The Wild Hunt Manor
Name: The Wild Hunt Manor The Manor of the Wild Hunt
Character Point Cost:
345
Characteristics:
344
Power: 
1029
Disadvantages:
200
Total:
1725
Computer Characteristics
Value
Char
Points
30
DEX
60
50
INT
40
30
EGO
40
8
SPD
40
Base Characteristics
Values
Char
Points
30
DEF
84
20
BODY
18
17
Size
34
13
Grounds
13
Area: 13546 hexes
583020 sq ft
DCV: -15
Grounds: 78765624 hexes
Pts
Areas, Powers and Labs
  Manor Area (111×111 = 12321 hexes)
Hunt Downtown Area (35×35 = 1225 hexes)
  Manor Grounds (8875×8875 = 78765625 hexes)
Hunt Downtown Grounds (None)
15
20
Manor Location (Distant, Deep Wilderness)
Hunt Downtown Location (City, Underground)
399
Danger Room
(206)
Variable Power Pool (150-pt Pool); Control Cost: 75; Reduced END: Zero, +½; OIF or IAF: -½; Only inside the Danger Room: -½
(193)
Images: Sight Group ; Senses: Detect, 3; Senses: Infrared Perception, 5; Senses: N-Ray Perception, 5; Senses: Spatial Awareness, 5; Senses: Ultraviolet Perception, 5; Groups: Hearing, +5; Groups: Mental, +5; Groups: Radio, +5; Groups: Smell/Taste, +5; Observer PER Penalty: 10, +30; Reduced END: Zero & Persistent, +1; No Range (Only inside the Danger Room) : -½
143
Power System; Number: 2, +5; IIF: -¼; Focus Mobility: Immobile, -1
(89)
END Reserve (1000 END, 100 REC/turn)
(49)
END Reserve (1000 END, 10 REC/turn)
128
Holding Cell Defenses
(68)
10d6 Energy Blast: Cell Suppression System; Focus Mobility: Immobile, -1; No Range: -½; IIF: -¼; No Normal Defense (Rigid Cover): +1; Area Effect (Any Area): 80 hexes, +1; Increased Area: ×8, +¾; Charges: +16, +0
(34)
Affects Desolid; Partial Coverage: 3 Size Increments), -¾
(26)
Armor (10 PD/10 ED); Hardened: ×2, ½; Partial Coverage: 3 Size Increments), -¾
  Deception Screen
36
Elemental Control: Deception Screen (118-pt reserve); Focus Mobility: Immobile, -1; Always On: -½; No Range: -½; IIF: -¼
a-33
20d6 Mind Control: Fear;  10 km radius; Area Effect (One-hex): 1 hex(es), +½; Megascale: 10 km: +½; Communication: Telepathic, +¼; Reduced END: Half, +¼; Single Command Only: -½; Hole in the Middle; 9 km radius: -¼ : END 11
b-34
Images: Wilderness; 10 km radius (Clairsentience, Hearing, Mental, Radio, Smell/Taste, Sight, 1" radius); Sense: Detect, 5; Sense: N-Ray Vision, 5; Sense: Spatial Awareness, 5; Sense Group: Sight, 10; Observer PER Penalty: 20, +60; Megascale: 10 km: +½; Reduced END: Half, +¼; Hole in the Middle; 9 km r: -¼: END 10
88
Autodoc System; Number: 8, +15; Reduced END: Half, +¼; OAF: -1; Focus Mobility: Immobile, -1; Only within the Autodoc: -½; Requires Paramedics Skill Roll: -½
(44)
6d6 Healing ; Regenerate: Lost Limbs and Organs, +5; Affects All Physical Characteristics: +2; Gradual Effect: 1d6 per 6 hours: -1½: END 9
(25)
6d6 Healing ; Affects INT/EGO/PRE: +¾; Gradual Effect: 1d6 per 6 hours: -1½: END 5
(8)
Detect Medical Condition (+5 to PER); Type: Uncommon, 3; Analyze: +5; Discriminatory: +5; Costs END: -½: END 1
(6)
X-Ray Vision; Costs END: -½: END 1
82
Sensors/Communications System; Number: 2, +5; Focus Mobility: Immobile, -1; Reduced END: Half, +¼
(37)
Clairsentience: External Sensors (Spatial Awareness, Sight, Hearing); Sense Group: Hearing, 10; Senses: Infrared Perception, 5; Senses: Ultraviolet Perception, 5; Area Effect (One-hex): 1 hex(es), +½; Megascale: 10 km/hex: +½; No Range: -½; IIF: -¼; Not inside buildings: -¼: END 5
