Havens
From From The Ashes
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For Information relating Specifically to Nosferatu Warrens and related Lore, Please follow this Link. Nosferatu Warrens.
Haven Creation
The First Step
To create a Haven, you need to make a request to the staff, outlining the basic idea of the Haven you wish for your character to have. This request can be very detailed, outlining a mansion with many different corridors, 12th century gothic architecture and a vast expanse of land filled with lakes, streams and rivers, or it can be very simple, mentioning that your character attempts to purchase/acquire a small Haven in the middle of the city.
Haven writeups are requested, to advise of location and securites (other then the addons for security) but do not give any free points, you must pay for everything in your haven, or aquire it in game.
Haven Expansion
The Haven Comes To Life
A character’s Haven is an extension of their world. Some havens never expand beyond what they are; after all, Cainites are by their very existence static creatures at best. However, for those who want more out of their Havens, there are methods for making additions to them.
Purchasing a Background/Add-On
Every change to your haven will require Staff approval. For each Background/Add-On you wish to add to your Haven, you must submit (either with your character downtime, or otherwise in writing to the Staff) something stating what you want to add to the Haven, and how your character is attempting to acquire it.
As with most Backgrounds in From the Ashes, you may spend XP to purchase these upgrades within your Downtimes; however you still need to justify to the staff that you are able to. A few things you may consider in this vein; Influence traits you are spending and how they apply to expanding your Haven, Resources you are spending on upgrading it, Personal Actions you are taking to build/expand it, Time you are allotting to the project, and relevant Abilities you have (or are otherwise acquiring the use of) for the construction of a Haven feature.
In-Game Acquisition
Aside from spending XP, you can take IC actions during game to ‘arrange’ for your Haven’s expansion. You could go up to an Architect in town and ask (during game,) for him to come by and make some alterations. You give him some cash, have the influences already spent to have the construction material all ready, and bring him by the place. While the scope of building the Haven up will take longer than one night, this is one way you might ‘Acquire’ a Haven Background/Add-On during game instead of paying XP for it.
Sample Haven Expansion
Let’s say you have a haven that has Haven Resources 0, and you want to get that to Haven Resources 1. Your character has Transportation Influence x2, Resources x4 and Allies x3. You submit in your downtime that you are spending your Resources 4 and Transportation 2 to acquire merchandise which you might sell from your Haven (perhaps a front-store.) To expedite the process (and safeguard the transit,) you call upon your Allies 3 to guard the transaction and safely escort your stock of merchandise; finally you pay 1XP to expand the Haven.
You receive a response from the downtime stating that the arrangements are made, and your allies have dispatched to go keep an eye on things. The Staff requires that you will, however, need to also find a retainer to run the store-front, or make an arrangement for that.
At next game, you locate a mortal merchant, Dominate him into following you home, and you ghoul him, thusly picking up a Free Retainer. You designate that he will become a Haven retainer, and you submit this in your next downtime.
The staff responds, telling you that your supplies have arrived, and your new retainer spends half of the week setting the shop up. Finally, about mid-week in the downtime he opens the shop, and you are approved for the Haven Resources.
Multiple Builders
More than one individual may participate in the construction/acquisition of Haven Backgrounds/Add-Ons. Each Individual may work on a separate aspect of the Haven (different Backgrounds/Add-Ons,) or may work together to expedite the process of expanding any one area.
Haven Backgrounds
Haven Allies – These are people who are willing to do things for the people of the Haven. Perhaps they’re contracted to, or maybe they simply have a “You scratch our back, we’ll scratch yours…” style attitude. Possibly still they’re friends of the owner, and are willing to do whatever they are called on, so long as it isn’t too dangerous. See Faith and Fire or the House Rules for more description on the uses of Allies.
