Location Merits
Residence Merits (Universal)
A residence is a character’s stronghold, a place where they can practice their arts and more importantly, where they keep all their stuff. It could be a riverside apartment, an old estate or even a cottage. All residences are not created equal. A warehouse might have sufficient space, but it might not be secure against unwanted visitors. A hidden cave has adequate security, but it might be dark and cramped. Great time and effort is spent finding suitable Residences, and their value is represented by two factors — size and security. Players who choose this Merit must also choose how to allocate these two factors when spending dots. For instance, two dots may be spent on Residence Size, with a third spent on Residence Security. There are other features that can also be purchased These Merits are open to characters from all Venues and encompass Sanctums, Havens and other locations owned by the Character. They can be purchased multiple times to represent different locations (ie. A residence, and sanctum), and can be shared. See Shared Merits at bottom of document. All Merits are subject to Storyteller approval.Residence Size (• to •••••)
• Equivalent to a small apartment or underground chamber; 1-2 rooms•• Equivalent to a large apartment or small family home; 3-4 rooms
••• Equivalent to a large home; 5-8 rooms, or large enclosure
•••• Equivalent to a mansion; equivalent of 9-15 rooms or chambers
••••• Equivalent to a sprawling estate or vast network of tunnels; countless rooms or chambers
Residence Security (• to •••••)
Sanctums with no dots in Sanctum Security can be found by those intent enough to look, and offer little protection once they have been breached. Each dot of Security subtracts one die from efforts to intrude into the place by anyone a character doesn’t specifically allow in. This increased difficulty may be because the entrance is so difficult to locate (behind a bookcase, under a carpet) or simply difficult to penetrate (behind a vault door). Also, each dot of Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance (good sight lines, etc).Additions
The Merits in this section are available to all character types, provided you have the prerequisites, justification, and ST approval. They can be added onto any location types (Haven, Sanctum, Hollow, Safehouse, Etc)Archive/Library (• to •••••)
Prerequisites: Must be attached to a location (Residence, Sanctum, Haven, Safe House, Etc) with at least a size of 1 Your character maintains a personal collection of useful information that can help with natural and supernatural research. Whether it’s in the form of a musty collection of occult tomes, or a talking skull with several lifetimes of information at hand, the archive includes reference materials that can help the character learn about the world around him. The archive also offers insight into supernatural and occult topics. In both fields of knowledge — mundane research and occult lore — this collection relates to one or more fields of specialization. Each dot in this Merit represents one field of study or area of knowledge in which your character has a wealth of tomes (or perhaps a supernatural resource) and from which he may draw information. If he has Archive •••, his dots might be assigned to mythical creatures, medieval history and goblin fruits, respectively. Topics can include arcane lore that most people don’t know about or that has been forgotten since antiquity, as well as lore that humanity has never known. Gaining information from an archive is a research task, as described on pp. 55–56 of the World of Darkness Rulebook, except that a character spends only 15 minutes per roll when researching in his archive. (This time cannot be further reduced by the Brownie’s Boon Merit.) Success doesn’t guarantee exactly the information for which he looks. Archives aren’t all-knowing, and they don’t always provide one definitive answer to a question, since multiple authors may have different points of view on the same subject. The Storyteller is perfectly justified in saying that a particular archive simply doesn’t reveal something. A character may allow another character the privilege of consulting his archives, but unless this consultant puts points toward the Archive Merit, the standard 30 minutes per roll are spent researching his topic. A character may only have one archive associated with any given location, but can purchase a second archive, provided they have a Residence, or other such location it can be associated with, but they must designate what topics are at each location.Focused Room (• to •••)
