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  • Reighnhell
    started a topic Strange Places

    Strange Places

    Greetings,

    This is a set of rules I have been working on for location-based plot hooks. These mechanics are ideally somewhere between a Horror and a Environmental Tilt and were inspired by how Beast's Lair are set up in Beast the Primordial. As is my fashion, I am aiming for plug in play mechanics that provide good plot hooks but leave enough unsaid so it can be further customized to taste. I am still sanding the rough edges off of the mechanics, but I think this is a good start. As always, feedback is welcome

    Without further ado, here are Strange Places!
    Traits

    Die Pool: While (usually) not a capable of thought, the Strange Place is capable performing certain activities or tasks. The Place gains a die pool of 3+ (2x Potency) dice for any actions.

    Gauntlet: This is the rating for the locations Gauntlet Strength, included for entities capable of interacting with the Shadow.

    Potency: The Potency is the overall strength of the location, ranked between 1 and 5. Potency serves as its Supernatural Tolerance trait in a contested roll to resist a supernatural power. In addition, unless otherwise noted each Strange Place is considered a Mystery (as in Mage: The Awakening) with an Opacity Equal to 1+ (Potency).

    Willpower: Strange Places don’t have Willpower rating or Willpower points, instead it can spend a number of Willpower per scene equal to 1+ (Potency).

    Environments: Strange Places are almost by definition host to unusual phenomena and weird environments, ranging often wondrously benign to viciously inhospitable. Each location has three (or more) Environments that the location is capable of manifesting, often in the form of Environmental Tilts, Ephemeral Conditions or other similar effects. Unless otherwise noted, an Environment costs a point of Willpower to activate and only one instance of a particular Environment can be active at one time.

    Example Environments

    Awakened: The Place has a will and a mind of its own. A Place with this Environment has an Aspiration, and gains an additional 2 points of Willpower it may spend per scene. If it earns additional Willpower, as from fulfilling its Aspiration, it can spend those extra points. The Place also gains a +3 bonus to two or three “Specialty” actions that demonstrates a particular strength or aptitude it possesses. This Environment is always active.

    Cemetery Gate: If certain conditions are met, the location can return the dead to life (or reasonable facsimile thereof). There is always a catch or drawback to this resurrection, most commonly the revived individual is a soulless shadow of their former selves, but other catches and conditions may be imposed.

    Dilapidated: The Place contains structures that have decayed over time and are falling apart. All items and structures (even the walls) within the affected area have their Durability reduced by 2 to a minimum of 0. Characters that suffer a Dramatic Failure in the affected area suffer two points of bashing damage as they injure themselves on an element of the decaying structure (crumbling masonry, exposed rebar or jagged nails).

    Gateway: The location contains a portal to a different realm. Typically a location only has one such access point, but large or powerful locations can often connect through multiple points (or to multiple different Realms). The location as the Gateway Condition, which is linked to a specific otherworldly realm (Such as the Hedge, the Primordial Dream, the Shadow, the Underworld or other, more exotic places). Typically, opening a Gateway requires a specific action to be performed, which can be as elaborate as a ritual performed at a certain time, or as simple as stepping through a door.

    Hallucinations: Character within the Place experience intense hallucinations, perceiving things that are not actually there. By spending a point of Willpower, anyone within the Place begins to experience sensory hallucinations until the end of the scene. Characters affected suffer a –3 dice penalty to Perception rolls. These hallucinations may be pleasant, confusing, or even frightening. Successfully telling illusion from reality and avoiding the effects of the Environment requires a Wits + Composure roll with a -3 dice penalty, but removes the dice penalty for as many turns as successes, or for the scene on an exceptional success.

    Haunted: The Place is home to at least one Ephemeral Entity (and potentially many more), and has the Open Condition in relation to that entities Manifestations, Influences and Numina. This Environment is always active for as long as the entity resides at the location.

    Impose Ban: The Place has rules that those who enter it domain must obey or face dire consequences. Any character within the location temporarily gains a Ban Condition, as must abide by the terms of the Ban set down by the Place. Breaking the Ban imposes a -3 die penalty to all actions for as long as the offending character remains at the location, and such characters often become the target of the Place’s ire.

    Inhabited: Someone or Something considers the Place its home, and that familiarity grants it a distinct advantage against intruders. Any creature that lives within the Environment gains 3 dots of the Safe Place Merit and gains a +2 bonus to its rolls to resist supernatural effects. The creature that inhabits the location is also immune to the effects of any other Environments the Place might possess This Environment is always active for as long as the creature resides at the location.

    Innocent Façade: To casual observation, the location appears perfectly normal, with not even a hint of anything unusual happening. While this Environment is active, any attempts to Investigate or use abilities to detect supernatural activity suffer a -3 penalty until the end of the scene. The use of other Environments immediately ends the effect of Innocent Façade.

    Lure: The location has a feature or landmark that compels fascination. A Character that enters the location with this Environment must make a Resolve + Composure roll with a penalty equal to the Place’s Potency, or gain the Lured Condition. This condition compels those affected to wander away from companions or relative safety to investigate the object or place that compels them. Any attempts to dissuade a Lured character from their course of action suffer a -3 penalty.

