a conflict between the Wendigo and the Vanguard, who were rescuing the Wendigo’s child-sacrifices. With the proposal for Aurora Ward, it was decided that the island would make a near-ideal base. It was reasonably well isolated, far enough from the shore to keep supervillain trouble away from Montreal proper, isolated enough to ward off most curiosity-seekers, offered sufficient room, belonged to the city without dispute, and was weird enough to make the notion of having a superhero team watching it attractive.
A spate of construction later and Aurora Ward had a shiny new base, some crumbling outbuildings, a modest dock, and tolerably well-maintained grounds.
- DEF 15 (39 P)
- BODY 12 (10 P)
- Size 12, 1,600 hexes (68,864 sq ft), DCV -12 (24 P). Split over four 22 x 20 floors with a central well.
- Grounds 6,000 hexes (roughly 100 x 60) (2 P)
- Location (Suburb) (5 P)
- Danger Room: 18d6 Mental Illusions; Focus Type: Base, -1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Focus: Obvious Inaccessible, -½; Champions Limitation (Powers limited to within the danger room): -½ (26 P, 9 End). Variable Power Pool (30-pt Pool); Control Cost: 15; Focus Type: Base, -1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Focus: Obvious Inaccessible, -½; Champions Limitation (Powers limited to within the danger room): -½; No Skill Required for Change: +1 (39 P, variable End).
- Security System; Clairsentience (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 9,600″; Focus: Obvious Accessible, -1; Focus Mobility: Immobile, -1; Requires Skill Roll (Systems Operation): -½; Reduced END: Half, +¼ (21 P, 3 End).
- Dimensional Nexus/6d6 Aid to Dimensional Effects (Fade/hour, Max. 40); Range: 0; Affects: Single Power of Special Effect, +¼; IAF (Various ritual components): -½; Champions Limitation (Requires various rituals to use purposefully.): -½; Champions Limitation (Will not raise active point totals above 80 points): -½; Focus Type: Base, -1; Side Effects (Weird mystic things happen): 60/All, -1; Extra Time: 1 min., -1½ (11 P, 6 End).
- Mystical Energy Reserve / Endurance Reserve (60 END, 12 REC/turn); IIF: -¼; Focus Type: Base, -1 (8 P).
- Mystic Link / High Range Radio Hearing; Based on EGO Combat Value: vs. ECV, +1; Focus Mobility: Immobile, -1; Focus (Ansible): Obvious Accessible, -1
3 High Range Radio Hearing (Conventional); Focus Mobility: Immobile Focus -1 (7 P).
- Holodisplay; Images (Hearing, Normal Sight, 1″ radius); Range: 75; Reduced END: Zero, +½; Observer PER Penalty: 0, +0; Champions Limitation (Obvious semitransparent projection): -2 (5 P, 0 End).
- Shadow Realm Gate / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Champions Limitation (Only affects those leaving, not the entire base..): -1; IIF: -¼; Focus Type: Base, -1 (6 P, 2 End). Vehicles and individuals exiting the base may pass into the Shadow Realm – a dark reflection of the normal world, where everything is darker and edgier. For example – organized crime runs the city. Oddly enough, actions taken in the mirror world tend to be reflected in reality, and vice-versa.
Staff (16 x 50 point competent normals with disadvantages as normal, 30 P)
- +3 level w/Overall Level (Only for the labs/shops/etc and danger room effects.): -½ (20 P)
- 2 Alchemy Lab 11-
- 2 Chemistry Lab 11-
- 2 History Library 11-
- 2 Occult Library 11-
- 2 Parapsychology Lab 11-
- 2 Meteorology Lab 11-
- 1 English signs and notices (Basic Conv.); Literacy: Standard, 0
- 1 French signs and notices (Basic Conv.); Literacy: Standard, 0
- 3 Criminology Lab 11-
- 3 Mechanics / Machine Shop 11-
- 2 Vehicle Shop 11-
- 2 Enchantment Lab 11-
- 2 Medical Lab 11-
- 2 Spell Programming Lab 11-
- 2 Zantu Ethernet/Earth Internet Data Link 11-
- 3 Systems Operation Consoles 11-
- 2 Pseudopod Painting Studio 11-
- 3 Electronics Lab 11-
- 3 Tactics Briefing Room 11-
- 3 Ventriloquism / Public Address System 11-
- 2 Weapons Laboratory 11-
Base Cost: 302 Points.
172+ Disadvantages (Cost: 172/5 = 34 points)
- 20 Distinctive Features: Blatant Superhero Base, Extraterrestrial Consulate/Enclave, Monster Hangout, Etc
- 10 Dependent NPC: Random Zantu Staff Member (Normal, 11-)
- 10 Dependent NPC: Random Earth Staff Member (Normal, 11-)
- 20 4d6 Unluck: Mystical Nexus
- 10 Hunted: Mystics who want to use the nexus (8-)
- 15 Hunted: Extradimensional Intruders (8-)
- 15 Watched by various governments (14-)
- 10 Small Island Base, mildly awkward to access or expand. (Frequently, Slightly)
- 20 Vulnerability to Fire (2× BODY)
Disadvantages Total = 130
The Silverhold is a fairly formidable base – but it has enough problems to keep a team busy without even leaving it’s walls half the time. Samhain contributed 20 points towards it’s cost, each of the other characters is contributing three – and two have been provided by their backers (since the Mystic Nexus is more a source of trouble than something the characters really wanted “installed”).