Xaos
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Post by Xaos on Mar 8, 2018 23:31:01 GMT
This document is a guide to the city of Oddhaven, describing its environs and providing insight into the conditions of life (and unlife). The guide divides the city into five sections (City Heart, Downtown, West City, Old Town and the Outskirts), along with two city-wide utilities beneath Oddhaven (the metro underground and sewer systems). The sections are further divided into areas, each consisting of multiple neighborhoods. Areas have rules-effects as shown below. Hunting Difficulty: The base difficulty value of hunting rolls made by vampires while in the area; all areas have this factor. Domain Requirements: Prerequisite Backgrounds and Abilities needed in order to take the Domain Background within an area; not all areas have this factor. Haven Benefit: Areas with Domain requirements will enhance any Haven Background tied to that Domain by giving one Haven advantage to the Background for free. Landmarks: Special locations of universal importance within an area; these are listed in the area descriptions but have their own entries (after the areas portion of this document) which cover their game rules in full. 1. City Map2. City Heart3. Downtown4. West City5. Old Town6. Outskirts7. Beneath Oddhaven8. Landmarks
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Xaos
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Post by Xaos on Mar 8, 2018 23:31:52 GMT
Numbers correspond to the areas listed in posts below
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Xaos
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Post by Xaos on Mar 8, 2018 23:38:50 GMT
City Heart
1. Bethrezen Flats (government sector) The center of Oddhaven’s government has been renamed many times over the centuries, but currently bears the name of the first city mayor elected after the Forlorn Isles’ independence. Apart from the major historic buildings, most of the structures in this area are products of the twentieth century. Though eclipsed by the skyscrapers of the neighboring Towers and East Lakeside, most buildings here are tall enough to loom grimly over the streets below. The facades here have baroque elements that have been crumbling for some time; the product of several decades’ neglect in the city budget. The area’s central location translates into constant traffic, day and night. Hunting Difficulty: 7 Domain Requirements: High Influence or Allies (city government, police, law or public safety related), Resources 3, Politics 1, Bureaucracy 1 Haven Benefit: Location Landmarks: City Hall, St George’s Cathedral, Police Department, City Courts
2. The Towers (corporate sector) Sleek, modern skyscrapers crowd the skyline here. The streets are kept clean, despite the almost continual bustle of people in the area. Everyone seems to move with purpose and without patience. Even those who are obviously not here on business move in time with the area’s hectic pace. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (corporate related), Resources 3, Finance 1, Bureaucracy 1 Haven Benefit: Security
3. East Lakeside (financial sector) Skyscrapers are abundant in this section of the city. Even at late hours, people in business-formal attire are on the streets, talking into their earpieces, hailing cabs and wandering to and from meetings. The architecture here ranges form about a half-century in age to structures obviously completed last year, if not more recently. Banks, holding companies and other, similar businesses are especially prevelant. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (corporate related), Resources 3, Finance 1, Bureaucracy 1 Haven Benefit: Security
4. West Lakeside (media sector) Most of the structures here are broad and squat – two or three stories at the most – and faced with brick or beige stone. Broadcast antennas are common here as are thick tangles of heavy black cables, woven amongst the many buildings. The small patches of lawn here are neatly trimmed, and more than a few have lovely flowerbeds or elegantly sculpted hedges. Even in the middle of the night, these buildings seem well staffed. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies or Fame (media related) Haven Benefit: Staff
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Xaos
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Post by Xaos on Mar 9, 2018 0:03:12 GMT
Downtown
5. Jansen Circle (fashion circuit) The buildings in this area are many decades old, but have been aggressively modernized to serve as home to franchises of the most prestigious and exclusive clothiers. Many of those walking the streets here are products of the deliberate cultivation of one contemporary high fashion or another. Fast-walking pedestrians taking calls on their cell phones only narrowly avoid collisions. The beautiful people scrupulously ignore those less aesthetically blessed than themselves. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies or Fame (culture related), Style 2 Haven Benefits: Luxury