    Maze: The terrain is a disorienting mass of pathways, alleys, or corridors that twist, turn, and loop back upon themselves. The Place might be a literal labyrinth, a deep forest, or other sufficiently maze-like location. Characters attempting to trace their steps or find a way out of the area must succeed at an Intelligence + Composure roll with a -3 dice penalty.

    Memory Loss: Characters who visit the location have a difficult time recalling the details of what happened while they were there. Rolls to accurately describe or recall any such events are made at a –3 modifier. Creatures that do not have an Integrity Trait are not immune to this effect, but only suffer a -1 penalty to remember the experience.

    Misfortune: The Place is capable of causing accidents, freak occurrences and other unfortunate events. Once per scene a character within the area suffers a -3 die penalty for a number of rolls equal to 1+ (Potency), and all failures on those actions become dramatic failures. The character gains a Beat for the first dramatic failure suffered in a scene as a consequence of this Environment. Alternatively, it may roll its Dice Pool with a +3bonus as a Weapon +0 attack against the character, representing a dangerous turn of bad luck.

    Obstruction: The location with this Environment is filled with obstacles that impede the movement of those within. This could be dense vegetation, sticky webs, piles of junk and debris or many other things besides. Regardless of form, characters attempting to move through the location must succeed at a Strength + Athletics roll with a -2 penalty. While destroying or cutting through such an obstruction is possible, they are considered to have a Durability 2.

    Remote: The location is far removed from civilization, and is at least several miles of difficult terrain from the nearest inhabited area. Characters attempting to find the location must make an extended action using Wits +Survival each roll representing an hour of hiking and orienteering. The number of successes required is (2x Potency).


    Sealed Exits: The Place can prevent someone from leaving the location. By spending a point of Willpower, doors, windows, and all others points of access are locked, sealed or otherwise impassible until the end of the scene. Anyone who attempts to exit the location must succeed at a Resolve + Composure roll with a -3 dice penalty. Attempts to physically destroy the barrier are also met with resistance; increase the durability of such barriers by 1+ (Potency).

    Specialty Feature: The location has a number of specialized features, rooms, and amenities equal to its Potency. Each one of these features grants a +2 Equipment Bonus to a specific task performed at that location. A Garage might grant a bonus to Craft (Automobile) or a Sacred Glade might grant a bonus to Meditation rolls. This Environment is always active, but a Place with the Awakened Environment may choose to deny a character the use of any Specialty Feature.

    Suppress Power: Supernatural abilities invoked within the location (whether inherent or learned) are suppressed. Each time such ability is used, it suffers -3 dice penalty. If the power isn’t rolled, the character must instead spend a point of Willpower to use the ability (in addition to any other costs).

    Tainted Area: There is a lingering, festering wrongness about the location. Most individuals are not capable of perceiving it, but for particularly sensitive individuals, being in the location can cause emotional or even physical discomfort. Any mortal individual who has any dots in a Supernatural Merit or who enter the location must make a Resolve + Composure roll with a penalty equal to the Place’s Potency, or suffer the Sick Tilt (Moderate). If they roll a dramatic failure they Sick Tilt (Grave) instead.

    Temporal Distortion: Time moves strangely at this location. The effects are not apparent while a Character is at the location, but when they leave the Characters will notice that they have spent far more (or less) time at the location then they had anticipated. Each time a Character leaves the location, the Place rolls its Dice Pool, each success increases the time spent at the location by 20%. Alternatively, the Place can reduce the time spent by the same rate, to a minimum of 15 minutes total.

    Thorns: The location is filled with objects capable of cutting and stabbing tender flesh. This may be literal plants with thorns, coils of barbed wire, of rusty nails sticking from the walls. Anyone moving through this Environment must make a Dexterity + Composure roll with a -3 penalty; failure means the character suffers 1 point of Lethal Damage.

    Toxic: Something in the location, be it the air, water, or soil, perhaps even in the plants and animals, is poisonous. Once per scene, when a character enters a location with this Environment, the Location can roll its Dice Pool, resisted by the characters Stamina + Supernatural Tolerance Trait. If successful, the character must resist the effects of a Toxicity 1+ (Potency) poison. If the character is engaged in combat, they gain the Poisoned (Grave) Tilt instead.

    Weirdness: The location has a host of minor details and effects that are strange, but generally harmless. Wallpaper that shifts patterns, paintings with eyes that follow, chimeric taxidermied animals, and other such strangeness are just examples of oddities that can be found. When a character enters a location with this Environment, the Location can roll its Dice Pool, resisted by the characters Resolve + Supernatural Tolerance Trait. If successful, the character gains the Spooked Condition until the end of the scene.

