Haven

Base ratings in Haven abstract the haven’s size, security, and privacy. All of those factors affect the chance of spotting, penetrating, and surveilling the vampire’s actual resting place. Add +1 to the Difficulty of, or one die to 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 dot to dice pools to notice danger (including awakening rolls, p. 219) while in your haven.

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"The Gilded Cage" ⚫- Good Size = Three total floors (Basement, ground floor, second floor) 6,000 sq feet total

EXP to spend: 0

  • Flaw: (•) Haunted. Your haven has a supernatural manifestation in it that you do not control or really even understand. It might just have a ghost, but a Haunted haven could hold a dimensional portal, a cursed meteorite, or anything else you can’t get rid of. Obviously, someone who does understand the manifestation could use it to breach your haven’s security. The Storyteller defines any other effect of the haunting, imposing at least a one-die penalty to affected pools used in the haven per dot of Haunted taken as a Flaw.

Upgrades to your Haven:

Each dot costs Dot level x 3 (So if you get a new merit for your haven at level 1, it costs 3 exp)

The maximum dot level is 5.

  • Hidden Armory: Each dot in this Merit adds a stand of arms to your haven’s 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 a base 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 is not available in small havens.

  • ⚫ Watchmen: You have either private security or criminal thugs guarding your haven. Each dot of this 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 jet, a 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 Fixatio method (p. 284). This Merit is not available in small havens.

  • Library: Your Haven has a dedicated library on the occult, Cainite legends, city history, vampire lore, or the like. Each dot of this Merit adds one to the dice pool for research rolls for one Academics, Investigation, or Occult specialty. Small havens limit this Merit to a maximum of one dot.

  • Location: Your haven nestles in one of the most fashionable or otherwise exclusive areas of the city, in the Rack, on a small island, or otherwise in a prime spot. Add two dice (or +2 to foes’ Difficulty) to bonuses on the relevant die rolls from either Chasse (p. 195) or from your base Haven rating (pick one). If neither modifier precisely maps
    to what you have in mind, work out with your Storyteller when you can expect a two-dice bonus to occur. For example, a Haven close to Elysium might grant a two-dice bonus to Etiquette tests in Elysium and on tests to pick up on court gossip.

  • ⚫ Luxury: High-definition flat screens, designer furniture, objets d’art, or other expensive details give you a two-dice bonus to Social tests dealing with mortal guests in your haven. If you don’t have at least three dots of Resources (•••), your décor was gained illegally.

  • Postern: Your Haven has a rear exit, a secret tunnel, grating in the cellar leading into the sewers, or other unobtrusive way out. For each dot of this Merit, 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 of this Merit, add one die to your dice pool to resist (or alert you to) unauthorized entry into your haven.

  • Surgery: Your haven has one room equipped as a field surgery or better. Add two dice to relevant dice pools, generally Medicine, for tests performed in your haven. This Merit is not available in small havens.

  • Warding: Your haven possesses some kind of magical ward barring supernatural forces. You may not be able to deactivate 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 allows it to prevent. The Storyteller may require you to possess Occult 3 or better, or Blood Sorcery, to buy this Merit.