6. Greene Village (gallery circuit) This area winds its way through twisting streets. On the outskirts, staid and aristocratic galleries showcase fine (and expensive) works of art, while the center of the area coexists with a thriving youth culture and consists primarily of less formal galleries, as well as bistros, boutique shops and a couple of night clubs. The distinct populations seem sharply divided, with only the artists readily transitioning between the two. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies or Fame (culture related), Expression 2 Haven Benefit: Luxury
7. Prospect Docks Mercantile freighters are docked here, each one a small galaxy of fixed and blinking lights. Something is always being loaded or offloaded, it seems. The smell of the sea comes off of the concrete like a dirty sailor, and carries with it the smells of fish and gulls, foodstuffs from around the world and other, stranger commodities. Dockworkers and crewmen yammer at one another, sometimes in English, sometimes not. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (transportation related), Bureaucracy 2 Haven Benefit: Security
8. Bamford Village (mercantile) The old meat-packing plants have been refurbished as lofts, but over half of the brick-faced businesses here are markets, a handful of which are open well into the late hours. The smell of open-air produce stands lingering along the main boulevard. Hunting Difficulty: 6
9. Penngrove Heights (mercantile) Aging brownstone buildings, some quite sizable, sit side-by-side with slightly more modern architecture in here. Boutique shops line the streets, though nearly a quarter of the shops are bookstores, newsstands, stationers and other businesses devoted to the publishing industry. The neighborhood is a trendy one, with twenty and thirty-somethings walking to clubs and restaurants, eager to fritter away some hard-earned cash. Hunting Difficulty: 6 Landmarks: Library, Museum
10. Hanover Downs (mercantile) A wide variety of shops are located here, with something of an emphasis on jewelers, watchmakers and other, similar businesses. At this time of night, most of the stores are closed, their facades concealed by rolling steel grating. One or two shops appear to be open, even now, however. Dressed to the nines, people are still walking the streets, most of them on their way to restaurants or clubs. Hunting Difficulty: 6
11. Electric City (nightclub circuit) Consisting of tangled streets and back alleys, the night club circuit caters to all tastes, from the tame to the exotic. The clubs on the outer streets of this area offer the usual affair: a night of music, drinking and socializing. In the interior, darker proclivities and more marginalized demographics find purchase. And, everywhere, the narrow allies and tall buildings obscure all that transpires from the eyes of the city. Hunting: 4 Domain Requirements: High Influence or Allies or Fame (culture related)/Low Influence or Allies (crime related) Haven Benefit: Luxury
12. The Shore In the urban heart of Oddhaven, there are only two ways in which the changing of seasons makes a profound mark: the length of the days and the shore’s level of activity. In fall and winter, this stretch of sand is dismal and abandoned; hotels close for the season and the bars are sedate. When the warmth of spring arrives, so do the beach-goers. And, as the summer heat waxes, the shore becomes choked with reveling bodies night and day. Hunting Difficulty: 6 in winter and fall, 5 in spring, 4 in summer
13. Southside (Theater Circuit) A row of aging theaters, some still quite grand and imposing in their growing decrepitude, span this area, all of them dating from the late nineteenth or early twentieth centuries. Rather than the top hats and evening gowns the surroundings seem to demand, however, most passers by are attired in slightly threadbare modern fashions. Hunting Difficulty: 5 Domain Requirements: High Influence or Allies or Fame (culture related), Performance 2 Haven Benefit: Staff
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Xaos
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Post by Xaos on Mar 9, 2018 0:21:32 GMT
West City
14. Mayor’s Hill (residential) This prestigious neighborhood looks down upon the rest of the city from a series of high hills. It is named for being the site of the old mayoral mansion, which was built in the early days of Oddhaven but burned down in 1895. Most of the homes here are expansive Tudor-style manor houses, though more than a few are examples of more modern styles as well. The area is quiet, and save for a few lights in the windows here and there, the locals seem to be asleep. Hunting Difficulty: 7 Domain Requirements: Resources 4 Haven Benefit: Location