Prerequisites: Must be attached to a location (Residence, Sanctum, Haven, Safe House, Etc) with at least a size of 1 Characters with this Merit have a carefully maintained space that enhances tasks performed within it. This takes the form of a dice pool bonus on rolls involving a specific skill. For instance, a library might be arranged to grant a +2 bonus on Investigation dice pools, while a workshop might be set up to provide a +1 bonus on crafting dice pools. These bonuses only apply to actions taken inside the space. Note that one maintained can’t exist inside a larger one. It’s not possible to have a +1 bonus to research dice pools in a library and a +3 bonus to crafting dice pools everywhere else in the house, for example. You could however have multiple rooms set up. Each room is purchased separatelyGauntlet (• to ••)
A Residence is more than brick and mortar, flesh and blood. The Shadow Realm surrounds it, enabling creatures unseen to lurk in spaces outside the world we know. Unless these spirits have the strength to Materialize across the Gauntlet inside the location or the ability to peer at its inhabitants, the Shadow Realm is of little consequence to anyone unconcerned with shamanic magic. The Strength of the Gauntlet in a residence depends on just where it is located. The Strength of a residence in the midst of downtown is probably 5. A sanctum out in the wilderness might be Strength 2. The Storyteller determines the beginning Gauntlet Strength based on the sanctum’s location. This Strength can be modified up or down by buying Merit dots.Gauntlet Strength* | Merit Dot Cost |
–2 | ●● |
–1 | ● |
+1 | ● |
+2 | ●● |
Guardian Ghost (•• to •••••)
Prerequisite: Location size 1+ and the ability to communicate with a ghost or to have somehow convince them to be a guardian Effect: A wise person fears what he doesn’t see as much as what he does see. While an empty corridor in a sanctum may look like an easy opportunity for a quick raid, it’s entirely possible that spiritual forces are guarding it, hiding in Twilight. A Twilight ghost has been anchored to an object or room within the material building and commanded to guard the entire sanctum against intruders. The ghost will only heed the commands of its masters (i.e., anyone who has contributed Merit dots toward the purchase of this Merit the ghost will treat all others as hostile unless commanded by its master to exempt a person from its ire. The masters do not need to be able to converse with the ghost (it can understand their commands), but they can’t see it or hear it without using the Death 1 “Speak with the Dead” spell, unless the ghost uses a Numen like Ghost Sign or manifests. (They can command it to do so.) The dot rating of this Merit represents the power of the ghost.Dots | Attribute Dots | Max Essence | Numina Dots |
---|---|---|---|
•• | 5 | 10 | 1 |
••• | 10 | 15 | 2 |
•••• | 15 | 20 | 3 |
••••• | 30 | 25 | 4 |
Guardian Retainer (• to •••••)
Prerequisite: Location size 1+ Effect: This Merit is exactly like the Retainer Merit, in that it gives the Character a servant, but this one is trained mainly for combat. Usually a minimum of two dots is needed to make a guardian of any value. (One dot might provide a good lookout but does not represent a worthy fighter.) The guardians can be sentries, soldiers, or watchmen — whatever role is needed to defend the location. They take their orders from anyone who is a legitimate owner of the location (i.e., anyone who has contributed Merit dots toward the Locations' Size or Security). A Location's Size describes how many bodies can be comfortably sequestered inside the location. Generally, you can fit two guardians per room. Any more than that and morale might be less than desired, giving the guardians a chance to simply break and run if the action gets too heavy. Drawbacks: Guardian Retainers will only defend the location, not perform errands like other Retainers; this is the price for their willingness to die defending the location.Guardian Spirit (•• to •••••)
Prerequisite: Location size 1+ and the ability to communicate with a spirit or to have somehow convince them to be a guardian Effect: A Twilight spirit has been fettered to an object or room within the location and commanded to guard the entire location against intruders. The spirit will only heed the commands of its masters (i.e., anyone who has contributed Merit dots toward the purchase of this Merit the spirit will treat all others as hostile unless commanded by its master to exempt a person from its ire. The masters do not need to be able to converse with the spirit (it can understand their commands), but they can’t see it or hear it without using the Spirit 1 “Spirit Tongue” spell, unless it uses a Numen to materialize. The dot rating of this Merit represents the power of the spirit.Dots | Rank | Attribute Dots | Max Essence | Numina Dots |
