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).This Environment is always active.
Extreme Weather: The location is prone to sudden shifts in weather. While this Environment is active, anyone at the location is exposed to an Extreme Environment with a Level equal to the Potency of the Place, to a maximum of Level 4. Once per scene, an additional point of Willpower may be spent to apply an appropriate Environmental Tilt. Typically a location can only manifest a single type of weather phenomena, but Potency 5 Places often display several different (or utterly otherworldly) weather events.
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.
Maddening: The location with this Environment erodes the will and sanity of those who linger there. Any Breaking Point rolls made while at the location suffer a -2 penalty (in addition to any other applicable penalties). Every day spent at the location is a Breaking Point. Creatures without an Integrity trait (or equivalent) are immune to this effect.
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. This Environment is always active.
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. This Environment is always active.
Otherworldly Domain: The Place does not exist in the mortal world, and is located in an alternate realm (Such as the Hedge, the Primordial Dream, the Shadow, the Underworld or other, more exotic places). Unless otherwise stated, the Place is subject to the natural laws of such a place, and one must first have a way of entering that realm before they can reach the location.
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). This Environment is always active.
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, or is equivalent to a two dot Merit . 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. This Environment is always active.
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. This Environment is always active.
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.
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).This Environment is always active.
Extreme Weather: The location is prone to sudden shifts in weather. While this Environment is active, anyone at the location is exposed to an Extreme Environment with a Level equal to the Potency of the Place, to a maximum of Level 4. Once per scene, an additional point of Willpower may be spent to apply an appropriate Environmental Tilt. Typically a location can only manifest a single type of weather phenomena, but Potency 5 Places often display several different (or utterly otherworldly) weather events.
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.
Maddening: The location with this Environment erodes the will and sanity of those who linger there. Any Breaking Point rolls made while at the location suffer a -2 penalty (in addition to any other applicable penalties). Every day spent at the location is a Breaking Point. Creatures without an Integrity trait (or equivalent) are immune to this effect.
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. This Environment is always active.
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. This Environment is always active.
Otherworldly Domain: The Place does not exist in the mortal world, and is located in an alternate realm (Such as the Hedge, the Primordial Dream, the Shadow, the Underworld or other, more exotic places). Unless otherwise stated, the Place is subject to the natural laws of such a place, and one must first have a way of entering that realm before they can reach the location.
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). This Environment is always active.
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, or is equivalent to a two dot Merit . 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. This Environment is always active.
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. This Environment is always active.
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.
Comment