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  • Mysterious Places!

    Well, now that backers have access to the rules for Mysterious Places, I thought I'd start a thread for people to post their own. I'll start with an adaption of one of my favorite Sites from Damnation City: The Confessional!

    Some of the bits refer to the setting I've plopped this Site into, the town of Bradshaw from my Fetch game. You can ignore specific references and insert your own landmarks into the bits that reference Bradshaw or landmarks -- The Confessional works so long as it's in a seedy neighborhood that's still reasonably close to a center of power.
    The Confessional
    Tainted Place

    The Confessional is a coin-operated toilet stall, originally part of a failed revenue-generating scheme by the Bradshaw city council to raise money around the plaza. The program wound up costing more in maintenance than it brought in, and was scrapped. Most of the toilets erected for the program were removed, but this one was missed.

    The owner of the property on which the stall was erected, a liquor store owner named Larry, sensed an opportunity to generate revenue and keep his own store restroom away from the drunks, vandals, and careless people who had made it a nightmare to clean. Since he was pirating his water and electricity anyway, it was easy enough to extend those utilities to the stall. He jimmied the coin box, cleaned the stall up, and just let the partiers, commuters, and vagrants do their business.

    There’s a strangeness about the stall, though. You put in your change, you do your business, and while you’re at it you read the writing on the wall. Maybe leave some of your own. But something about the stall , the toilet, or the weight of all the graffiti makes people tell the truth. Nobody lies in the Confessional, and the walls are scribed with uncomfortable, salacious, and embarrassing truths in Sharpie.

    Urban legends claim that the ghost of a little girl or a preacher drowned in the stall, or that it was built on an unusually small Indian burial ground, or that someone was murdered after his killer discovered he was being cuckolded because he’d read it on the wall, and that’s why The Confessional compels truths from people. Gangs of middle-schoolers sometimes use the Confessional for party games, taking turns locking each other inside until they tell the others something juicy and “wholly and completely honest, by Jesus.”

    Since the stall is located near Bourbon Row and very close to both the courthouse and City Hall, it gets more prestigious visitors than one might expect – judges and city councilors will sometimes use the tunnels under the plaza to visit the store to get an illicit drink while on the clock (it’s one reason Larry’s been able to get away with his utility thefts for so long – plenty of soft leverage on important people). Larry himself is aware of the weird chill in the stall and the unusually candid nature of the graffiti on the walls, but chalks it up to happenstance. If he were to ever realize just what a goldmine of blackmail material and embarrassing secrets he actually has on his hands, he’s greedy enough that he’d be tempted to push for financial incentives, but thus far he hasn’t.

    Systems: The Confessional has a Potency of 4 (26-30 triggers, 9 Dread Power Ranks) and is Size 15. The Dread Power triggers are situated on the toilet, the stall door, and the coin box – putting a coin in to open the stall starts the process. It has a theme of filthy truths – the stall compels the person within to spill things they would rather keep secret, either to someone within earshot or by leaving a statement on the wall among the rest of the graffiti. Someone reading the walls can roll Intelligence + Investigation or Politics to make an educated guess about who a secret on the wall belongs to, giving them a +4 Equipment bonus on attempts to inflict a condition such as Leveraged or Notoriety on the confessor. However, the would-be blackmailer gets a -4 penalty on attempts to resist the Confessional’s attempts to make them leave their own dirty laundry behind in Sharpie.

    Dread Powers: Influence (Filthy Honesty) 2, Damnation (Potency + Home Ground vs. victim’s Resolve + Supernatural Tolerance), Know Soul (Potency + Home Ground vs. victim’s Resolve + Supernatural Tolerance, the effect of spending a second Willpower is added to the base power for an additional Dread Power rank), Home Ground 2, Madness and Terror (can inflict the Embarrassing Secret or Leveraged Conditions, Potency vs. victim’s Composure + Supernatural Tolerance), Taint (Filthy)


    When the cat's a Stray, the mice will pray...