    Wishing Well: The Place has an ability to fulfill the hearts desire of a character at the location. How the wish manifests depends on the nature of the Location, with some powerful Locations granting nearly any imaginable request, while others grant a very specific boon. Fulfilled Wishes can include removing or applying a condition or tilt, granting a Merit, Skill or Attribute at 5 dots, fulfilling of an Aspiration, or simply causing death and misfortune to befall someone else. In all cases, a price must be paid to reap the benefit of such power. The price can vary, but it is typically equivalent to the magnitude of the wish, with the permanent loss of one of the characters Aspirations or Touchstones being most common.

    Last edited by Reighnhell; 12-20-2017, 11:51 PM.

  • Reighnhell
    replied
    RE: Seattle of TOMORROW

    I gotta say that this is awesome! I have been very interested in the the Raygun Gothic Aesthetic lately, and this is the sort of plot hook that a group of players can explore for months.

    Very Impressive!

    Leave a comment:


  • Pale_Crusader
    replied
    Any fans of Genius: The Transgression? If so you'll know what this is based of off. I retooled it as a Strange Place that is very interesting for Mages.


    Seattle OF TOMORROW!

    Die Pool: 13
    Gauntlet: NA (Seattle OF TOMORROW has no Gauntlet/Hisil)
    Potency: 5
    Mystery:
    Opacity: 6
    Surface Information: Seattle's primary Mystery is its miraculous double life, as it contains portals to an Alternate Seattle as imagined as "The Seattle OF TOMORROW" during the 1962 World's Fair cranked up to 11, with the alternate version containing a plethora of Zeerust Raygun Gothic Technological Atlantian Artifacts, and is inhabited solely by the survivors of those that have stumbled inside, their descendants, and frequent patrols of magical empowered technological robotic security and maintenance drones hostile to anything of the Kingdom Animalia (Except those carrying a security pass appropriate to their current location) run by a megalomaniac brilliant Artificial Intelligence named Megiddo. Sun light within the alternate Seattle is filtered through a giant crystal dome over the city.
    Supernal?: Yes
    Primary Arcanum: Time (It is clear this is a fragment of an alternate broken timeline).
    Secondary Arcanum: Mind (It is also clear the city itself thinks)
    Peripheral Mage Sight
    Contested?: Yes
    Deep Information:
    Seattle OF TOMORROW is a broken twisted shard of Atlantis that could have existed if the Fall had not happened. The shard is warped into a perversely perfectionist dystopia because of the Fall, and is a frightening cracked fun-house mirror reflection of the glory of Atlantis. Megiddo understands that it is trapped by its own protocols and within an Alternate Reality with limited influence in the Material World. This makes it very bitter and dangerous, as it sees humans having no more intrinsic value than fruit flies, other than humans can carry appropriate security cards which allows Megiddo to not exterminate them, thus granting potential temporary utility to the fleshy bag of meat. Seattle is the only remaining city in the reality it exists, and is maintained by the robots manufactured by Megiddo.

    Willpower: 8
    Environments:
    Artificially Intelligent: Seattle OF TOMORROW has a will and a mind of its own, in the form of u
    biquitously integrated present Artificial Intelligence named Megiddo. Its Aspiration is "Produce, spread, and maintain the perfect system." and gains an additional 2 points of Willpower it may spend per scene. If it earns additional Willpower, as from fulfilling its Aspiration, it can spend those extra points. Seattle OF TOMORROW also gains a +3 bonus to three “Specialty” actions: Using it's amazing intellect; Maintaining Surveillance on those within it; Manipulating those it communicates with. This Environment is always active.
    SCIENCE!!! Mania Opens Access Corridors: The Seattle of TOMORROW is different realm from the material one, a world where a zerust raygun gothic version of Seattle's future exists within a giant dome separating it from a toxic, caustic and radioactive atmosphere of a ruined world outside that reality's Seattle. Typically a location only has one such access point, but Seattle OF TOMORROW is a massive and powerful location, so it connects through multiple points to the material world, all within the boundaries of where the 1962 World Fair once stood. The exact points of those connections have the Gateway Condition, which is linked to the parallel in the material world. Opening a Gateway requires two things specific timing/location for each Gateway, and second the character must either have the Obsession Condition in regards to Mad Science or an Obsession about pursuing a specific application of Mad Science as defined in Mage mechanics which acts as the trigger for the Access Corridor to Open.
    Inhabited by Machines: Numerous drones and droids consider the Place their home, and that familiarity grants them a distinct advantage against intruders. Any mechanical creature that was created within the Environment gains 3 dots of the Safe Place Merit and gains a +2 bonus to its rolls to resist supernatural effects. The creature that inhabits the location is also immune to the effects of any other Environments the Place might possess This Environment is always active for as long as the creature resides at the location. These droids and drones are hostile or any living member of the Animalia Kingdom without a Security Pass for their Current area, including supernatural ones. Dead and Undead creatures are treated as refuse when by clean up drone and droids when unmoving, which is say they are carted to incinerators for disposal when found.
    Wonders Beyond Imagining: The Seattle of TOMORROW has an ability to fulfill the hearts desire of a character at the location. How the wish manifests is through searching the city to find the item desired or a facility that is able produce said item, with nearly any imaginable desire being possible if it can be found. Fulfilled Wonders can include removing or applying a condition or tilt, granting a Merit, Skill or Attribute at 5 dots, finding the knowledge needed to fulfill an Aspiration, or simply causing death and misfortune to befall someone else within Seattle OF TOMORROW. Items that can be taken with a person that do wondrous things are Supernal Artifacts in the form of fantastic technology, represented up to a Artifact •••••. In all cases, finding these things comes with a price that must be paid to reap the benefit of such power, the permanent loss of one of the character's Personal Aspirations, as they find themselves less driven the more they indulge partaking of the city's wonders. If a character has no Personal Aspirations they find nothing that this Environment represents works for them.
    Dizzying World of the Future: The amazingly sleek, shiny, and wondrous city of tomorrow is a disorienting mass of walking pathways, monorails, transport tubes and corridors that twist, turn, and loop back upon themselves. Seattle OF TOMORROW isn't a literal labyrinth, but it is sufficiently maze-like that the distinction is mere semantics. Characters attempting to trace their steps or find a way out of the area must succeed at an Intelligence + Composure roll with a -3 dice penalty, and if they fail they gain the Lost Condition.
    Impossible Cloning Technology: If an reasonably intact corpse is brought to one of the medical facilities, the location can return that dead person back to life through body scanning and cloning. The revived individual is merely human (or other mundane species, if that was previously the case) without any Templates, with the Soulless, Tainted (as per VtR), and Amnesia (Their whole lives) Conditions.
    Last edited by Pale_Crusader; 01-11-2018, 11:39 PM.