---|---|---|---|---|
•• | 1 | 5 | 10 | 1 |
••• | 2 | 10 | 15 | 2 |
•••• | 3 | 15 | 20 | 3 |
••••• | 4 | 30 | 25 | 4 |
Traps (• to •••••)
It’s not paranoia if they really are out to get you... right? A trap can take a myriad of forms. Walking up the stairs on the left side is safe, but on the right side, they’re rigged to collapse. Looking behind a painting causes an ax to swing down from the ceiling, just about at head level. A trap can also be designed to destroy part (or all) of the residence — at the flick of a switch, the place goes up in flames, collapses or explodes. A trap can either inflict damage equal to the dots allocated to it to a single target, or can inflict less damage to a large area. Once a trap is tripped (provided it doesn’t destroy the place), any character who contributed dots to the safehouse can reset it with minimal work. This is what differentiates traps represented by this Merit from others that the characters might build themselves during the course of the chronicle; no rolls or special effort are required to reset a Safehouse Trap. Though, if the trap is designed to destroy large sections of the safehouse, that damage can’t be repaired without significant effort and expense, if at all. Any trap that deals damage to the Residence Size can be rigged to go off after a short delay, giving the characters time to flee. x The characters haven’t bothered setting traps. Perhaps they’re afraid of setting them off themselves. • A trap that inflicts one point of lethal damage to a target (concealed knife, caltrops) or three points of bashing damage to a small area (electrified floor, mild poison gas). •• A trap that inflicts two points of lethal damage to a target (spring-loaded knife) or inflicts six bashing damage to a small area (falling sandbags, fire-hose trap), or a trap that incorporates fire and thus has a chance of igniting targets and the house (see p. 180 of the World of Darkness Rulebook). ••• A trap that inflicts three points of lethal damage to a target (falling ax, poisoned needle on a doorknob) or eight bashing damage to an area (collapsing staircase), or a trap that damages a portion of the residence, reducing its Size by one (explosives; anyone caught in the blast takes two lethal damage). •••• A trap that inflicts four lethal damage to a target (pit with spikes) or 10 bashing damage/two lethal damage to an area (deadfall trap), or a trap that reduces the Safehouse Size by one to three dots (anyone caught in the area suffers three points of lethal damage). ••••• A trap that inflicts five points of lethal damage to a target (spring-loaded sharpened stake, fire trap) or 12 bashing damage/three lethal damage to an area (acid spray), or a trap that completely destroys the residence, no matter how large (anyone caught inside suffers four points of lethal damage).Special Locations
Hollow
In order to have a Hollow, or any of the Hedge merits, you must possess the ability to cross into the hedgeHollow Size (• to •••••)
As per residence Size and SecurityHollow Security (• to •••••)
As per residence SecurityHollow Amenities (• to •••••)
Having a lot of space doesn’t always do much good if there isn’t anything occupying it, which is where Hollow Amenities comes in. Reflecting the relative luxuriousness of the Hollow as well as how well-stocked it is with supplies and other material comforts, this rating gives an idea of how elaborate the Hollow is as well as what a character can reasonably expect to find within it at a given time. (A character who wants a humble cabin doesn’t need to allocate much here, but a character who wants an elaborate treetop village stocked with delights should be ready to invest quite a bit.) A Hollow without any dots in Amenities contains few if any buildings or possessions — it might be big but it’s mostly empty space. At the other end of the spectrum, a retreat with five dots in amenities is likely fully stocked with all manner of luxuries, and while most of these Amenities are made of ephemeral dreamstuff and thus cannot travel across the Hedge or even that far from their origin within it, they still make for a very pleasing stay. (In other