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Level 1 |
A few people. They are relatively unskilled. |
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Level 2 |
A hand full of people. They are generally competent. |
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Level 3 |
A small group of people. They usually get the job done. |
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Level 4 |
A large group of people. They are good at what they do. |
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Level 5 |
A large unit of people. They are are well skilled. |
Haven Contacts – These individuals are people with a wealth of knowledge on who to talk to for gossip in the right areas. They generally keep their ears out and are willing to share their information with the Haven, though sometimes their services have a price… See Faith and Fire for more description on the uses of Contacts.
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Level 1 |
A few people who hear rumors every so often… |
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Level 2 |
A hand full of people who hear rumors… |
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Level 3 |
A small group of people who hear rumors.... Sometimes useful ones. |
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Level 4 |
A large group of people. They know who to talk to to find out what you need to know. |
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Level 5 |
A large unit of people. They already have the gossip, do you have the coin? |
Haven Defenders - These are individuals (either people or animals) who defend the Haven from would-be intruders or attackers. These Defenders are not ghouls - for them to be considered as ghouls, they must be purchased separately as Haven Retainers.
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Level 1 |
A few defenders. They are relatively unskilled. |
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Level 2 |
A hand full of defenders. They are generally competent. |
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Level 3 |
A small group of defenders. They usually get the job done. |
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Level 4 |
A large group of defenders. They are good at what they do. |
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Level 5 |
A large unit of defenders. They are are well skilled. |
Mechanic Note
Defense: The level of defenders should add to the static difficulty (1 trait per level) of intruders surviving a stroll through the Haven.
Haven Herd – Maybe the haven hosts a number of people for regular parties, or maybe you have kennels holding a number of mortals and keeping them fed for their precious blood. Whatever the case, the Haven has its own blood supply.
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Level 1 |
4 Extra Blood Traits. |
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Level 2 |
8 Extra Blood Traits. |
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Level 3 |
16 Extra Blood Traits. |
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Level 4 |
32 Extra Blood Traits. |
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Level 5 |
64 Extra Blood Traits. |
Mechanic Note
Overfeeding: If you (or multiple individuals) call upon the Haven’s Herd in downtime or at game, and their listed supply of blood is overfed, you may permanently lose traits in Herd to reflect this as individuals die or become sickened and incapable of sustaining anyone but themselves.
Haven Influence – Your Haven is a central hub for information trafficking, and often times people come to make deals with its inhabitants. It can get things done, period.
Note: This background can be gained multiple times, each one counting as a Different Influence at rating 1-5. A Haven can only hold as many total influence levels as it has total Non-Influence Background/Add-On levels, This background does represent mortals coming to your haven, you have been warned.
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Level 1 |
A Level One Influence |
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Level 2 |
A Level Two Influence. |
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Level 3 |
A Level Three Influence. |
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Level 4 |
A Level Four Influence. |
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Level 5 |
A Level Five Influence. |
Haven Resources – Maybe the haven has a store-front, or perhaps it’s got a farm that you utilize for selling food to the local population. Perhaps it even has some more shady deals, and sells its research information in occult fields. Regardless of the reason, your Haven has some overflow of liquid assets. See Faith and Fire for comparative ratings in Resources. These ratings refresh once per month.
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Level 1 |
Two Resources 1 actions per month. |
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Level 2 |
Two Resources 2 actions per month. |
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Level 3 |
Two Resources 3 actions per month. |
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Level 4 |
Two Resources 4 actions per month. |
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Level 5 |
Two Resources 5 actions per month. |
Haven Retainers – These are people in the Haven who maintain it, and otherwise keep track of things in the haven or on its grounds. Maybe they are ghouls, maybe just hired servants, or perhaps they’re spiritual entities that are bound to servitude.
Note: This background may be taken multiple times, each time it speaks of a single retainer and his/her relative power level in their chosen field. (A blacksmith, a Haven Seneschal, an Architect, etc…) Typically, these Retainers do not act as normal Ghouls, and they will not follow your character to game sessions, though their expertise may be called on during it in certain circumstances. Otherwise they have no sheets, and likely relent to all challenges.