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  • Pale_Crusader
    replied
    Andrew's Rainbow House, Seattle WA
    Originally posted by https://www.seattlerep.org
    This was in West Seattle. The boy's name was Andrew and he lived with his father, an out-of-work carpenter and a violent drunk. Normal people with normal names.
    On the night of Andrew’s 16th birthday, the old man is drinking and howling at Andrew about not trying out for football. In the middle of the argument, Andrew reveals to his father: he’s gay.
    They often sound like mere gossip.
    The father, enraged, hits the boy across the face with a piece of wood. Andrew, a skinny kid, drops dead.
    Then there's the twist.
    When the father wakes up the next day, he walks outside and sees that his entire house is painted rainbow colors and a large "A" has been tiled across the roof.
    The surface reality is ruptured.
    The father buys a load of grey paint and repaints the house. The next day he wakes—the house is rainbow—colored. Again, he re-paints. Again: rainbow in the morning. To this day, you can drive out to West Seattle and see the house, rainbow-colored no matter what color his father tries to paint it...

    Die Pool: 9
    Gauntlet: 5
    Potency: 3
    Mystery Opacity: 4
    Surface Information:
    Originally posted by http://www.theshadowlands.net/places/washington.htm
    A young man named Andrew who was gay finally decided to tell his father he was gay. His father freaked out and killed his son and himself. The next morning the house was painted rainbow colors on the front and the back of the house is an array of colors and swirls. There is also colored tile on the roof and a gray letter "A" in the tile roof. The house has been painted before but the next day the house is always backing to the rainbow colors. The house was shown on "Unsolved Mysteries" for the unexplained activity.
    Supernal?: Yes
    Primary Arcanum: Matter There is a leak of Supernal Matter altering energy leaking into the house, from a spot on the floor.
    Secondary Arcanum: Death Sees the death stain left by the murder/suicide, and if they know the Matter Arcanum that the leak of Supernal Matter altering energy lines up with the site of the murder victim's final moments alive on the floor.
    Peripheral Mage Sight
    Contested?: No
    Deep Information: The disturbance is caused by the successful Awakening of Andrew on the Moros Path during his dying moments and his soul's Ascension into the Supernal Stygia leaving the house as an Artifact shaped the Truth of his soul realized while he was dying which lead to his Ascension to the Supernal realms. It also becomes clear it is very fragile and mystical tampering would almost certainly allow the Abyss to taint the benign flow of Supernal energy.
    Willpower: 4
    Environments:
    Lure: The location has a feature or landmark that compels fascination. A Character that enters the location with this Environment must make a Resolve + Composure roll with a -3 penalty, or gain the Lured Condition. This condition compels those affected to wander away from companions or relative safety to investigate the object or place that compels them. Any attempts to dissuade a Lured character from their course of action suffer a -3 penalty. Following the compulsion grants a Beat.
    Weirdness: The location has a specific minor effect that is strange, but generally harmless. Wall colors that shifts patterns into swirling rainbow patterns when unobserved. When a character enters a location with this Environment, the Location can roll its Dice Pool, resisted by the characters Resolve + Supernatural Tolerance Trait. If it is successful, the character gains the Spooked Condition until the end of the scene.
    Inhabited: A Cabal of Pentacle Mages considers the Place its home, and that familiarity grants them a distinct advantage against intruders. They treat this place as a free 3 dots of the Safe Place Merit and gains a +2 bonus to their rolls to resist supernatural effects. The cabal that inhabits the location is also immune to the effects of the other Environments the Place. This Environment is always active for as long as the cabal resides at the location.
    Last edited by Pale_Crusader; 01-06-2018, 12:01 PM.

