Figured I'd run through the logistics of the Lair in broad list format in the name of trying to organize my readings into a more digestible whole. Hopefully I can get this presentation better-looking over time; feedback is appreciated on the matter of whether I'm missing anything major in terms of the Lair as a place.
Unless otherwise stated, page numbers refer to the core rulebook.
The Lair in General
Without the addition of complicating factors like Lair Traits and Merits, the layout of a Chamber is the same as it was when you acquired it, plus any adjustments you've made to it since then.
Barring damage like a dramatic failure on opening a Pathway, the Lair always has at least n-1 Burrows connecting n Chambers in a manner defined by the Beast.
Primordial Pathways
Opening a Primordial Pathway requires a Wits + Resolve roll within one of your Lair's Chambers or a place whose conceptual description matches one of your Lair's Chambers, modified by the table on page 97.
Connecting a Chamber to an area other than its seed location costs a point of Willpower; opening a Pathway into the Lair from a substitute location applies an additional penalty based on similarity as per the list on pages 101-2, though this penalty does not apply to opening Pathways out of the Lair.
Lair Traits
In the presence of one of their Lair Traits, a Beast can impose any number of their other Lair Traits up to the limit set by their Lair rating. Lair Traits are not inherently all-encompassing, but represent discrete elements of the Lair which can be avoided (though they may still be widespread, depending on the Trait).
In the seed location of one of their Chambers, a Beast may spend Satiety to impose their Lair Traits without any of them being present; they may do this in substitute locations as they could with opening Primordial Pathways by adding a point of Willpower to the cost and rolling Wits + Resolve modified by the similarity penalty in the list.
When imposing Lair Traits, a Beast may spend a point of Willpower to extend their Environmental Immunity to imposed forms of those Lair Traits (though not to natural forms of them) to any Beast who shares a Chamber or Burrow with them.
Entry and Egress
People — including the Beast — who attempt to leave the area while a Primordial Pathway is open find themselves in one of the Burrows connecting the linked Chamber to another Chamber of the Beast's Lair. This is a separate space from the Chamber they left, which ejects any characters still in it into the external location when the Pathway closes; anyone still in the Burrow after that point is stuck until another Pathway is opened.
If the Beast has offered their express consent for a character to enter their Lair with them through Hold the Door (or to come and go as they please with the investment of Satiety through Be My Guest), then they may be allowed through that Burrow into the connecting Chamber; otherwise, the character must spend Willpower and roll against the Horror to force their way through the Burrow or return to the Chamber they left from.
A character who has been authorized to come and go from the Lair as they please through Be My Guest may make the same Wits + Resolve roll as the Beast does to open Primordial Pathways, though without the knowledge of how Pathways work or the ability to freely apply the Beast's Lair Traits they may be more limited in where and when they can take advantage of this authorization.
A Beast who uses Skeleton Key to connect a supernatural gateway to the Primordial Dream does just that, allowing bodily entry into the Dark Dream's reflection of the material world's side of that gateway. (More esoteric thresholds like the Gate of Horn might instead open into forgotten Chambers in the Mists, but for the purposes of general use it may be safe to assume a bias in favor of places that exist in the dreamscape.)
A Beast who uses Under the Bed to enter the Primordial Dream finds themselves in the dreamscape's version of their connection's location in the physical world (or in the Mists, in the rarer cases where the entry vector is in another world, as above).
Beasts who leave the Lair without using a Primordial Pathway do so as a Dream Form with Power, Finesse, and Resistance ratings derived from their mundane Mental Attributes like mortals do; other physical visitors likewise take on Dream Form in this way when entering the dreamscape directly from a Lair.
The Hive
Every Chamber in a hive has a feature representing the Apex's influence over the Primordial Dream in the form of the Hive Trait. This Trait serves as the entry point to every Chamber in the hive for for any Beast who has it as a Lair Trait or has been granted immunity to it by the Apex; for practicality's sake, it may be wise to treat this feature as an especially variable and speedy Burrow that the Horror cannot linger in.
Beasts who can use the Hive Trait gain the benefits of expanded feeding grounds discussed on page 100.
Chambers which are part of a Lair take on the Hive Trait of the local Apex, with the specific exception of the Heart in cases where the Apex is not a Beast; in cases where a Lair contains Chambers from more than one region, local Chambers use their local Hive Trait and any Chambers not based in material reality (including the Heart, if applicable) use singular Hive Traits chosen by the Beast on an individual basis for each Chamber.