15. Meridian Park (residential) Well-lit lanes crisscross this gated community, and the smell of lilacs and pine waft pleasantly from the immaculately manicured foliage. A pair of security officers patrols the streets in a sedan, the driver periodically speaking into a radio. Every home is a sprawling estate, with elegant architecture, a perfect lawn and state of the art security system. Hunting Difficulty: 7 Domain Requirements: Resources 4 Haven Benefit: Location
16. Scarsborough (residential) Wide lanes and lush parks abound in this classy corner of town, characterized by tall brownstone buildings. Opulent bed-and-breakfasts sit alongside the sorts of businesses that open by appointment only, concealing all traces of commerce so as not to offend the sensibilities of the locals. Most of the people around here seem to be professionals in their thirties and up, though a handful of younger people are also to be seen in the area. Hunting Difficulty: 7 Domain Requirements: Resources 4 Haven Benefit: Location
17. Plantagenet University Taking up entire city blocks all to itself, the campus of this university, fancifully named by it founders after the ancient royal lineage, is crowded with a profound diversity of young people, even well into the night. The architectural style of the campus is a cacophony of old and new, as aging buildings are replaced with more recent construction. Asphalt lanes weave through the grass and between the trees that span the length of the grounds. Beyond the campus, well-shaded neighborhoods house students, faculty and the occasional business catering to them fill out the area. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (academic related), Academics 2, Bureaucracy 1 Haven Benefit: Library
18. Western Horizon Cemetery If ever the word “necropolis” was to be deservingly applied to a cemetery, then it would be to Western Horizion. Beginning its existence as several mass graves during an influenza outbreak in 1621, it has since grown to rival or even eclipse other Oddhaven areas in size. The gentle hills and shady groves contained within its long walls play host to armies of tombstones and entire communities of crypts, tombs and catacombs. In the south-eastern corner of the cemetery sits a collection of buildings which house caretaking equipment and the city’s morgue. Western Horizon is a tourist destination by day, but by night few have the courage to pass its gates. While the expansive, shadowy and eerily silent confines are enough to play tricks on the mind, many of the noises faintly heard and shadowy movements glimpsed out of the corner of one’s eye come from things that are all-too-real. Hunting Difficulty: 7 Domain Requirements: None Haven Benefit: Occult Landmarks: City Morgue Special: The Shroud is weak here; ghosts’ difficulty on manifestation rolls at night is 4 and by day is 5 (see Lore of the Clans sourcebook, page 109)
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Xaos
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Post by Xaos on Mar 9, 2018 0:34:01 GMT
Old Town
19. the Old Harbour Once these piers were so important that they gave the city its name, but the more modern Prospect Docks long ago eclipsed them. The only sounds are the constant, gentle lapping of the waves and the faint rustle of the wind. Some distance away, a huge derelict building on the verge of collapse – once a posh hotel – overlooks the sea. The air smells almost clean here, and the stony beach shows little sign of human trespass. Far-off, on the other side of the broad harbor, are mostly abandoned waterfront warehouses and factory buildings. Yet every resident of Oddhaven knows that this eerily serene first appearance is deceptive. Every night this place is a hotbed of criminal enterprise; the foremost area in the city for making illegal deals and purchases. The police long ago surrendered any hope of cleaning these docks up and have abandoned them to their fate. What few portions in the harbor are still in normal operation are run by organized crime groups; who have an under-the-table deal with law enforcement to keep the lawless docks from being a means of ingress for foreign terrorists in exchange for a blind eye turned to their own activities in the area. Hunting Difficulty: 4 Domain Requirements: Low Influence or Allies (criminal related), Streetwise 2, Armory 1 Haven Benefit: Arcane
20. Van Buren Works (industrial works) Dozens of factory buildings, ranging in age from more than a century to less than a decade, are to be found here. Some have been renovated into housing or the occasional nightclub, but most are still put to their original purpose. The commotion of heavy machinery resounds faintly through the area, as third-shift workers come and go. Some are about their tasks, while others are taking smoke breaks and chatting in small groups. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (industry related) Haven Benefit: Security Landmarks: Chemical Plant, Power Plant, Waste Plant