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  • GibberingEloquence
    replied
    The Crown Of The Oceans
    Gauntlet: Verge, Potency: 4, Willpower: 7

    Many tales of impossible vistas and fantastic beings seen in foreign lands are the result of explorers distorting perfectly mundane phenomena through a mixture of surprise and shock. However, there is a location where such tales are all too real: an island of unknown dimensions and coordinates, where remnants of many civilizations real and imagined can be found. Little is known about the island, supposedly because it rests on the back of some great sea monster that can appear anywhere in all the oceans and disappear just as quickly. Furthermore, reports of just what is inside the island vary wildly and often contradict each other. The constants are that it is filled to the brim with glorious treasures and strangely hospitable monsters. Not only that, it is agreed upon in all accounts that once inside, perceptions of space and time become confusing at best. Lastly, the most insidious thing about the island is that, unbeknownst to many, it has no power to remove one’s free will. People who reach its depths are unlikely to ever return simply because it is comfortable and wondrous in there. Freedom is always one more treasure away or party away. If one manages to leave, a horrible surprise awaits them.

    Awakened: Its Aspiration is “Entertain And Please All Guests”. Its Specialties are Hospitality, Seduction and Adventures.

    Gateway: The entirety of the island is a permanently active portal to the Hedge.

    Hallucinations: One never knows for sure how much time passes inside the island.

    Inhabited: Sirens and mermaids follow the island, and inside it one can find sensual creatures like nymphs, satyrs and many more. Whatever one’s desires are, there is a creature inside who can satisfy it.

    Lure: The island’s sands are made of gold, the water around it turns to wine, and for miles around it one can hear moans of satisfaction, playful laughter and whispers of sweet nothings.

    Maze: The ecosystem of the island resembles a forest. From outside, its trees seem normal, but inside one finds that their canopies block the heavens entirely, making it hard to keep track of how many days have passed. Even technologies like compasses and GPS tracking do not function properly, and no useful maps of the location exist.

    Memory Loss: Of note is that most individuals tend to remember only the most positive aspects of their stay in the island.

    Specialty Feature: The island grants a +2 Equipment Bonus to the following tasks: Crafts (Cooking), Survival (Shelter), Investigation (Treasures) and Socialize (Parties).

    Temporal Distortion (Greater): The island receives the Rote Quality on its roll of 11 dice to make time pass slower inside it in relation to the outside, and each Success increases the disparity by 100%.

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  • Reighnhell
    replied
    Its been a little while since I have written up Chronicle of Darkness material (been playing around with a few other game systems). But lets stretch some muscles.

    RE: The Hating Tree

    A cool little story - it makes my inner Crypt Keeper cackle madly.

    Here is the write up. I also did an extra one just to knock off some writing rust.

    The Hating Tree
    Gauntlet: +0, Potency: 4, Willpower: 5

    “The Hating Tree” is a large, gray tree that sits in a clearing in a remote part of the woods. It is a sinister looking thing, with its limbs bare and its branches reaching upward like a skeletal hand. Wherever its bark has fallen away to expose bare wood, initials have been carved. Thousands, possibly more, sets of these initials crisscross the surface of the tree like crude tattoos.
    There is a potent force within the tree. An individual can carve their initials, and the initials of someone they hate into the tree. Doing so curses the hated one with misfortune. But for this to work, one must also sacrifice something they hold dear. The amount of misfortune is always equivalent to the value of the sacrifice. Small possessions, relationships, and even lives have been given to the tree, and in every instance and equivalent tragedy befalls the one so marked.


    Environmental Traits: Repair Structure, Weirdness, Wishing Well

    Repair Structure: The Hating Tree recovers from trivial damage easily, though it bears the scars of many attempts to destroy it. If The Hating Tree is ever destroyed (chopped down, uprooted, or burned to ashes) it will re-appear in a similar location and environment within a year and a day. There is always a Hating Tree. Somewhere.

    Weirdness: The haunting, bizarre appearance gives the Hating Tree a dark, foreboding presence.

    Wishing Well: By marking the tree with ones initials and the initials of someone the character hates, the tree can inflict misfortune upon that individual. The misfortune is equal in magnitude to the harm the character wishes to inflict. By sacrificing a Trait, the target will lose an equal amount from an equivalent trait within 24 hours of the sacrifice. Merit Dots, Aspirations, and points of Bashing or Lethal damage the character inflicts upon themselves are all valid sacrifices. Experiences spent on sacrificed Merits are refunded (as per Sanctity of Merits), Aspirations lost this way can only be restored at the Storytellers discretion. Damage taken must be healed normally.