  • #2
    Yay! HOO! I would love to see more of these!

    Comment


    • #3
      RE: Mysterious Places

      Here is a selection of places I have converted from my Strange Places thread into the HtV 2nd edition style.

      1220 Shade Road
      Location: Malibu, California
      Classification: Sentient Place
      Description: The house at 1220 Shade Road is a mansion that sits at the end of a long road in the canyons of Malibu, California. The house was built in the 40’s by the now-defunct Solomon Film Studios as housing for their up and coming stars. The infamous Charles Manson was reputed to have stayed there in the 60’s as well. It features 3 bedrooms, 3 bath rooms, a large study/library, a spacious living room, attached garage, and swimming pool.
      On July 8 of 1999, landscapers hired to do yard work noticed the smell of carrion coming from the house and called the police to investigate. What they found in the house were bodies belonging to 4 young women. The women were nailed to the walls and had been decomposing for several weeks. Ritual markings were cut into the girls flesh. The murders were never solved (and were filed as a cold case 2004). In time the house was put back on the market.
      For those that can peer into the ephemeral, the grisly history of the house stands revealed, with the ritual murder of the young women only being the latest in a long history of suicide, murder and madness. Every drop of blood spilled in the house continues to stain the floors and wall, as wet as the day it was shed. The walls and thresholds are marked with bizarre marking that resemble writing, but don't correspond to any recognizable language. A persistent scratching noise comes from the walls, as if there were something trying to escape, and the entire place is hot as a California summer.
      Storyteller Notes: The house at 1220 Shade Road is a malevolent entity revel in murder and madness.” It terrorizes any trespassers, attempting to goad them in committing violent acts and adding a new chapter of horror to it’s legacy.

      Rank 2 [Sentient Place]
      Power 6, Finesse 4, Resistance 4, Willpower 8 Essence 15
      Corpus 44, Size 40, Initiative 8, Defense 4, Speed 10
      Influence: (1220 Shade Road) 2
      Ban: Cannot use Influence or Numina on anything beyond the property line.
      Bane: The sounds of the crashing surf lulls the house into slumber.
      Numina: Aggressive Meme, Dement, Drain, Hallucination, Telekinesis

      Big Boppers
      Location: Any urban or suburban community
      Classification: Nest, Tainted Place
      Description: “Big Boppers” is a bar and grill theme restaurant styled after a 1950’s diner. Independently owned and operated, it has been serving beer, burgers, and entrees since the early nineties. It is a popular place, home to birthday parties, after-game dinners, and more happy hours than can be counted. Great pains have been taken to make the location feel authentic rather than kitschy, and with the exception of the modern appliances in the kitchen and a few of the bathroom amenities, the restaurant is painstakingly period-accurate. The vintage jukebox plays the popular hits of the day and doesn’t contain a single song recorded after 1969. The owner takes a good deal of pride in the establishment, but has been considering retirement and is listening to offers from a large national chain to buy the property.
      Despite the friendly atmosphere and excellent food, some individuals report a sense of unease while within the location. Those with a degree of extra sensory awareness feel this even more acutely, and are often struck ill by the intensity of the negative energy that gathered behind the seemingly innocent façade. This corruption has soaked into the location itself, and will likely linger long after the restaurant has been sold to new owners.
      Storyteller Notes: The truth of Big Boppers is that the owner of the location is a subtle, crafty Slasher. He keeps a dungeon behind a hidden door in the basement and has been disposing of the bodies of his victims by mixing them into the meat for decades. He is sincerely planning to retire, and has taken steps to ensure that the hidden room, if ever discovered, will appear as perfectly mundane storage space without a hint of its true purpose. He will make every attempt to either discredit or dispose of anyone that threatens to expose his secrets.