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Level 1 |
Retainer’s main ability is at x1. He has 5 Traits in the associated category. |
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Level 2 |
Retainer’s main ability is at x2. He has 6 Traits in the associated category. |
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Level 3 |
Retainer’s main ability is at x3. He has 7 Traits in the associated category. |
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Level 4 |
Retainer’s main ability is at x4. He has 8 Traits in the associated category. |
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Level 5 |
Retainer’s main ability is at x5. He has 9 Traits in the associated category. |
Haven Watchers - These are individuals (either people or animals) who perform surveillance for the Haven. These individuals know their way around the Haven and can make sure the word gets out if they spot an intruder.To purchase levels 4 and 5 you need to have a way for the watchers to have those abilites.
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Level 1 |
A few watchers watch the main entry-way. |
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Level 2 |
A hand-full of watchers are stationed at the most obvious entry-ways. |
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Level 3 |
A small group of watchers have all entrances covered. They can sense when someone is not a mortal. |
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Level 4 |
A large group of watchers patrol most of the haven. They know how to tell Cainite from Lupine from Mortal. |
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Level 5 |
A large unit of watchers; almost nothing goes unseen. They can also sense Wraiths, Astral Projection. Pierce Obfuscate and etcetera… |
Mechanic Note
Defense: The level of defenders should add to the static difficulty (1 trait per level) of intruders/odd happenings within the haven going unnoticed.
Haven Add-Ons
Expedited Passage – You have a canal system in your Haven, or perhaps you have set up chutes and ladders. Maybe you’ve instead set up limited dimensional travel within its confines; whatever the case, those who know how to utilize this can travel through your haven rather quickly. Note that this is not a common Add-On and will require Storyteller Permission to even conceptualize.
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Level 1 |
Cross-Haven travel time is reduced to ¾. |
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Level 2 |
Cross-Haven travel time is reduced to ½. |
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Level 3 |
Cross-Haven travel time is reduced to ¼. |
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Level 4 |
Cross-Haven travel time is reduced to 1/8th. |
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Level 5 |
You can get nearly anywhere in the haven in but a few moments. |
Mechanic Note
Expedite Travel: Traveling through an expansive haven is not a quick process. Some havens and Nosferatu Warrens span miles of tunnels. This Add-On allows for expedient and safe travel through the haven. Without this, secret doors, labyrinth and extra tunnels can cost a lot of time and effort for traversing the expanse they create.
Extra Passages – There are miles of passages, sometimes acting like a labyrinth. Other times the passages are more of tunnels replete with storage, crude living quarters, and etc. Sometimes still they are more like caves. Depending on the nature of the passages, they could possibly be developed with a little work into rooms, and may even reflect a maze-like layout of a haven's floor-plan.
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Level 1 |
About 1/2 mile of passages. |
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Level 2 |
About 1 mile of passages, and there might be a second level. |
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Level 3 |
About 2 miles of passages, and there might be multiple levels. |
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Level 4 |
About 4 miles of passages per level, and the design is terribly confusing. |
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Level 5 |
About 8 miles of passages per level, and even you get confused down here… |
Mechanic Note
Surveillance: The level of extra passages should add to the static difficulty (+1 trait per level) of intruders being detected by the inhabitants or getting lost.
Special
If someone fails a static test on an attack of the location, immediately make a second test against a static difficulty of 5. If failed, the person gets lost in the extra passages. Add 1 static test to the attack efforts per level of extra passages. (e.g. If someone was facing 7 tests from Add-Ons, if they failed they add the level of extra passages in extra tests to be performed.)
Impressive Architecture – Your haven’s exterior and interior architecture are above the normal local quality. Not only are the external walls pleasant to look at, but the internal walls seem like a work of art themselves. Please designate the theme/style of the craftsmanship upon purchasing the first level of this add-on.