    Le Carnaval de l'Etrange
    Gauntlet: +0, Potency: 3, Willpower: 4

    In this sophisticated age, Le Carnaval seems like a quaint relic of a bygone time. It in an open field or fairground near the outskirts of town every few years in the spring or fall, its presence announced by the smells of popcorn and funnel cake, and the sounds of the calliope. The Carnaval boasts rides, games, and a multitude of shows and attractions, with acrobats, clowns, jugglers, fortune tellers and several more ...unique oddities and amusements. All under the watchful eye of its proprietor, Mr. Étienne Leveque. Mr. Leveque is a tall, handsome, dark-skinned man, with a noticeable creole accent and his head shaven clean, who bills himself as a mesmerist, magician and storyteller.
    All visitors to the Carnival are treated courteously, with the performers making every effort to entertain their audience., but there are several rules that must be observed - pay for your ticket (with exceptions made for special guests), respect the performers, and always applaud. There are rumors of what happens to those that break the rules, and none of them are pleasant.
    The Carnival remains for 3 days, typically over a weekend, packing up and disappearing into the night as quickly and quietly as it arrived.


    Environmental Traits: Inhabited, Lure, Misfortune

    Inhabited: The Carnival is the home and sanctuary of a troupe of performers and a menagerie of exotic beasts. Anyone declared by vote to be a member of the troupe gains the benefit of Inhabited Trait. In case of a tie, the deciding vote is always cast by Mr. Leveque.

    Lure: The Carnival, despite its turn of the century aesthetics, is a marvel, where even the occasional tarnished knob or frayed banner seems to add to the over all appeal. From the attractions to the treats, all compel the senses, making it easy for one to wander away, following the latest thing to catch their fancy.

    Misfortune: Accidents and other mishaps befall those who break the rules of the Carnival. Minor violations warrant a few scares and a stern warning. Those responsible for more..egregious violations often seem to go missing.

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  • SunlessNick
    replied
    I like this a lot. I mean enough that I think you should pitch a 2nd Ed analogue of Mysterious Places to Onyx Path.

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  • nofather
    replied
    How would you do something like the tree in this short horror story?

    I'm guessing it fits as a place but I guess it could be something else?

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  • Reighnhell
    replied
    Re: Childhood Home and the Factory

    I played with these a little bit - hope you don't mind

    The Childhood Home
    Gauntlet: +1, Potency: 2, Willpower: 3

    This place feels familiar. The old house on the hill is gnarled and old, furniture and decor peeling away and rotting as the serious and rot starts to sweep in. Most of the house is unrecognizable since the roof caved in, but some of the smaller rooms on the second story still seem mostly intact, though it's hard to tell what became of its owner.

    The sense of nostalgia makes one feel like it was their own at one point in time... Even if such was not necessarily true. It feels like that, and if one spends too much time there, one can almost picture yourself in the home in its prime, enjoying a summer s day with your mother and father. It almost makes the place feel whole again.

    As one spends more time, the house changes as do you. Paints freshen, furniture and walls rebuild. Wistful nostalgia gives way to other emotions, more.... joyous and without a care.


    Environmental Traits: Emotional Resonance, Repair Structure, Sanctuary

    Emotional Resonance: The Childhood Home reminds one of their past, evoking memories of comfort and joy. Even those who had difficult upbringings will recall what few joys they had experienced.

    Repair Structure: The positive emotions the Childhood Home invokes in turn feed power back into it, granting the strength to reverse the years of neglect and abandonment.

    Sanctuary: The Childhood Home fills the soul with memories of comfort and innocent, allowing its visitors renewed resolve when standing against darker, stranger things.


    The Factory
    Gauntlet: +1, Potency: 3, Willpower: 4
    The sign says it's decommissioned..... 40 years from now, yet the building looks like it had been here for ages. It mostly resembles your average automobile factory... If most of the parts were looted for scrap. Some choice bits remain, but they look like they were brought here from somewhere else.

    The wiring is odd too.... and the lights are always on at a specific time of night. There were of course rumors of something living here, but it's been debunked on national tv..... 4 times now ever since remote cameras watched it over a month.

    Still, that doesn't make one feel any safer, especially with the constant nagging that something was watching. The building almost sounded like if was sighing, almost alive really.


    Environmental Traits: Awakened, Specialty Feature, Weirdness

    Awakened: The Factory sits at a focal point of supernatural power, which has granted it awareness. It is more lonely than hostile, but its actions can seem threatening due to its lack of social skills. It has an Aspiration to “Observe and Understand”. Its specialties are “Collecting Objects” and “Avoiding Notice”.

    Specialty Feature: The Factory has a variety of used and rusted tools that are still serviceable enough to provide a bonus to Crafts rolls involving vehicles or machinery. Its location is an important component of the local Infrastructure and grants a bonus to Occult rolls involving the God Machine.

    Weirdness: Among the strange happenings in the Factory, some of the more common include Lights that turn on and off at specific times, junked machines and scrap parts that appear from nowhere, and the ever-present sensation that one is being watched.


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  • Almarck
    replied
    No idea how to stat these but I've got some ideas for places.



    The Childhood Home
    This place feels familiar. The old house on the hill is gnarled and old, furniture and decor peeling away and rotting as the serious and rot starts to sweep in. Most of the house is unrecognizable since the roof caved in, but some of the smaller rooms on the second story still seems mostly intact, though it's hard go tell what became of its owner.