      Potency: 2
      Size: 30
      Dread Powers: Dread Attack • (kitchen hazards), Gremlin*, Hex, Madness & Terror, Numina (Innocuous)
      Suggested Conditions/Tilts: Spooked, Tight (Environmental), Unhallowed Ground (Environmental)***
      Suggested Triggers: Using supernatural sensory powers, discovering the hidden dungeon, confronting the owner, realizing what you have been eating.

      * From Chronicles of Darkness Rulebook
      ***
      Unhallowed Ground (Environmental Tilt): All failures on activation rolls for supernatural merits, powers, and rituals become dramatic failures instead. These automatic dramatic failures do not generate beats. The tilt lasts for one scene.


      Last edited by Reighnhell; 03-01-2020, 04:41 PM.


      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
      Twilight Menagerie - A collection of Ephemeral Entities

      Comment


      • #4
        Lets add a few more...


        Le Carnaval de l'Etrange
        Classification: Nest, Tainted Place
        Description: In this sophisticated age, Le Carnaval seems like a quaint relic of a bygone time. It appears 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.
        Storyteller Notes: The Carnival is the home and sanctuary of a troupe of performers and a menagerie of exotic beasts. Despite its turn of the century aesthetics, the Carnival 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. 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.

        Potency: 2
        Size: 80
        Dread Powers: Glitch ••, Hex, Hypnotic Gaze*, Maze
        Suggested Conditions/Tilts: Crowded (Environmental), Oblivious***
        Suggested Triggers: Breaking the rules of the Carnival, Partaking of the amusements and attractions offered

        * From Chronicles of Darkness Rulebook
        *** Oblivious (Condition): Your character is not paying attention to what’s going on around her. She might be day-dreaming or just staring off into space, but although she’s completely aware of her surroundings she’s not processing consciously what’s happening in them. All of her Perception rolls are reduced to a chance die until this Condition is resolved. The condition resolves if your character is alerted by a loud noise or is attacked.


        Fun World
        Location: Abandoned amusement park, mid-western united states
        Classification: Nest
        Description: Fun World was open in the late seventies and was a fixture in the region for decades. Over time, the owners paid less and less attention to the upkeep of the place, until a gruesome, fatal accident on one of the rides forced the authorities to shut it down for good. Yet for some reason, despite numerous, generous offers, the owners refuse to sell the land or any of the parks attractions. It now sits behind a high fence adorned with "no trespassing" signs, with no patrons except for rust and decay.
        The ramshackle layout of the Park was once intended to route park goers back to places where they could continue to buy food and play games. Now (especially after dark), it’s a dangerous maze of decaying buildings and attractions that lean at angles like a mouth full of crooked teeth.
        For those that can see into the worlds beyond, Fun World becomes a distorted refection of its physical location. Like a funhouse mirror (and it's recommended that you avoid the Funhouse), the streets twist back upon themselves, the decaying buildings loom taller than their material counterparts, and all the angles just seem wrong. The air smells like cotton candy, kettle corn and stale vomit while the dim echo of the calliope can still be heard if you listen closely (and ignore the occasional scream). The rides seem to creep along under their own power, their rusted frames groaning under the strain. The entire place is bathed in the dim amber glow of the carnival lights.
        Storyteller Notes: The Spirits of Decay have the run of the place, and have infected what lingering spirits of Joy and Excitement with their bleak essence. The spirits of the rides themselves stalk the park like apex predators, greedy for the essence that once flowed so freely. At the center of it all is the spirit of Bright Carnival Smile. Once it was a spirit that used its power to make sure the visitors enjoyed themselves. Now it sits in the darkness, brooding over its fate and becoming as rotten and sinister as its home.
        Suggested Conditions/Tilts: Detritus (Environmental), Filthy (Environmental), Lost, Unstable (Environmental)




