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Haven Haven Like all Backgrounds, the Haven Background is entirely optional. A vampire with no dotsin Haven has a sucide's grave, aroom in an abandoned motel, arented office, or an apartment with windows blacked out with plastic bags They can still remain safe and hidden by day inthis relatively ‘small and insecure haven by default The Storyteller may allow a player character to default a somewhat better haven from anather Background such as Resources, Status, oF Influence. Of course, if those Backgrounds go away, so does the character's nice haven. ‘A character with none of those other Backgrounds, however, can still have a perfectly reasonable haven as long as they have this Background For instance, a character might not have enough money to afford 220- room Victorian mansion in today's economy, but i their great-grandmother left them one that had been fully paid for, there’sno reason they can't remain in residence as it slowly dllapidates. Base ratings in Haven abstract the haven's size, security, and privacy. Al of those factors affect the chance of spotting, penetrating, and surveiling ‘the vampires actual resting place Add +1 to the Difficulty of, or one diet dice pools resisting, such efforts for each dot of base Haven rating Kindred know their havens intimately. For each dot of base Haven rating, add one per dotto dice poolsto notice danger (including awakening rolls p. 219) while in your haven. Base Haven + Small haven, but more secure and private than the default. Examples: basement apartment, crypt, locked storeroom in a warehouse. Good size, security, of privacy. Examples: a single family home or row house, wolf enclosure at the 00, branch sewer tunnel Very large, secure, or private Examples: @ compound outside tovin, a bank building, a decommissioned subway station Haven Merits and Flaws You can add Merits and Flaws to your Haven if you wish They stack with the base Haven rating to produce the total dots inthis Background for projects and other uses Remember, you can make Haven a shared Background among your coterie — easly the best way to afford a Haven with lots of features ldden Armory: Each dot inthis Merit adds a stand of arms to your havens supply: one pistol and one long firearm, with ammunition They are {as secure from discovery as your resting place. * Cell:Your haven has a dedicated, locked place to store two prisoners, with abase Difficulty to escape of 5. Each extra dot either allows you to store twice as many prisoners (up to a maximum of 32, only in very large havens) or adds +1 to the escape Difficulty. This Merit isnot available in small havens + Watchmen: You have either private security or criminal thugs guarding your haven. Each dot ofthis Merit supplies four Average guards and one Gifted boss (see Mortal Templates, p. 185). If guards would be conspicuous here, buy this Merit cautiously. + Laboratory: Your haven has an equipped laboratory with a dedicated industrial sink, gas et, reinforced floor, etc Each dot of this Merit adds one to the dice pool for rolls related to one Science or Technology specialty or to Alchemy dice pools for thin-bloods using the Fxatio method (p. 284). This Merit is not available in small havens. ary: Your Haven has a dedicated library on the occul,Cainite legends, ity history, vampire lore, or the like Each dot ofthis Merit adds one to the dice pool for research rolisfor one Academics, Investigation, or Occult specialty. Small havens limit this Merit to amaximum of one dot * Location: Your haven nestles in one of the most fashionable or otherwise exclusive areas of the city, inthe Rack, on a smal island, or otherwise inaprime spot Add two dice (or +2 to foes Difficuty) to bonuses on the relevant die rollsfrom either Chasse (p. 195) or from your base Haven. rating (pick one) f neither modifier precisely mapsto what you have in mind, work out with your Storyteller when you can expect atwo-dice bonus to occur. For example, a Haven close to Elysium might grant atwo-dice bonusto Etiquette tests in Elysium and on teststo pick up on court gossip. + Luxury: High-definition flat screens, designer furniture, objects dart, or other expensive detals give you a two- dice bonus to Socal tests dealing with mortal guestsin your haven If you don’t have a least three dots of Resources (e+), your décor was gained illegally. + Postern: Your Haven has a ear ext, secret tunnel, grating inthe cellar leading into the sewers, or other unobtrusive way out. For each dot of, thisMert, add one die to your dice pools to evade or escape surveillance near your haven, + Security System: Your haven has a better-than-average security system. For each dot ofthis Merit, ad one die to your dice pool to resis (or alert you to) unauthorized entry into your haven. + Surgery: Your haven has one room equipped as afield surgery or better. Add two dice to relevant dice pools, generally Medicine, for tests performed in your haven This Merit isnot available in small havens. + Warding: Your haven possesses some kind of magical ward barring supernatural forces You may not be able to de activate it, but it allows you to pass Discuss the limits of your ward with the Storyteller. Each dot of this Merit adds one to the dice pool to resist supernatural scrying, as well ‘as whatever other entry the Storyteller allowsit to prevent The Storyteller may require you to possess Occult 3 or better, or Blood Sorcery, to buy this Merit

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