21. Portuguese Quarter (residential) Though it has shrunk in the centuries since the Forlorn Isles came under British control, the Portuguese population in Oddhaven has always remained significant. The residents of the Quarter are a mix of families going back to the colonial days and more recent expatriates from Portugal and Brazil. This area boasts some of the oldest buildings in the city, clustered around narrow, tangled streets and alleys. Buildings on the same block are usually so interconnected as to make determining boundaries between the two from outside difficult. Because of these physical factors, the Quarter has always been popular among Kindred for hunting and havens. Hunting Difficulty: 5
22. Roeststadt (residential) Three-story brick apartment buildings are clustered closely together here, each one near-identical to the last. Small, fenced-in yards, some badly in need of mowing or watering, separate the complexes from one another. Through the narrow alleys between the buildings, the lights of the city can be seen descending on the area. Hunting Difficulty: 5 Landmarks: Medical Center
23. Whelton (residential) Save for their colors and more recent renovations, the houses all but look identical, the product of hasty post-WW2 construction. Low, chain-link fences separate yards from one another along neat blocks with four to twelve houses sitting back-to-back and side-to-side. Small bands of teenagers wander the streets, talking far too loudly for the late hour and making rude comments at passers-by. Hunting Difficulty: 5 Landmarks: Asylum
24. Swenton (residential) Metro trains rumble by overhead regularly in this area, dislodging paint and old rust. Everything here seems to exist in the shadows of bridges, overpasses and other elevated structures. One in every eight or ten of the squat apartment houses looks to be derelict, or else overtaken by squatters. Even many of the legitimately inhabited structures have broken or boarded up windows. The area almost seems like the product of a deliberate, decades-long campaign of vandalism. Hunting Difficulty: 4
25. Rockshire (residential) Tall, old apartment buildings close in on all sides in this claustrophobic neighborhood. Even the narrow streets feel like alleys. Networks of fire escapes obscure the night sky, and there is a persistent smell of waste and old trash coming from between and behind the buildings, and from the backed-up sewer system. People tend to hustle past, keeping their eyes averted from strangers, and no one’s voice climbs above a whisper in the streets. Hunting Difficulty: 4
26. Swan Grove (residential) Hills rise and fall in this area, which is laid out on jagged labyrinthine angles. Most buildings are three-story apartment houses, though some have first-floor stores. Other businesses are located in squat, ugly buildings of brick or cinderblocks. Only a few stores are open now, their facades illuminated by garish neon lighting. In the distance can be heard the screech of tires on asphalt and dogs barking. Hunting Difficulty: 4
27. Bright Shore (residential) Dirty water laps along a dingy shore, littered with detritus ranging from car tires and broken household items to drug paraphernalia, spent condoms and a few scattered bullet casings. Ramshackle homes slouch along the side of the street opposite the beach walls. Small packs of semi-feral dogs skulk through the shadows of the waterfront, tipping over trash cans and rooting for food. Hunting Difficulty: 4
28. Windmir Estates (residential) Most of these duplex homes are badly in need of a new paintjob. Eaves sag under the weight of years and weather damage. The people here, too, seem to sag under a heavy burden. Hardly anyone takes notice of the low-rent prostitutes and small-time drug dealers openly hawking their wares on street corners. Hunting Difficulty: 4
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Post by Xaos on Mar 9, 2018 0:39:24 GMT
Outskirts
29. Oddhaven International Airport Airplanes roar overhead almost constantly in this hub of national and international transit. A forest of blinking lights stretches to the horizon along a massive artificial plateau under the shadow of the control towers. Outside the whole place smells of jet exhaust. Within the airport is reasonably modern, though parts of it, here and there, look as though they haven’t been cosmetically modernized in ten or even twenty years. Hundreds, perhaps thousands of people, from all over the world, are constantly coming and going, speaking a dozen different tongues, too busy to take it all in. Hunting Difficulty: 8 Domain Requirements: High Influence or Allies (transportation related), Bureaucracy 3 Haven Benefits: Location, Security