        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

        Comment


        • #5
          Today's selections

          Green Hill
          Location: Montana, 100 miles east of Helena
          Classification: Nest, Tainted Place
          Description: Green Hill, Montana is a place that has not appeared on any maps since the early 90’s. All roads too and from the derelict town are neglected and fallen into disrepair. What was once a rural community with several hundred residents is now a ghost town, with the buildings collapsing and the streets reclaimed by nature. Almost every remaining structure has become overgrown by a thick, verdant tangle of vegetation. These plants match no known taxonomy, and take the forms of creeping vines, yellow blossoms, and fleshy pods bursting with seeds. Even stranger, the rampant growth stops precisely 1kilometer from the edge of town, growing not even one inch further. Attempts to burn or poison the weird plants have been ultimately futile; any destroyed vegetation re-asserts itself in the matter of weeks, faster with ample rain.
          Signs and fencing have been erected warning away travelers and the curious, but every year a handful explorers find the town, and more than a few of them do not return.
          Storyteller Notes: Green Hill is many miles removed from the nearest inhabited city or town, requiring a visitor to navigate a collection of back roads far removed from any major streets or highways. The origin of the strange plants remains unknown. They exist across a multitude of bodies but share a rudimentary conjoined consciousness. The organism has slender, leafy vines that blossom with fragrant yellow flowers and sprout plump seed pods near its roots. The creatures are nocturnal, and are capable of moving under it’s own power once the sun sets. They seem to have a remarkable aggression towards animal life, and will ambush such creatures when they are vulnerable (such as when asleep or distracted). The plants can produce cruel weaponry when it chooses to attack, manifesting sharp thorns dripping with digestive enzymes, poisonous secretions, busts of irritating pollen, and strangling tendrils. The plants become dormant in temperatures colder than freezing.

          Potency: 3
          Size: 100
          Dread Powers: Blinding Spray ••**, Dread Attack • (sharp thorns), Jump Scare*, Predator’s Sense (warmed-blooded animals), Regenerate, Snare (grasping tendrils)*
          Suggested Tilts: Obstruction (Environmental)***, Poisoned (moderate), Unstable (Environmental)
          Suggested Triggers: being alone, being warm-blooded, entering green hill, leaving green hill, nightfall, sleeping

          * From Chronicles of Darkness Rulebook
          ** Blinding Spray: The monster can discharge a spray of stinging bile, venom, or thick ink to cloud an opponent’s vision. The spray is a ranged attack with a –3 penalty for targeting the eyes; each rank in Blinding Spray adds a +1 bonus to this roll. The victim’s Defense applies unless grappling with the monster. If the attack is successful it inflicts the Blinded Tilt in one eye; an exceptional success blinds both eyes.
          *** Obstruction (Environmental Tilt): The area 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 or move at half Speed. While destroying or cutting through such an obstruction is possible, they are considered to have Durability 2.


          The Hazelwood Academy
          Location: New England, United States
          Classification: Nest, Tainted Place
          The Hazelwood Academy (est. 1880) is a prestigious private high school located in New England. The school provides award winning education in art, history, language, literature, mathematics, and science. The school is a full boarding school, and most of the students spend the majority of their year on campus. While most of the students are the children of the wealthy and powerful, many of the students come from humbler backgrounds, and are offered special scholarships that cover the cost of their education. Graduates almost universally go on to become successful and wealthy individuals.
          The Hazelwood Academy was established by members of the 7th Generation, with the goal of raising those with the blood of hell with education and influence befitting their station. In addition to the more mundane curriculum, students are also educated in the occult and trained in using their infernal gifts. The environment in the school is brutally competitive, and one or two students every few years die from mishap or suicide (which is always neatly covered up).
          The Hazelwood Academy is seeped in history, respectability and prestige. Anyone investigating into the strange occurrences and history of violence will encounter reasonable explanations and insufficient evidence. Anyone that becomes a nuisance can expect the institution to bring its full litigious weight against them.
          Storyteller Notes: Nearly everyone that resides on the grounds of the Hazelwood Academy is touched by sinister powers. While visitors, guests, and temporary hires come and go, nearly every member of the student body, faculty, and staff are members of a cult with deep ties to the so-called “7th Generation”.
          The school is particularly well known for its expansive Library, which may provide vital research information for an intrepid cell of hunters.
          There is a lingering malevolence that has seeped into every inch of the property, which manifest in peculiar ways. Whispering can be heard wherever there is running water, the lighting can dim, brighten and flicker seemingly at random, and reflective surface often show glimpses of individuals (and...things) that are not there.