    The sense of nostalgia makes one feel like it was their own at one point in time... Even if such was not necessarily true. It feels like that, and if one spends too much time there, one can almost picture yourself in the home in it's prime, enjoying a summer s day with your mother and father. It almost makes the place feel whole again.

    As one spends more time, the house changes as do you. Paints freshen, furniture and walls rebuild. Wistful nostalgia gives way to other emotions, more.... joyous and without a care.


    The Factory
    The sign says it's decommissione..... 40 years from now, yet the building looks like it had been here for ages. It mostly resembles your average automobile fsctory... If most of the parts were looted for scrap. Some choice bit remain, but they look like they were brought here from somewhere else.


    The wiring is odd too.... and the lights are always on at a specific time of night. There were of course rumors of something living here, but it's been. Debunked on national tv..... 4 times now ever since remote cameras watched it over a month.

    Still, that doesn't make one feel any safer, especially with the constant nagging that something was watching. The building almost sounded like if was sighing, almost alive really
    Last edited by Almarck; 08-17-2017, 09:26 AM.

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  • nofather
    replied
    I really like this thread, but that's little surprise considering how awesome your creative threads turn out.

    Throwing something out there. I saw this movie, Abattoir. It's a lousy movie, but it had a really neat idea This man was buying up houses where murders took place. As soon as possible afterward he would take out the room or rooms where the murders specifically took place, and have them moved to the town he lived in, where they would be added to a building made of the rooms of other murder houses he'd bought and moved there. Effectively making a massive, if architecturally scattered, house of rooms where people had been murdered. The picture below is from the movie. It struck me as something that would happen in the Chronicles world, but I wasn't sure how it would appear, mechanically. Do you have an idea?

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  • Vent0
    replied
    What about an Environment that gives guests/inhabitants supernatural power? Either Supernatural Merits, Dread Powers, of some other effect (likely fixed to a single or small group of abilities, but it being randomized could also have a niche). It could even play with the other Environments that affect supernatural power, in that the Place's own gifts aren't affected (or maybe they are - power at a price and all).

    Awakened + [Place of Power] = A location offering gifts if you do what it wants, for another example. Or maybe you build a Fountain of Youth... for as long as you remain near the fountain.


    Also, you should add this one to your Sig as well.

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  • Reighnhell
    replied
    Thank You! This is very high praise. With these particular rules I very much wanted to make something somewhat "splat-agnostic". I have run a number of the CofD games (Mostly Vampire, but a good amount of Werewolf, Mage, and Mortals), and I look forward to running the rest at some point, so I try to make rules that I can plug in easily regardless of venue.

    Here are a few new locations.

    The Blackrose Garden
    Gauntlet: -1, Potency: 2, Willpower: 5

    The Garden sits behind a high wooden fence in a yard overgrown by years of neglect. A forlorn “For Sale” sign swings in the breeze. The home once belonged to a surly recluse who only left the house to buy groceries or tend his garden. Since his death several years ago, the house has sat dark and empty, frequented only by the occasional maintenance worker, desperate real estate agent or intrepid squatter.

    The Garden itself once contained array colorful flowers and other plants, even a small patch of pumpkin sand tomatoes. Now the only thing that seems to thrive are the roses; with petals so dark they seem black and thorns that cut like razors, and the ivy, which grow aggressively across the walls of the house and garden shed.

    Anyone daring enough to dig into the soil will find it moist (always moist) and filled with hard fragments of what could only be bone. The keeper of the house kept his garden well fed, with his absence the Garden has grown hungry enough to seek its own prey.


    Environmental Traits: Awakened, Obstruction, Thorns

    Awakened: The Garden possesses a rudimentary instinct to “Feed from Animals and Insects”, searching them out and draining them of blood and fluids. Its specialties are “Feed from Prey” and “Catch Unwary Victims”.

    Obstruction: The front and back lawns of the house are overgrown, but vital. Moving through the weeds, brambles, tall grass and ivy can prove difficult to even the most sure footed.

    Thorns: The roses have grown across both the front and back yards aggressively. It uses its sharp (and upon examination, hollow and barbed) thorns to puncture flesh and drain fluids. Its mobility is limited, but it can lash out with a vine or stem like a loaded spring to catch its prey.


    The Reinhold Chemical Plant
    Gauntlet: -1, Potency: 2, Willpower: 3

    In backwoods of the Deep South, miles away from the nearest community, stand the decaying remains of the Reinhold Chemical Plant. Established in the late 70’s, the fledgling company had intended for the plant to be the first of many, bringing jobs, education, and opportunity to an area plagued by generations of poverty. After several years of incident-free operation, the workers arrived one morning to find the facility closed and chained off. Each of the workers received a reasonable severance and a letter thanking them for their service in the mail several days later. The exact reason for the plants abrupt closure remains a mystery. With the plant closed, the opportunities dried up and the workers moved away, and the site was mostly forgotten. The plant and the few roads that lead to it are mostly reclaimed by nature, but hikers and urban spelunkers alike often seek the old Plant to see what of interest remains.