30. Van Heyte Military Base Named for the Dutch Commodore who commanded the conquest and oversaw the reconstruction of the original Portuguese colony, this is the largest army base in the Forlorn Isles. Apart from the main facilities, large portions of the base’s sizable acreage are taken up by neighborhoods of subsidized housing for the troops and their families. The extreme uniformity of the houses and streets in these neighborhoods can be quite disorienting to those who lack the lay of the land. Houses here are comfortable, if a couple decades past their prime. Military police patrol the streets with some regularity. Hunting Difficulty: 7 Domain Requirements: High Influence or Allies (military related), Bureaucracy 3 Haven Benefits: Location, Security
31. Lakeshore Grove (suburb) Streets of crisp asphalt wind through neighborhoods with lush, perfectly trimmed lawns and attractive but mass-produced houses in this picturesque community. Peace, quiet and normalcy are the watchwords of the upper-middle class residents of this suburb, who prize the simultaneous distance and closeness Lakeshore has to Oddhaven. Anything out of the ordinary is cause for alarm in Lakeshore and strangers walking its streets can’t help but feel the anxious eyes of residents peering out at them from behind curtained windows. Hunting Difficulty: 7 Domain Requirements: Resources 3 Haven Benefit: Location
32. Diesel City (suburb) The contextual change in Diesel City’s name over time has reflected its material changes. When the suburb was founded post-WW2, the word “diesel” conjured to mind powerful, progress-driving machinery along with the commerce and travel of tomorrow. Now diesel, and its namesake suburb, is associated with grime, filth and toxicity. Diesel city is the main point of transition between Oddhaven and the outside world. One could always leave by boat from Prospect Docks but modern people find it much easier to catch a metro to Diesel City’s rail station and from there take a train, or hop across the street for a bus, to other parts of Ilha Principal. Those looking to make the journey in a car will have to pass through Diesel City as well, and the suburb is also a necessary crossing point for those traveling between Oddhaven Airport, Van Heyte Base and Oddhaven itself. This constant traffic around the highway and travel hubs does little to revive the failing fortunes of Diesel City, whose only thriving industries are transportation and warehouses. The streets off the highway are cracked, the houses are rotting and the storefronts on Main Street are largely abandoned. Crime and despair are a Diesel City resident’s constant companions, playing out in generational cycles underneath the suburb’s failing streetlights. Hunting Difficulty: 5 Landmarks: Bus Station, Rail Station
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Xaos
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Post by Xaos on Mar 9, 2018 0:44:11 GMT
Beneath Oddhaven
Metro Underground Several layers of different train lines are stacked atop one another here. Narrow passages and steep escalators open into wide platforms. Advertisements are plastered everywhere: on the walls and even on the trains themselves. There is a faintly musty odor here, along with the slightly sour scent common to very crowded spaces. Despite the hour, there are still many people here, waiting for various trains all over the city. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (transportation related) and Bureaucracy 2, or, Low Influence or Allies (street people) and Streetwise 2 Haven Benefit: Arcane
Sewer System Pipes which carry waste or gas mix with tangled electrical wiring as they run along the apex of these tall, broad and semi-circular tunnels designed to direct rain run-off and water from street cleaning to the shore. The smell is everywhere – a malodorous reek that crawls up into the nostril and dies there. The stench is thick enough to taste the air. Rats and cockroaches scuttle along in every shadow. Dingy water drips from the massive concrete tubing and strange, pale grey moss clings to some of the seams at which one section connects to the next. Odd, distorted noises occasionally echo faintly through the network of tunnels. Hunting Difficulty: 6 Domain Requirements: High Influence or Allies (city government related) and Bureaucracy 2, or, Low Influence or Allies (street people) and Survival 2 Haven Benefit: Arcane
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Xaos
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Post by Xaos on Mar 9, 2018 0:59:27 GMT
Landmarks
These are special locations within an area that draw mortal and supernatural attention alike. A character can take Domain and Haven in landmarks and receives Haven Benefits from the landmark. However, the character must meet the normal Domain requirements for the landmark’s area. Furthermore, control over landmarks is highly coveted and a vampire claiming Domain over and/or making a Haven in a landmark can expect a higher risk of detection and a greater likelihood of being challenged for the territory. Apart from hunting difficulty and Haven benefits, landmarks have a max Haven size aspect which limits how many points of Domain a landmark Haven can take up.