          Potency: 2
          Size: 85
          Dread Powers: Damnation, Gremlin*, Madness and Terror, Numen (Hallucination), Snare (locked doors)*
          Suggested Conditions/Tilts: Informed (Academics, Occult, Politics), Weirdness (Environmental)***
          Suggested Triggers: intruding on the property, entering the library, being alone, locating the hidden alter, finding the corpse of a student

          * From Chronicles of Darkness Rulebook
          *** Weirdness (Environmental Tilt): The area 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 the character enters the area, they must make a successful resolve+composure roll or gain the Spooked Condition until the end of the scene. On a dramatic failure they gain the Shaken Condition instead.



          Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
          The Horror Lab - A collection of Beasts, Monsters and less definable things.
          Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
          Twilight Menagerie - A collection of Ephemeral Entities

          Comment


          • #6
            a few more places

            Isla Azure
            Location: Costa Rica
            Classification: Nest
            Description: Isla Azure is a remote island 120miles off the western coast of Costa Rica. There are steam vents in many places, and the ground is often hot underfoot. Because of this, and also because of prevailing currents, Isla Azure lies in a foggy area. The island covers roughly 22 square miles, being 8 miles long and 3 miles wide at its widest point. The island is hilly in the south, with its highest point rising 2000ft above sea level. The north is largely flat. The entire island is covered with thick tropical jungle and indigenous wildlife and surrounded by jagged rocks and treacherous waters that are dangerous enough to discourage would-be explorers. Isla Azure is lashed by sudden tropical storms, characterized by torrential rains, high winds, and lightning strikes. These storms appear at seemingly random times year round, but rarely last for more than a day.
            The island seems to be a focal point of a temporal anomaly. The few that have visited the island speak of prehistoric mega-fauna appearing and disappearing with the tropical storms that are a frequent occurrence on the island. So far no one has been able to provide proof of such creatures, and those who venture to the island to obtain it are rarely seen again.
            Storyteller Notes: At any given time, the Island is home to a menagerie of prehistoric flora and fauna. These creatures often appear during of the frequent storms, and disappear when the next storm arrives. So far, no one has successfully captured a specimen, as any creature or plant removed from the island vanishes without a trace.
            The remote location of the island makes locating it difficult. Even if found, the stormy weather, deadly surf, and thick mists impede attempts to make landfall (or leave the island)by air or sea. Attempts to do so require a successful Wits+Drive (Sea or Air Vehicle) roll with a -3 penalty.
            Suggested Conditions/Tilts: Flooded (Environmental), Heavy Rain (Environmental), Heavy Winds (Environmental)