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Level 1 |
Above common form and design. (Crafts 1) |
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Level 2 |
Pleasant form and design. (Crafts 2) |
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Level 3 |
Exceptional form and design. (Crafts 3) |
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Level 4 |
Inspiring form and design. (Crafts 4) |
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Level 5 |
Awe inspiring form and design, a true masterpiece. (Crafts 5) |
Library – More than just a collection of books, a library comes replete with a librarian. The better your library is, the better the condition and easier you may access the information.
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Level 1 |
You have a room with a few sets of scholarly readings and reference books. |
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Level 2 |
The room has a decent collection of common reading materials, as well as some less-than-common editions of reading materials. The librarian can get info to you generally in 24 hours. |
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Level 3 |
The library has grown, and expanded into a wide selection of books, some fine art pieces and some first-edition tomes. Most widely-spread volumes are in your collection, along with some rarer manuscripts. Not all of the books within are of the same language. Your librarian is widely knowledgeable, and normally gets general information within 8 hours. |
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Level 4 |
The library is quite large, and you have scribes to copy/bind books for you on site. The librarian knows many things, and has most answers immediately. More difficult questions are answered in but a few hours. The room library contains at least one masterpiece work of art, and several other pieces of fine art. Further, it contains a small lore library (pick your flavor,) and a number of first-edition works. This is a major library. |
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Level 5 |
Your library is huge. The local university may be your only competition, and even then you have works they simply could never get their hands on. The librarian has information for you almost on tap. You have a masterpiece by a famous artist, as well as several other lesser-known masterpieces. There is a medium-sized general lore library, as well as a vault for hidden lores (pick your flavor,) and rare first-edition works. |
Mechanic Note
Lores: This can be used for various Abilities & Lores. You must pick your lore category at level 4, and your second lore category at 5. Your first category must be semi-common (Cainite/Clan lores,) and can teach up to level 3 lore. Your second category can consist of nearly any lore, and it can teach you up to level 2 lore. Likewise, it may be used to contain your research notes for things such as Thaumaturgical research.
Lore Library – Can allow learning (with time) of common lores (Blood, Cainite, Common Roads, etc) and rare lores (Creature Types, Noddist, some Clans, etc) as listed below.
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Level 1 |
One level of all common lores & one rare lore. |
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Level 2 |
Two traits of all lores from above. |
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Level 3 |
As above but add a second rare lore. |
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Level 4 | Three traits of all lores from above. |
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Level 5 |
As above but add a third rare lore. |
Ranch/Farm – Your servants are well fed and you are capable of preparing great feasts at your home. You may even utilize your ranch/farm for profit, using it as a means by which to develop Resources. Lastly, you may use this as a limited herd, feeding off of the animals; bear in mind, however, there are risks involved with surviving merely on animal blood.
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Level 1 |
A small farm where animals are meagerly tended to. - 2 blood trait. |
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Level 2 |
The farm is small, but tended to better. Animals are more healthy. – 4 blood traits. |
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Level 3 |
The farm is decent sized, and you have branched out into other forms of agriculture. You grow some exotic spices or have some more exotic animals. – 6 blood traits. |
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Level 4 |
The farm is large and quite well run. It produces various foods, and has facilities for properly storing and transporting these goods over distances. – 8 blood traits. |
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Level 5 |
Your farm is quite large, and could feed a sizeable military unit if need-be. You have farm-hands or animals which guard the fence-lines from intruding animals or thieves who may come on your lands. – 10 blood traits. |
Reinforced Structures – The walls of your haven are supernaturally resilient, perhaps due to magic or possibly due to fine craftsmanship. Siege weapons have harder times breaking through your walls, and even characters with Potence are slowed down if not entirely thwarted.