Whelton Asylum This dismal structure is an awkward patchwork of decrepit Victorian mansion and grim, soot-stained factory. Crouched forebodingly on a small hill and surrounded at a distance by high, slate grey walls, the edifice projects the air of a fortified prison keep, far more than a place might go for the treatment of mental illness. The few trees that cling to life on the grounds are sickly and bare, while the grass is streaked with dead brown patches. Hunting Difficulty: 7; 4 for characters with medical related High Influence or Allies Haven Benefits: Security, Staff Max Haven Size: 2
Diesel City Bus Station The smell of stale diesel fumes is omnipresent, along with that of festering garbage from overflowing trash cans. There is a distinct undercurrent of the pungent odor of human sweat and urine. The ground is littered with broken glass, cigarette butts, syringes and other detritus. Expansive concrete shelters, almost completely covered in graffiti, provide deep shadows in which the homeless sleep or the occasional addict shoots up. Hunting Difficulty: 5; 4 with transportation related High Influence or Allies Max Haven Size: 2
St. George’s Cathedral Built in the 1800s on the site of Oddhaven’s old (and at the time derelict) Dutch Reformed church. The Anglican Church in the Forlorn Isles has always had an Anglo-Catholic bent due to the Portuguese population, and St. George’s reflects that influence. Its looming architecture is baroque, almost neo-gothic, and the clergy here maintain the old Catholic tradition of keeping the doors open all day and night. Many major charity events and important local weddings take place in the main nave, but more interesting to some are the less visited portions. Connected to the main edifice (though no less ornate) is a private library renowned internationally for its rare texts. And beneath, are a series of crypts dating back to Oddhaven’s foundation. Hunting Difficulty: 7; 5 for characters with High Influence or Allies in the Anglican Church Haven Benefits: Library, Occult Max Haven Size: 2
Endron Petrochemical Plant Row on row of rusted steel drums are lined up outside of this looming, dilapidated collection of structures. The chemical plant – hidden like a dirty secret at the far end of a long, isolated road – looks as though it is decades out of code. Acrid smells are everywhere, blending into an olfactory tapestry that leaves the nose and throat stinging and itching. Rats of exceptional size scamper between the drums. At the far end of the lot, forklifts unload palettes of barrels. Hunting Difficulty: 6; 5 for characters with industrial related High Influence or Allies Haven Benefits: Size, Staff Max Haven Size: 4
City Courts This beige marble structure vaguely evokes a sense of Classical-era architecture married to early twentieth century aesthetics. One of the two lamps standing watch over the stairway leading into the court is burnt out, and only half of the other streetlights are in working order. Within, the beige gives way to ivory white marble, accented by Art Deco sensibilities. Clerks of the court wander by, checking documents and speaking into digital recorders, while jaded repeat petty offenders and excessively nervous twenty-somethings await their night in court. Hunting Difficulty: 8; 5 for characters with legal related High Influence or Allies Haven Benefits: Security, Guards Max Haven Size: 2
City Hall This broad, two-story dark gray brick structure is one of the oldest buildings in the city, being built at its foundation. A wide, cobbled lane, bounded by flower beds, ascends a path through the grass in front of the hall, leading directly to the front stairway. Foot and car traffic is a near-constant presence beyond the grass’ perimeter. What can be glimpsed of the décor through the locked double doors is almost-incongruently modern. Hunting Difficulty: 6 Haven Benefits: Security, Staff Max Haven Size: 2
Oddhaven Library This building looms with four imposing, stone-faced stories. A worn granite staircase leads to the age-darkened wood double doors. In addition to the main body of the library, three wings branch off the structure. By day, the tall trees on the grass that surround the library offer shade to those who might enjoy a book outdoors, under their boughs. At this hour, however, they serve to inhibit the already somewhat sparse lighting in the area. Hunting Difficulty: 7 Haven Benefits: Library, Location Max Haven Size: 2 Special: Depending on the time of night, the library may be closed. Accessing the library after hours can be done through High Influence (city government) or it may be done through more direct player actions.