            The Neville House
            Location: Any urban or suburban community
            Classification: Nest
            Description: The house was built in 1929 by Jacob Neville, a well-respected egyptologist who had unearthed several tombs in the Valley of the Kings belonging to several lesser known Pharaohs and High Priests. The House has hieroglyphics and Egyptian motifs carved into much of the woodwork and masonry. The construction of the house has several odd features, including a chamber in the basement with a large stone obelisk, a revolving bookcase with a hidden room in the library, and a room in the attic with a pyramid shaped skylight. The house has a main entryway, a library/study, a parlor, a dining room, a kitchen, 4 bedrooms, 3 bathrooms, a basement, and an attic. The house also has a garage that was built later.
            A few of the household features (such as the obelisk in the basement) seem to be focal points even odder occurrences. At seemingly random intervals during the summer, the obelisk emits an ear splitting high-pitched tone for 1 minute, then goes silent. Similarly, every few years when the sun is in the proper position, the pyramid skylight in the attic will project across the room a map of stars, with constellations that don’t correspond with anything known. The significance of these events remains unknown.
            Since the house was constructed, a high number of tragic accidents and occurrences have happened to those who have lived under its roof, with three deaths happening on the property itself. The house has sat empty since the death of the last member of the direct Neville line passed away in his sleep at the age of 85 nearly ten years ago. He bequeathed the house to an organization known as the “Orloch Historical Society”, who set aside a stipend to keep the property in good repair.
            Storyteller Notes: In Occultist circles, the Neville House a famously haunted location, and have been the subject of several books, research papers, and one segment on the haunted house reality program “Mysterious Places”.. The entity that dwells within the house is an ancient being that followed Jacob Neville home from one of his trips to Egypt and has never left. The Neville family has long practiced the rites and sacrifices needed to keep the entity appeased, but now that the bloodline has been severed, it grows increasingly angry at its fate, and will lash out at available victims. Some of the ghosts of those that have died on the property continue to linger on as well.
            Suggested Conditions/Tilts: Charnel Ground (Environmental)***, Unhallowed Ground (Environmental)***

            *** Charnel Ground (Environmental Tilt): Bloody gods demand bloody offerings, so hearts fill with murder and knives cut a bit deeper. All sources of damage deal an extra point of damage. The tilt lasts for one scene.
            *** Unhallowed Ground (Environmental Tilt): All failures on activation rolls for supernatural merits, powers, and rituals become dramatic failures instead. These automatic dramatic failures do not generate beats. The tilt lasts for one scene.


            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
            Twilight Menagerie - A collection of Ephemeral Entities

            Comment


            • #7
              Originally posted by Reighnhell View Post
              a few more places

              Isla Azure
              Location: Costa Rica
              Classification: Nest
              Description: Isla Azure is a remote island 120miles off the western coast of Costa Rica. There are steam vents in many places, and the ground is often hot underfoot. Because of this, and also because of prevailing currents, Isla Azure lies in a foggy area. The island covers roughly 22 square miles, being 8 miles long and 3 miles wide at its widest point. The island is hilly in the south, with its highest point rising 2000ft above sea level. The north is largely flat. The entire island is covered with thick tropical jungle and indigenous wildlife and surrounded by jagged rocks and treacherous waters that are dangerous enough to discourage would-be explorers. Isla Azure is lashed by sudden tropical storms, characterized by torrential rains, high winds, and lightning strikes. These storms appear at seemingly random times year round, but rarely last for more than a day.
              The island seems to be a focal point of a temporal anomaly. The few that have visited the island speak of prehistoric mega-fauna appearing and disappearing with the tropical storms that are a frequent occurrence on the island. So far no one has been able to provide proof of such creatures, and those who venture to the island to obtain it are rarely seen again.
              Storyteller Notes: At any given time, the Island is home to a menagerie of prehistoric flora and fauna. These creatures often appear during of the frequent storms, and disappear when the next storm arrives. So far, no one has successfully captured a specimen, as any creature or plant removed from the island vanishes without a trace.
              The remote location of the island makes locating it difficult. Even if found, the stormy weather, deadly surf, and thick mists impede attempts to make landfall (or leave the island)by air or sea. Attempts to do so require a successful Wits+Drive (Sea or Air Vehicle) roll with a -3 penalty.
              Suggested Conditions/Tilts: Flooded (Environmental), Heavy Rain (Environmental), Heavy Winds (Environmental)
              "I own an island, off the coast of Costa Rica. I've leased it from the government, and I've spent the last five years setting up a kind of biological preserve. Really spectacular. Spared no expense. Make the one I've got down in Kenya look like a petting zoo. And there's no doubt our attractions will drive kids out of their minds."

              "What are those?"

              "Small versions of adults, honey."


              When the cat's a Stray, the mice will pray...