words, Hollow Amenities cannot be used as a substitute for other Merits such as Resources or Harvest, and if the character wants the things found in his Hollow to travel outside of it, he must purchase the appropriate Merits to represent these riches.) While a high Hollow Amenities rating often entails a high Hollow Size rating, exceptions do occur for example, a changeling might not invest much in Hollow Size, but then make that small cabin a veritable wonderland full of excellent food, interesting books and a magical fireplace that keeps itself at the perfect temperature all the time. Likewise, a motley might invest a lot in Hollow Size to get a giant Victorian mansion, but without much spent in Hollow Amenities, it will be sparsely furnished and likely a bit rundown. Although Hollows cannot have access to some high-tech facilities such as phone service, Internet connections or satellite broadcasts, some of the more impressive Hollows make up for it with minor magical touches. These magical elements should not mimic anything as powerful as Contracts, but can provide basic household services and serve as excellent descriptive details and flourishes to create exactly what the player desires for the look and feel of their Hollow. A game board with living chess or gwybdyll pieces that can play against a living opponent is a perfectly acceptable entertainment amenity, for example, as might be a battered arcade cabinet that changes every new moon to a different video game never seen in the mortal world. • A couple of homey touches, but otherwise quite plain •• A comfortable Hollow with a few notable features and decent fare ••• An elaborate Hollow with quite a few clever details and an excellent supply of refreshments and diversions •••• An impressive Hollow containing abundant mundane delights and even one or two noteworthy minor magical services as well ••••• A lavish dwelling with nearly every comfort of modern living as well as quite a few magical conveniences Use the list below to get some ideas not only of potential magical touches within a character’s Hollow, but also to help determine just how many dots one should possess in the Hollow Amenities Merit to allow for such flourishes. Treat these dot “costs” as the cost associated with some equipment with Resource dots. You don’t “spend” Resource dots on items (meaning that the dots don’t go away once one purchases, say, a scope for a rifle), and you don’t need to spend Amenities dots, either. These are just guidelines. Dream Chaise (••): This chaise (which can actually be a couch, bed, or recliner) is stuffed with soft downy feathers of various Hedge birds. A changeling who sleeps a full eight hours upon the chaise does not regain a Willpower point upon waking, but instead gains a point of Glamour. One is guaranteed potent dreams from sleeping here — never nightmares, even if one possesses the flaw or the derangement. Such potent dreams sometimes incur oracular visions, but one cannot control the content or the frequency of such dreams. Feasting Table (••••): The Feasting Table is a dining room table, usually of dark cherry wood and with elegant, ornate claw feet. One places a tablecloth over it and, upon whipping the cloth away, finds that the table has been filled with enough food to feed a squad of soldiers. The food is rich, luxuriant, a wide spread of strange gourmet meals. Some are earthly (duck confit and gnocchi, for instance), and some… aren’t (drained and rinsed venom glands braised in a syrupy dream-a-drupe brandy). One side amenity is that in the middle of the smorgasbord there always lingers a bowl of five goblin fruits of one type. The changeling cannot demand what fruit will appear, just as he cannot decide what the Feasting Table will serve as its spread.Gruel Pot (•): It’s better than it sounds, but not by much. The changeling can place this pot on any surface, and throw into it any materials organic or not-so-organic. After a half-hour, the materials break down into a hot, glutinous stew of overcooked meat and potatoes. Horticulturist’s Box (•••): This planter box is filled with a heady, stinky soil that needn’t be replaced. If the character replants any plant in this, including a goblin fruit plant, the flora is likely to take root far more easily. Assume that if a Wits + Crafts roll is necessary for replanting Hedge foliage (see p. 130), that roll gains a +1 if the plant can be relocated to this planting box. Mundane plants in the box need no roll, and truly flourish as if given a hefty dose of ultra-strength fertilizer.