Unless otherwise stated, page numbers refer to the core rulebook.
The Lair in General
Without the addition of complicating factors like Lair Traits and Merits, the layout of a Chamber is the same as it was when you acquired it, plus any adjustments you've made to it since then.
Barring damage like a dramatic failure on opening a Pathway, the Lair always has at least n-1 Burrows connecting n Chambers in a manner defined by the Beast.
Primordial Pathways
Opening a Primordial Pathway requires a Wits + Resolve roll within one of your Lair's Chambers or a place whose conceptual description matches one of your Lair's Chambers, modified by the table on page 97.
Connecting a Chamber to an area other than its seed location costs a point of Willpower; opening a Pathway into the Lair from a substitute location applies an additional penalty based on similarity as per the list on pages 101-2, though this penalty does not apply to opening Pathways out of the Lair.
Lair Traits
In the presence of one of their Lair Traits, a Beast can impose any number of their other Lair Traits up to the limit set by their Lair rating. Lair Traits are not inherently all-encompassing, but represent discrete elements of the Lair which can be avoided (though they may still be widespread, depending on the Trait).
In the seed location of one of their Chambers, a Beast may spend Satiety to impose their Lair Traits without any of them being present; they may do this in substitute locations as they could with opening Primordial Pathways by adding a point of Willpower to the cost and rolling Wits + Resolve modified by the similarity penalty in the list.
When imposing Lair Traits, a Beast may spend a point of Willpower to extend their Environmental Immunity to imposed forms of those Lair Traits (though not to natural forms of them) to any Beast who shares a Chamber or Burrow with them.
Entry and Egress
People — including the Beast — who attempt to leave the area while a Primordial Pathway is open find themselves in one of the Burrows connecting the linked Chamber to another Chamber of the Beast's Lair. This is a separate space from the Chamber they left, which ejects any characters still in it into the external location when the Pathway closes; anyone still in the Burrow after that point is stuck until another Pathway is opened.
If the Beast has offered their express consent for a character to enter their Lair with them through Hold the Door (or to come and go as they please with the investment of Satiety through Be My Guest), then they may be allowed through that Burrow into the connecting Chamber; otherwise, the character must spend Willpower and roll against the Horror to force their way through the Burrow or return to the Chamber they left from.
A character who has been authorized to come and go from the Lair as they please through Be My Guest may make the same Wits + Resolve roll as the Beast does to open Primordial Pathways, though without the knowledge of how Pathways work or the ability to freely apply the Beast's Lair Traits they may be more limited in where and when they can take advantage of this authorization.
A Beast who uses Skeleton Key to connect a supernatural gateway to the Primordial Dream does just that, allowing bodily entry into the Dark Dream's reflection of the material world's side of that gateway. (More esoteric thresholds like the Gate of Horn might instead open into forgotten Chambers in the Mists, but for the purposes of general use it may be safe to assume a bias in favor of places that exist in the dreamscape.)
A Beast who uses Under the Bed to enter the Primordial Dream finds themselves in the dreamscape's version of their connection's location in the physical world (or in the Mists, in the rarer cases where the entry vector is in another world, as above).
Beasts who leave the Lair without using a Primordial Pathway do so as a Dream Form with Power, Finesse, and Resistance ratings derived from their mundane Mental Attributes like mortals do; other physical visitors likewise take on Dream Form in this way when entering the dreamscape directly from a Lair.
The Hive
Every Chamber in a hive has a feature representing the Apex's influence over the Primordial Dream in the form of the Hive Trait. This Trait serves as the entry point to every Chamber in the hive for for any Beast who has it as a Lair Trait or has been granted immunity to it by the Apex; for practicality's sake, it may be wise to treat this feature as an especially variable and speedy Burrow that the Horror cannot linger in.
Beasts who can use the Hive Trait gain the benefits of expanded feeding grounds discussed on page 100.
Chambers which are part of a Lair take on the Hive Trait of the local Apex, with the specific exception of the Heart in cases where the Apex is not a Beast; in cases where a Lair contains Chambers from more than one region, local Chambers use their local Hive Trait and any Chambers not based in material reality (including the Heart, if applicable) use singular Hive Traits chosen by the Beast on an individual basis for each Chamber.
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