              Comment


              • #8
                RE: Spared No Expense

                Sometimes my sources of inspiration are pretty obvious

                Adding a few more places

                Merle County Penitentiary
                Location: Merle County, Georgia
                Classification: Nest, Tainted Place
                Description: The Merle County Penitentiary is an imposing granite building that bares resemblance to a medieval castle. It served as a Georgia State correctional facility and admitted its first inmates in 1919 after nearly a decade of construction that was beset by accidents and financial setbacks. Even from its earliest years, the prison gained a dark reputation. Violence and abuse were commonplace, perpetrated by both the guards and the inmate populations. Prisoners were assigned to brutal chain-gang work details while the machinery in the prison factory was responsible for maiming injuries and the occasional death. Executions were a routine event, utilizing hanging, electrocution and lethal injection over the years. A particular electric chair known as “Old Satan” was responsible for nearly 100 executions. The prison was decommissioned and closed in 2001 and sat empty and decaying for nearly a decade before being purchased by a private historical organization. The prison is being restored and converted into a museum and event center. While renovations are ongoing, many workers report seeing the ghosts of prisoners and other strange events and there have already been several life-threatening accidents. The severity and frequency of these incidents seems to be increasing as the renovations near completion, and its only a matter of time before someone dies.
                Storyteller Notes: Decades of violence, suffering and death have created a lingering influence that permeates the Merle Counting Penitentiary. The various supernatural phenomena that have been witnessed have made the location a draw for paranormal investigators and ghost hunters of many stripes. While not sentient, the prisons tainted aura encourages misfortune, and subtly pushes individuals towards acts of cruelty and violence. In addition, the prison is haunted by as many as thirteen (perhaps more) lingering ghosts and perhaps several other less-definable entities.

                Potency: 2
                Size: 85
                Dread Powers: Blackout, Damnation, Hex, Madness & Terror, Maze
                Suggested Conditions/Tilts: Anchor, Charnel Ground (Environmental)***
                Suggested Triggers: Entering a prison location alone (cell blocks, execution chamber, death row, factory, solitary confinement, showers, etc), Using supernatural sensory powers, attempting to destroy the building

                *** Charnel Ground (Environmental Tilt): Bloody gods demand bloody offerings, so hearts fill with murder and knives cut a bit deeper. All sources of damage deal an extra point of damage. The tilt lasts for one scene.

                The Reinhold Chemical Plant
                Location: Southern United States
                Classification: Tainted Place
                Description: 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 explorers 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 unusual behavior.
                Storyteller Notes: 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. Without proper protection (including breathing filters and chemical resistant clothing), a character exploring the location risks being poisoned by the hazardous chemicals have leeched into nearly everything. The Plant grounds and the surrounding area for nearly a mile is also 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.

                Potency: 2
                Size: 75
                Dread Powers: Beastmaster*, Dread Attack •• (toxic chemicals; Poisoned (moderate)Tilt), Poison Mist, Taint
                Suggested Conditions/Tilts: Detritus (Environmental), Filthy (Environmental), Unstable (Environmental)
                Suggested Triggers: exploring the property without proper equipment, investigating the strange wildlife

                * From Chronicles of Darkness Rulebook


                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                Twilight Menagerie - A collection of Ephemeral Entities

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                • #9
                  Adding a few more

                  Rural Route 6
                  Location: a remote rural road
                  Classification: Sentient Place
                  Description: Rural Route 6 (known simply as “The Six” by locals) stretches a winding 5 mile path heading roughly northeast. The Six cuts through a rural section of town and is primarily use by farmers, ranchers, joy riders, and swimmers looking for the quickest path to a nearby lake. The road seems to have been forgotten by the state and county and hasn’t seen any proper maintenance in years if not decades. Despite this the road remains in good condition, with only a few potholes and suspiciously damaged guardrails. Superstitious locals warn travelers to find a different path after dark, and speak of bizarre accidents and strange encounters befalling those who travel down The Six after dark. Some even speak of people who drive onto the road and simply vanish.
                  Storyteller Notes: The Six is guided by an alien mind. While never displaying anything as sophisticated as communication, it is incredibly territorial and operating off a set of instincts akin to a cat toying with its prey. It specializes in causing opportune mechanical failures. Breaks do not respond when heading into sharp turns, or the engine will fail with a several mile walk in either direction to the nearest aid. Even attempting to call for help will yield no available cellular signal.