Looking Glass (•• or •••••): A two-dot Looking Glass is a mirror linked to a mirror in the character’s own 136 Chapter Four: From the Thorns home in the human world. She may gaze into the Hollow mirror and concentrate for one turn and see through the mirror in her own home. The five-dot version allows the character to concentrate for a turn and see through any mirror into which she has previously gazed: the mirror in a doctors’ office bathroom, a police two-way mirror, even a small hand-mirror she saw lying on the side of the highway.
Mood Lighting (••): The lighting in the Hollow — which may come from torches bracketed to the wall or from strange glowing pill-bugs that gather in the corners of the room — responds to the changeling’s wishes. She can demand that it’s bright (obviating any perception penalties due to dim light) or that the shadows grow long and dark (incurring up to –2 to penalties in the half-dark).
Twin’s Chest (••): The character has a chest or set of drawers whose clothing contents mirror the sets of clothes that the changeling possesses in the real world. The chest magically reproduces them, though each reproduction features a minor flaw or offset item: a label in the wrong space, differently-colored buttons, one sleeve slightly longer than the other.
Unknown Amphora (•••): This little amphora (which may not be a Greek-style neck amphora at all but could be a glass decanter or some other booze-holding bottle) fills with some manner of Hedge beverage once per day. The amphora holds two glasses of said random beverage — it might be a bitter chartreuse or a nectarsweet mead. The effects of the Thorn liquor usually mimic those associated with alcohol, but may also mimic those of any other drug (see “Drugs,” pp. 176–177, World of Darkness Rulebook). The effects are gained upon finishing the one glass. Once the amphora is empty of its contents, it does not refill until the next evening.
Hollow Doors (• to •••••)
Hollow Doors reflects how many entrances and exits a Hollow has, which can be equally important if a character is cut off from her normal access point in the real world or finds herself in need of a quick escape route while staying in the Hollow. Without any dots in Hollow Doors, a Hollow is assumed to have one entrance in the real world and one small entrance in the Hedge — the Hollow can be reached through either side. (A character may waive either of these “free” entrances if he only wishes the Hollow to be accessible from one side.) With each dot in Hollow Doors, the Hollow has one additional point of entry/exit, either in the real world or through the Hedge. For example, with the expenditure of multiple dots, each motley member might have a door in his own residence that allows him access to the group’s private Hollow. Note that these doors must be tied to static access points in either realm — these places do not change.Hollow Wards (• to •••••)
Of course, a changeling might have the most gigantic and elaborate Hollow imaginable, but unless it is properly warded and secured against intrusion, it will most likely be lost to opportunistic scavengers in short order — or worse yet, subject to an unpleasant visitation from the Others. Thus, it is wise to invest at least a few dots in Hollow Wards, representing the precautions both mundane and magical that protect the Hollow from unwanted visitors. Each dot invested in Hollow Wards subtracts one die from all attempts by unwanted visitors to find or break into the Hollow; in addition, those inside receive a +1 die bonus per dot on their Initiative compared to those attempting to break in. Lastly, the more dots invested in Hollow Wards, the less likely the location is to be found by True Fae or creatures from the Hedge; each dot subtracts one die from any rolls made to find the Hollow. Characters whose players spend no points at all on Hollow simply do not have access to any sort of special location in the Hedge. They might come as guests to another’s dwelling from time to time, but if they wish to have regular access to any particular location, they must purchase this Merit on their own or pool points with other changelings who already own an existing Hollow. Characters with no Hollow points simply do not enjoy the mechanical benefits of having spent dots on a better living space in the Hedge.Ritual Door (•••)