Roeststadt Medical Center This structure appears to be quite modern: a tall, narrow building faced with reflective black marble. The medical center’s name is spelled out in large gold block lettering over the automated sliding double doors. In the waiting area, leather-upholstered chairs and couches are arranged around bookcases and glass-topped coffee tables, and a receptionist sits behind a long black counter, tapping away at a keyboard. Hunting Difficulty: 8; 4 for characters with medical related High Influence or Allies Haven Benefits: Location, Staff Max Haven Size: 3
City Morgue This structure is a sprawling, single-story building, faced in dark stone; its tall narrow windows are covered by steel mesh, painted black. Only one window is lit. Apart from the vestibule and waiting area, the rest of this place appears to be dark. Within there is a smell reminiscent of faint rot and chemicals, as well as a sickly sweet aroma of flowery perfume. Dark doorways yawn in shadowed corridors, and the dim lighting seems to die at the threshold. At the end of the hall, a stairway descends into the sublevels. Hunting Difficulty: 7; 4 for characters with government, police or medical related High Influence Haven Benefits: Security, Staff Max Haven Size: 1
Oberlock Museum This place has clearly seen better days. Once, long ago, this area was peopled by the idle rich, and the museum was a prestigious place to meet with friends. Now, its Edwardian façade is badly in need of repair, and half-completed restoration projects (which will likely never be finished) dot the outside of the structure. Within, a whole wing has been closed down due to water damage. Many of the remaining exhibits are years out of date and showing their age. Most of the sparse staff seems half-asleep. Hunting Difficulty: 6 Haven Benefits: Location, Staff Max Haven Size: 2 Special: Depending on the time of night, the museum may be closed. Accessing the museum after hours can be done through High Influence (city government) or it may be done through more direct player actions.
Police Department The station’s brick exterior is old and in need of repair in a few places, while one broken window on the second floor is covered over with clear plastic sheeting and duct tape. Inside, sepia-tone marble and pale wood paneling serve to give the whole place an appearance of faded dignity. Most of the amenities look as though they haven’t been updated or adequately maintained for thirty years or so. Police officers shuffle along, halfway oblivious, performing their nightly routines. Hunting Difficulty: 8; 4 for characters with police, legal or government related High Influence or Allies Haven Benefits: Guards, Security Max Haven Size: 2
Power Plant One part of a scattered cluster of buildings along a marsh, the power plant itself is difficult to distinguish at first glance. A high chain-link fence is capped with razor wire, but there are at least a few gaps in the weedy metal screen. The most distant of the buildings appears to be the newest, but all of them are lit, despite that one or two – perhaps older – parts of that plant look to be on the verge of collapse. Hunting Difficulty: 6; 5 for characters with government related High Influence or Allies Haven Benefits: Size, Staff Max Haven Size: 4
Nunes Rail Station After the descent down a long, poorly lit and broken escalator, the forlorn platforms of the rail station come into view. Advertisements hang in almost every inch of wall space, though many of them are damaged and marred by tangled graffiti tags and splotchy vandalism. It smells musty here. Quite a few late-night stragglers wait for their respective trains, but no one much acknowledges anyone else’s presence. In the distance, an approaching train shrieks on the tracks. Hunting Difficulty: 5; 4 with transportation related High Influence or Allies Max Haven Size: 2
Waste Plant The reek of burning and processed garbage clings to everything here, like a poisonous film that settles onto every available surface. The air is stained a pale brown, obscuring the moon in an amber haze. Blue methane flames rise into the air from tall stacks protruding from a colossal, dark red building. The plant sits on a narrow peninsula of solid land jutting out into the marsh, which smells of rotting vegetation and dank water. Hunting Difficulty: 6; 5 for characters with government related High Influence or Allies Haven Benefits: Size, Staff Max Haven Size: 4
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