                  Rank 1 [Sentient Place]
                  Power 3, Finesse 2, Resistance 3, Willpower 5 Essence 10
                  Corpus 83, Size 80, Initiative 5, Defense 2, Speed 5
                  Influence: (Rural Route 6) 1
                  Ban: Cannot use Numina or influence during the day
                  Bane: The Six reacts to blessed water by falling dormant
                  Numina: Left-Handed Spanner, Maze (as the Dread Power), Telekinesis

                  The Timely Newsstand and Cafe
                  Location: a small independent newsstand
                  Classification: Tainted Place
                  Description: The Timely Newsstand is the sort of small independent newsstand and coffee shop that can be found in bohemian neighborhoods in any city. The narrow building is lined with an assortment of magazines and newspapers, some of them from across the country and around the world. Behind the counter is a selection of tobacco products, which gives the place an earthy aroma. Attached to the newsstand is a small café that serves a variety of drinks and snacks.
                  The staff are always men and women in their early twenties who are always fashionable in a presentably counter-culture sort of way. What makes the Timely Newsstand stand out is that it is home to a variety of small but disconcerting temporal anomalies. Some of the magazines and newspaper report current events that haven’t happened or couldn’t happen. One might have a headline about a speech from the president (with pictures), but shows the president as the candidate that lost the election. Another might be a recent music magazine reporting about the latest concert from a performer that had died years ago. A person might sit down for half an hour, but have lost nearly a full hour when they exit the shop. Stranger still, once a person leaves they shop, most will not recall if they witnessed or experienced anything unusual, regarding it as just a mundane stop at the Newsstand.
                  If asked about any of this, the staff will advise you to talk to the manager. If the manager is asked, she will give you a phone number to leave a message for the owner, who is currently (and perpetually) on vacation.
                  Storyteller Notes: Timely Newsstand is home to a minor temporal anomaly that causes time to follow inconsistently. The effects are not apparent while a Character is at the location, but when they leave the Characters will notice that they have spent more (or less) time at the location then they had anticipated.
                  As part of the temporal anomaly hosted at the location, information and items routinely filter in from alternate timelines. Some are only present for a few minutes, others might linger for days. In either case, attempting to remove such an item from the location will immediately change it back into a mundane and timeline-appropriate version. Within several minutes of leaving the newsstand, memories of anything strange will fade, leaving the Character with a sense that they saw something interesting, but they won’t remember exactly what it was.

                  Potency: 1
                  Size: 30
                  Dread Powers: Glitch •, Influence ••(Time)*
                  Suggested Conditions/Tilts: Addled***, Weirdness***
                  Suggested Triggers: browsing the magazines, spending more than 15 minutes at the location

                  * From Chronicles of Darkness Rulebook

                  *** Addled (Condition):Something’s wrong with your memory. You remember faces but not names, and your sense of time is shot. You don’t forget skills or most facts; it’s just that your memories are jumbled. Any rolls to remember specific events are reduced to a chance die. Any Composure dice pools suffer a ‒2 penalty. Suffering significant difficulty because of your lack of memory resolves the condition.

                  *** Weirdness (Environmental Tilt): The area 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 the character enters the area, they must make a successful Resolve+Composure roll or gain the Spooked Condition until the end of the scene. On a dramatic failure they gain the Shaken Condition instead.




                  Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                  The Horror Lab - A collection of Beasts, Monsters and less definable things.
                  Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                  Twilight Menagerie - A collection of Ephemeral Entities

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