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Avengers Mansion San Francisco


Mark Rand

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Since the California Avengers team, which is based in San Francisco, has a mage, I'd like to use the Mobius from the fourth edition book Mystic Masters as the basis for Avengers Mansion San Francisco.

This version would have more gates, a resident ghost that can go only in the living quarters and, possibly, others that are tied to specific rooms or areas.

I'm working on a list of what the gates lead to, and I'll post it here soon.

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Most of the gates are simply extra rooms. The garage has a football field-sized extension to it, the library leads to a Japanese garden, the public conference room has a coat room, restrooms, a small kitchen and storage rooms.

Most of the ghosts could be explained, in a non-magical house, as solid-light holograms, like Star Trek: Voyager's doctor, generated by a complex AI system. The medical area could have either a white uniformed and capped nurse or Dr. Alyssa Ogawa from Star Trek: The Next Generation. (I know she's the head nurse, but in one episode, Worf traveled to other realities and in one Alyssa was an M.D.) The bedrooms could have, if the occupant wanted, a personal assistant uniformed like an airline stewardess from the 1960s. (A menu on the room's computer would let the occupant select the exact uniform she'd wear.)

The ghost that haunts the mansion is Rose, a beautiful, kind-hearted woman, from 1905, wearing a short-sleeve black, red-accented and sequined evening gown, a beautifyl necklace and long white gloves. She can become solid when she wants to and always enters and exits through the door. Of course, she could always be a hologram, too.

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yeah but there still kind of freaky and really having the place give people the willies seems like so much more fun than some sterile colonial style mansion with high tech gizmos in the basement you might want the garaage to have a gate that opens in th pardiso park area so you can launch the quinn jet away from major population areas plus you can naviagte using the golden gate bridge as a landmark.

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I was thinking of placing the mansion, actually the Mobius, just west of the Presedio, This way, the quinjets can be launched over the water.

Most of the gates are on the first floor. Gate A, in the garage, leads to extra parking spaces. Gate B, in the living room, leads to the conference room/ballroom. There's a small stage on one side with microphone jecks in the floor and an electrically-lowered projection screen above it. Along one side are the coat room, rest rooms kitchen and storage rooms. (The kitchen is used for preparing food for press conferences and one storeroom is known as the A/V room because the PA amplifier and audio-visual equipment are in there.) Gate C, in the dining room, connects to one side of a pantry. Gate E, in the kitchen, connects to the other side. Gate D, on the back porch (and the only one in the original plans) leads to a pocket reality containing buildings from an Earth where all life died out in 1969, In it are additional living quarters, a church, a rec center, a medical clinic, and a high school. (The team's nurse found the white uniforms she wears instead of scrubs here.) Gate F, in the library, leads to a Japanese garden. Lady Arcane, the mage, and Spirit Cat, the ninja (a reservist and the team's technical manager) like to meditate here.

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Continuing with the Mobius, the rest of the first floor and the whole second floor stays as in the book. The only change on the third floor is that the connection between the woods and bedroom one, the housekeeper's bedroom. The basement has one addition, Gate G, in the main room, leads to the mansion's sublevels, all of which are connected by an elevator and stairwell. Restrooms are on each floor. There's nothing magical about this section.

Sub level one is the hanger complex. The two quinjets are kept here, along with skymobiles and, if they're built, the Mark 2 aircars.

Sub level two has the medical area, labs, tech shop, and administrative offices.

Sub level three has the computer, communications, security and meeting rooms.

Sub levels four through seven are the training complex.

Sub level four has the locker rooms, showers and a hot tub.

Sub level five has the gymnasium running track, danger room control booth and the upper level of the danger room.

Sub level six has the gymnasium (including an Olympic-sized pool), the lower level of the danger room and the room's computer, which is accessable from the booth.

Sub level seven has the pool pumps and filters and the danger room's machinary area.

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