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Level 1 |
It would take a character with at least Potence 2 to even try to breach your walls, and then, they would have to work at it. |
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Level 2 |
It would take a character with at least Potence 3 to even try to breach your walls, and then, they would have to work at it. |
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Level 3 |
It would take a character with at least Potence 4 to even try to breach your walls, and then, they would have to work at it. |
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Level 4 |
It would take a character with at least Potence 5 to even try to breach your walls, and then, they would have to work at it. |
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Level 5 |
It would take a character with at least Potence 6 to even try to breach your walls, and then, they would have to work at it. |
Mechanic Note
These walls are resistant to the listed level of Potence. Unless you have this level, you aren’t getting in with force. Even the given level has some difficulty.
Researchers – Researchers break ground in their area of development. This add-on describes a staff of loyal individuals and all the tools required to sufficiently research the given area of expertise.
Note: This add-on can be purchased multiple times. Each iteration of the add-on counts toward a different ability or occult theme being researched/developed. This must be chosen at the time of purchase. Also note, unless your Haven has a library at the equal level as the Researchers you wish to purchase, or possibly the Learning Influence at the same, you may have difficulty growing/gaining it.
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Level 1 |
Researchers’ main ability is at x1. They have 5 Traits in the associated category. Your staff is small. |
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Level 2 |
Researchers’ main ability is at x2. They have 6 Traits in the associated category. Your staff is small, but efficient. |
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Level 3 |
Researchers’ main ability is at x3. They have 7 Traits in the associated category. Your staff is medium-sized, and works night and day. |
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Level 4 |
Researchers’ main ability is at x4. They have 8 Traits in the associated category. Your staff is medium-sized, and has regular breakthroughs. The information gleaned here could be quite profitable. |
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Level 5 |
Researchers’ main ability is at x5. They have 9 Traits in the associated category. Your staff is large, has regular breakthroughs and is brilliant in their area, always coming up with new ideas. The information gleaned here could be extremely profitable. |
Mechanic Note
Expedite Research: Each level in this ability allows (potentially,) an extra downtime’s worth of research per downtime in the given field. To gain this benefit the character must win or tie on a simple test per level to be used toward a given project. (These chops are generally thrown as proxy-chops at Staff-meetings, and their outcome will be notified to you as a downtime response.)
Research Production: If not utilized for Expediting Research, your labs may produce ideas/objects related to their field. Unless you guide this research, it may surprise you. (If you request this usage, let the staff know… you will receive the results in your downtime or possibly at next game… Beware, plots begin this way.)
Secret Doors/Traps – Your Haven has become a myriad of doors that lead to nowhere, trapped doors and otherwise well-hidden ones.
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Level 1 |
You have a few shoddy traps and maybe a hidden door or two. |
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Level 2 |
Your traps have become refined some and are a little better hidden. Your doors blend flush with the wall, and the levers to open them are sort of difficult to find. |
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Level 3 |
Your traps are becoming clever, and potentially deadly. Your doors are even more air tight. Both are interspersed throughout your haven at random intervals. |
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Level 4 |
Your traps are ingenious, potentially lethal, and sometimes guard nothing but other traps. Your doors would take expert investigation to come across, or possibly someone versed well in Enigmas. |
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Level 5 |
Other Cainites should fear your stake and fire traps, and your doors are air-tight in addition to being difficult to find. |
Mechanic Note
Surveillance: The level of secret doors should add to the static difficulty of intruders being detected by the inhabitants or getting lost. These traits stack with those from other add-ons.
Special: If someone fails a static test on an attack of the location, they must immediately make a second test against (5 + level of add-on,) traits. If this is failed, they miss a secret door or spring a trap. Missing a secret door adds 2 static tests (per level of add-on) to the attack effort. Springing a trap can either stake an attacker, or deal damage equal to the level of the add-on, with the static difficulty of avoiding the surprise attack equal to (3 x level of the add-on.)
Sorcery Library – This is a generic grouping for Blood Magic or a ritual repository, for other applications (like Abyss Mysticism). Each sorcery type needs its own library, as sorcery paradigms are not easily mixed. This works as follows:
Throw a simple chop to see if the library has the ritual you are looking to learn. The ritual is present on a win or a tie, unless the Staff says otherwise (like for instance NO Nectar of the Bitter Rose). If the simple is lost it can only be retested by such things as Luck, and those rituals that are not found (Chop lost) will be marked down for future reference. The below listings are noncumulative (IE 5 at level one and 10 at level 2 does not equal 15, but the number is raised to 10).