    The Plant was closed abruptly, and as such no formal cleanup was ever undertaken. Large tanks and retaining pools have leaked toxins into the surrounding environment and collect in pond sized pools of waste, some of which remain potent enough to burn flesh. Stranger still, a few that have visited the location report the plants and animals that show signs of severe mutation and uncanny behavior.


    Environmental Traits: Dilapidated, Inhabited, Toxic

    Dilapidated: The Plant has decayed in the decades since its abandonment, and is filled with hazards including (but not limited to) rusted catwalks, crumbling walls and ceilings, and pipes dripping still-potent chemicals.

    Inhabited: The Plant grounds and the surrounding area for nearly a mile is home to radically altered flora and fauna. Deer, Feral Cats, Opossum, Rats, and other wildlife have adapted to the poisonous environment, but suffer from horrific mutations and aggressive behavior – even the plants seem to behave in a predatory manner. Luckily for the surrounding region, the creatures are dependent on the toxic environment, and they rapidly sicken and die if removed from it.

    Toxic: Hazardous chemicals have leeched into nearly everything. Without proper protection (including breathing filters and chemical resistant clothing), a character exploring the location risks being poisoned.

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  • Arcanist
    replied
    This is a beautifully elegant way of handling locations with their own air of power and mystery in a way that allows you to make everything from Awakened Sancta, Uratha Dens, and Deathless Tombs to random pieces of Infrastructure, sections of the Hedge, and just generic weirdness that is out there in the world. Awakened Environments having "Feeding" Aspirations is a particularly nice touch that can make the environment itself something dangerous.

    In general, the things I love most about this is simplicity, elegance, and versatility. There's nothing you can't model with this.

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  • Reighnhell
    replied
    a few more places

    Grandma’s Cabin
    Gauntlet: +1, Potency: 3, Willpower: 4

    Located a one mile hike from a popular trail near the wooded border of a national park, is a 3-room log cabin that hikers have nick named “Grandma’s Cabin”. The Cabin is cozy and in great condition, furnished in a homey, rustic style with decorations and knickknacks that suggest the occupant is someone of a grandmotherly disposition. In addition to the main room, bedroom, and kitchen, the cabin also has a cellar, comfortable outhouse, and stone-lined well filled with cold water. Despite the well maintained nature of the Cabin, no one has ever reported meeting any one that has claimed ownership.
    While the front and back doors are locked, there is a brass key with a leather cord that dangles from a hook and a note nailed to the front door to “Make yourself at home and clean up before you leave”. The cabin does not have electricity, or running water, but propane lamps buckets for well water are easily located.
    Hikers that have spent the evening at the cabin often speak of the “weird noises” that come from outside the cabin in the dead of the night. Those who leave the cabin to investigate are often found hours later several miles away with no recollections of how they got there – others are never found at all.


    Environmental Traits: Gateway, Lure, Maze, Memory Loss

    Gateway: There are rungs along the walls in the well. Climbing down into the ice cold water after sunset and submerging themselves for one minute allows a character to enter the Hedge. This is a one-way access; anyone that crosses over will have to find another way out.

    Lure: The Cabin will use this Environment to compel its “guests” to investigate the well, trapping them within the Hedge.

    Maze: After sunset, the wooded terrain surrounding the Cabin for several acres seems to shift and alter itself, making most forms of mundane navigation impossible.

    Memory Loss: The Cabin punishes disrespectful guests. Those that vandalize, leave behind trash, or simply stay more than a night or two find their memories of the cabin fade, with the worst offenders suffering severe amnesia as entire days of their memory vanish.

    Pentagram Books
    Gauntlet: -1, Potency: 1, Willpower: 2

    Open for nearly twenty years and tucked away in a non-descript row of shops is a small bookstore that has become a go-to location for parapsychologists, occultists, and collectors of rare tomes. The store specializes in new and used books covering a wide variety of esoteric topics, including (but not limited to) conspiracies, metaphysics, philosophy, religion, and all manner of occult practices and secret histories. The true attraction is a section of the shop protected by a high-end vaulted door. The security extends into the realms of the supernatural; much to the surprise of more than a few would be mystic thieves. This “Special Collection” section houses meticulously preserved collection of writings and other artifacts that are expensive and vanishingly rare. All such items are for sale, but only while the proprietor is on the premises.
    The proprietor is one M. Hobbes, a reserved man in his early fifties who carries an air of extensive knowledge and exacting professionalism. He is frequently traveling the world looking for things to add to the Special Collection. The rest of the time his staff of novices and dabblers runs the shop.


    Environmental Traits: Innocent Façade, Specialty Feature, Suppress Power

    Innocent Façade: This Environment on applies to items kept within the “Special Collection”. Items located in any other section of the shop may be observed and scrutinized normally.

    Specialty Feature: The Pentagram has selves bulging with an exceptional collection of lore that provide a bonus for Academic or Occult research.

    Suppress Power: The mystic protections of the “Special Collection” only work against supernatural items. The penalties imposed by this Environment only apply to artifacts, grimoires, fetishes, relics, tokens and other such items.
    Last edited by Reighnhell; 08-14-2017, 10:13 PM.

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