Prerequisite: Hollow Doors (•••••) Effect: In addition to its normal doors, a Hollow bearing this Merit can be entered anywhere in the Hollow via one of its normal doors. In addition, this ritual does not work in the Hedge. While in the Hedge, your character must find one of the normal entrances to her Hollow. Special: Each Hollow with this Merit has only a single ritual that can be used to enter it. However, this ritual can be changed, which is typically done if strangers or enemies learn of the ritual. Changing the ritual requires one or more of the Hollow’s owners to spend a day in the Hollow crafting the new ritual. At the end of this time, the changeling leading this ritual must make a Wits + Occult roll and spend a sufficient number of experience points to purchase this Merit a second time. If several of the Hollow’s owners are present, they can share this expense among them. At this point, the old ritual that previously allowed entrance into this Hollow ceases to work, and only the new ritual can be used. Characters who previously knew the old ritual do not automatically know the new ritual, including the owners of the Hollow who were not present when this ritual was performed.Hedge Workshop (• to •••••)
Prerequisite: Location, size equal to points in Workshop Effect: Your character maintains, within her Residence, Hollow, haven or sanctum, a variety of equipment and tools that can help with the creation of natural and supernatural items. Whether in the form of a forge with metallurgy tools, an artist’s loft, a laboratory filled with beakers and crucibles or an orchard outfitted with the best gardening tools, your character’s residence has been outfitted with precisely the right things she needs to have on hand to create. Each dot in this Merit represents a level of equipment for one particular Craft Specialty. Thus, a Hollow with a three-dot Workshop Merit might include a single level of equipment for Blacksmithing, Weaving and Goblin Fruit Farming, or two levels of any one of those and one level of another or three levels in any one Specialty. For each level of Workshop focused on a particular Craft Specialty, characters using the Workshop to produce items in that Specialty area gain +3 to their Crafts rolls. Possible Workshop Specialties include (but are not limited to) Calligraphy, Woodcrafting, Blacksmithing, Mechanics, Painting, Goblin Fruit Farming and the like. Token Making is not an acceptable Specialty. Because of the diverse nature of tokens, each falls under the Craft Specialty of the particular item, so a Biting Grotesque would be under Sculpting, while a Blood Pennon would be under Sewing. Special: Characters who share a Location can also share Workshop dots, with each contributing to a particular equipment area. These characters each receive the full benefits of the Workshops. It may happen that the crafters suffer a falling-out, in whichHob Kin (••)
The roughly humanoid hobgoblins known as hobs are relatively ubiquitous in the Hedge. While almost none have anything mortals or changelings would regard as friends, hobs treat their own kind somewhat less ruthlessly than they treat others. For some reason, hobs react to your character as they react to their own kind. The reason for this reaction could include everything from your character having performed a service that aided several important hobs to your character having something in her nature that makes hobs react to her as one of their own. Your character may have no idea why hobs react as they do. This reaction does not alleviate the need for your character to do favors for hobs. Hobs never do anything for free; doing so would violate every precept of their nature. However, among their own kind, hobs have a quid pro quo arrangement, where a service is paid for by a favor of roughly equal magnitude. Instead of having to pay vast amounts for a simple but vital service, your character generally only needs to pay a hob what the service is worth. As a result, your character is free to have one or more hobs guard her Hollow in return for allowing them to live in it when they desire or to give her warning about the approach of the Gentry and other dangerous residents of the Hedge, if your character is willing to aid these same hobs against similar dangers.Haven
Haven Size (• to •••••)
As per residence SizeHaven Security (• to •••••)
As per residence SecurityPackhouse
While not limited to Werewolves and shifters, one must be in a packPackhouse Size (• to •••••)
As per residence Size and SecurityPackhouse Security (• to •••••)
As per residence SecurityLocus (• to •••••)
A locus is a center and fountain of spiritual energy (or “Essence”). Loci also represents “crossing points” between the spirit world and physical world.Locus Level | Essence Generated | Zone of Influence |
---|---|---|
• | 3/day | Influences only the immediate vicinity, no more than two yards from the locus |
•• | 6/day | Influences the world and people around, for up to 15 yards from the locus |
••• | 9/day | Influences a sizable area around the locus: a single floor of a building, a forest clearing or a group of people |
•••• | 12/day | Influence whole buildings, sections of forest or large groups of people |
••••• | 15/day | Influences whole city blocks, lakes or communities of people |
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