(25)
Clairsentience: Internal Sensors (Spatial Awareness, Sight, Hearing); Senses: Infrared Perception, 5; Senses: Ultraviolet Perception, 5; Sense Group: Hearing, 10; Range: 250"; IIF: -¼; Not in Living Area: -¼: END 2
(9) Images: Situation Display (Sight Group, 2" radius); Range: 225; Senses: Infrared Perception, 5; Senses: Spatial Awareness, 5; Senses: Ultraviolet Perception, 5; Groups: Hearing, +5; Only within the Situation Room: -2; OAF: -1: END 2
(6) High Range Radio Hearing: Communications System; Encrypted: +½; OAF: -1; Costs END: -½: END 1
Teleporter System
40 Multipower: Teleporter (100-pt reserve); OIF: -½; Focus Mobility: Immobile, -1
u-4 20" Teleportation (Long Range 5,000"); Increased Range: ×250, +40; Long Range (km): 10.00; Mass Multiplier: ×16, +20: END 4
u-4 10" Teleportation (Megascale 1000 km/"); Mass Multiplier: ×64, +30; Megascale: 1000 km/", +1: END 2
13 Life Support System; Number: 2, +5; Focus Mobility: Immobile, -1; Costs END: -½; IIF: -¼
(4) Self-contained Breathing: END 1
(2)
Provides Food: END 1
(1)
Immunity to Intense Heat/Cold: END 1
(1)
Immunity to High Radiation: END 1
5
Computer: 2nd Unit for Hunt Downtown
Manor Labs
7
7
13
13
7
13
17
13
17
9
7
33
9
7
7
13
7
13
7
Astronomy Lab  11-
Biology Lab  11-
Chemistry Lab  14-
Computer Science Lab  14-
Cybernetics Lab  11-
Desolidification Lab  14-
Electronics Lab  16-
Force Field  Technology Lab 14-
Magic Lab 16-
Marine Biology Lab 12-
Mechanics Lab 11-
Medical Lab 24-
Metallurgy Lab 12-
Parapsychology Lab 11-
Physics Lab 11-
Plasma Technology Lab 14-
Radiology Lab 11-
Teleporter Technology Lab 14-
Vehicular Repair Lab 11-
Hunt Downtown Labs
17
5
5
5
5
Criminology Lab 16-
Desolidification Lab: 2nd Unit 14-
Electronics Lab: 2nd Unit 16-
Magic Lab: 2nd Unit 16-
Medical Lab: 2nd Unit 24-
Computer Programs
3
3
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
5
3
3
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
14
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
20
Absolute Range Sense
Absolute Time Sense
AK: Africa 19-
AK: Asia 19-
AK: Australia 19-
AK: Bay Area 19-
AK: California 19-
AK: Europe 19-
AK: North America 19-
AK: NYC Underground 19-
AK: South America 19-
AK: Stronghold 19-
AK: United States 19-
AK: West Coast 19-
AK: World 19-
AK: Amsterdam 19-
AK: Anchorage 19-
AK: Athens 19-
AK: Beijing 19-
AK: Berlin 19-
AK: Bonn 19-
AK: Boston 19-
AK: Buenos Aries 19-
AK: Cairo 19-
AK: Casablanca 19-
AK: Chicago 19-
AK: Cocoa Beach 19-
AK: Copenhagen 19-
AK: Dallas 19-
AK: Denver 19-
AK: Hong Kong 19-
AK: Honolulu 19-
AK: Houston 19-
AK: Istanbul 19-
AK: Johannesburg 19-
AK: Kingston 19-
AK: London 19-
AK: Los Angeles 19-
AK: Melbourne 19-
AK: Mexico City 19-
AK: Miami 19-
AK: Moscow 19-
AK: New Delhi 19-
AK: New Orleans 19-
AK: New York City 19-
AK: Norfolk 19-
AK: Oakland 19-
AK: Oakridge 19-
AK: Panama 19-
AK: Paris 19-
AK: Philadelphia 19-
AK: Quebec 19-
AK: Rio de Janeiro 19-
AK: Rome 19-
AK: San Francisco 19-
AK: Seattle 19-
AK: Sidney 19-
AK: Singapore 19-
AK: St. Louis 19-
AK: St. Petersburg 19-
AK: Tel Aviv 19-
AK: Tokyo 19-
AK: Vienna 19-