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Level 1 |
5 Basic Rituals |
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Level 2 |
10 Basic Rituals / 4 Intermediate Rituals |
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Level 3 |
15 Basic Rituals / 8 Intermediate Rituals / 3 Advanced Rituals |
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Level 4 |
20 Basic Rituals / 12 Intermediate Rituals / 6 Advanced Rituals / 2 Elder Rituals |
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Level 5 |
25 Basic Rituals / 16 Intermediate Rituals / 9 Advanced Rituals / 4 Elder Rituals / 1 Master Ritual |
Work Shop – This is an area of the Haven where parts are created and broken things are repaired. You have a smith/crafter therein who earns his keep, and the shop is filled with all manner of tools and hardware.
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Level 1 |
The shop has basic tools. It can fix leaks, change locks, repair chairs and etc. |
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Level 2 |
The shop has a wider set of tools and equipment. Standard table tools are present, and it can repair damage done to a Haven add-on (within reason) up to level 2. |
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Level 3 |
Unusual tools are present. The shop can repair damage done to a Haven add-on (within reason) up to level 3. |
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Level 4 |
The shop can repair damage done to a Haven add-on (within reason) up to level 4. |
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Level 5 |
The shop contains all manner of tools. It can repair a Haven add-on (within reason) up to level 5. |
Mechanic Note
Repair: This add-on decreases the static difficulty of repair challenges for those who utilize it. The trait difficulty is lowered by 1 for each level in the Work Shop add-on.
Haven Assault
One of the most important things about having a physical write-up for a Haven is in order to survive the all too common assaults on a Haven.
Static difficulty to attack a Haven begins at 6 traits. If an individual or group attempts to access the Havens via stealth, the challenges are made off base mental traits plus applicable specializations and merits, and the retest is the stealth ability. If an individual or group attempts to bypass Haven security, the challenges are made off base physical traits plus applicable specializations and merits, and the retest is the security ability.
Note: Form powers and discipline usage does not add traits as they would normally in challenges. These challenges are made against one person’s inherent ability versus the Havens itself.
Surveillance:
All Add-On’s that are marked with the Surveillance descriptor in the Mechanics Notes section should add a +1 trait modifier per level to all challenges where the attacker attempts to sneak into the Haven via stealth. The modifiers should stack, as the network of spies and equipment gets better, the bigger it is.
Defense:
All Add-On’s that are marked with the Defense descriptor in the Mechanics Notes section should add a +1 trait modifier per level to all challenges where the attacker attempts to circumvent or pass through defenses and security. These Modifiers should stack, in that the more defensive Add-On’s you have, the more defensible the Haven is. Failing at sneaking into a Havens system (above) adds a +2 trait modifier to the initial Defense challenge.
The Haven Bites Back
Each time an attacker makes their way to assault a Haven, they must pass through as many challenges as there are Surveillance and Defense Add-Ons plus one to a Haven.
Should the attackers fail to succeed at being sneaky and fail at getting past the defenses, the attacker(s) take a number of health levels of damage equal to the highest level Defense Add-On to the Haven. If they choose to continue to the Haven, they must continue to face the same challenges, suffering the next highest level Add-On in health levels of damage if they fail until all Defense Add-Ons have been used. If no Defense Add-Ons are available (or all are used in the above manner), there is a base damage of one health level for a failed test due to possible accidental injury. If an attacker decides to continue on towards a Haven after the first challenge is lost, they must face the same number of lost challenges on the way out of the Haven as well. If they make it all the way through the Haven proper, they must make all challenges again on the way back out. In both cases, the inhabitants likely know you’ve been in for a visit once you’ve gotten this far.