AK: Warsaw 19-
AK: Washington 19-
AK: Zurich 19-
Bump Of Direction
Computer Programming 19-
Criminology 19-
Cryptography 19-
Deduction 19-
Eidetic Memory
Electronics 19-
Forensic Medicine 19-
KS: City Law 19-
KS: Crime File 19-
KS: Danger Room Ops 19-
KS: Federal Law 19-
KS: Games 19-
KS: International Law 19-
KS: Security Control 19-
KS: State Law 19-
KS: Super Beings 19-
KS: World History 19-
KS: World Politics 19-
Lightning Calculator
Mechanics 19-
Mimicry 19-
Navigation 19-
Paramedic 19-
Perfect Pitch
Scholar
Scientist
Security Systems 19-
Speed Reading; Speed: x1000000, +10
SS: Anti-gravity 19-
SS: Anti-matter Technology 19-
SS: Astronomy 19-
SS: Ballistics 19-
SS: Biochemistry 19-
SS: Biology 19-
SS: Botany 19-
SS: Chemistry 19-
SS: Desolidification 19-
SS: Electrical Engineering 19-
SS: Medicine 19-
SS: Metallurgy 19-
SS: Mathematics 19-
SS: Pharmacology 19-
SS: Phaser Technology 19-
SS: Photon Technology 19-
SS: Physics 19-
SS: Romulan Physiology 19-
SS: Starship Technology 19-
SS: Teleporter Technology 19-
SS: Toxicology 19-
SS: Zoology 19-
Systems Operation 19-
Tactics 19-
Traveler
Universal Translator 19-
1029 Total Power/Area/Lab/Program Cost
Pts
Disadvantages
20
20
15
15
15
20
20
20
DNPC: Emma Morrow Wilson, Maid (Normal, 14-)
DNPC: Marie Renault Grayson, Cook (Normal, 14-)
DNPC: Kevin Wilson, Butler (Normal, 11-)
DNPC: Dr. Marilyn Chak, Researcher (Normal, 11-)
DNPC: Robert Holybee, Technician (Normal, 11-)
Hunted: Demon (8-)
Hunted: Genocide (8-)
Hunted: Zodiac (8-)
  Spock Disadvantages
25
10
10
10
Code vs. Killing (Very Common, Total)
Prankster (Common, Moderate)
Superiority Complex (Common, Moderate)
Rivalry: at chess with War Eagle
200
Total Disadvantages
Notes:
Hunt Headquarters' location is a well-kept secret, known only to Ghost Archer.  The building is an original manor house moved to the Earth of the Wild Hunt from an alternate dimension.  Over the years the building has been heavily modified. An incident with an alternate Earth starship gave the Wild Hunt their computer system, anti-matter power supply, holographic defense system, Danger Room technology and one of the world's first long-range teleportation systems. All the original walls have been replaced with an alloy from the 25th century, making it one of the most indestructible building on the planet.  Also gleaned from the salvaged starship was the Medical Auto-doc System.  Dr. Marilyn Chak and Professor Robert Holybee have, for years, been trying to duplicate this technology for the world but have, so far, been unsuccessful. War Eagle has been the most adept at technological deciphering but his disappearance several years ago has put a halt to the furtherance of his studies. To protect the Manor from intruders, Ghost Archer and War Eagle have modified the holographic system of the starship to provide a mile wide semblance of a natural forest. To insure no one wanders into this perimeter War Eagle has set up a ring of devices the induce fear in sentient creatures. The detention security system is a modification of Ghost Archer's Stun arrows and covers the area of the cell block. The grounds of Hunt cover over 300 square kilometers
If you have questions or comments please contact Ghost Archer