Larp:Stock Locations

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Each location has a Stock Location rating ranging from 1 to 5, which is used to determine the number of qualities it possesses. This rating indicates the complexity of the facility, as well as its individual benefits. The rating of a location is no indication of its size; small, perfectly hidden locations can have high ratings, while large, empty warehouses can have low ones.

Controlling a location means you have physical access to it and its qualities, which you may use or share with others. A character that controls a location is free to grant temporary access, or even confer complete control, to locations in exchange for favors, boons, or whatever arrangement suits her. A character may control up to five separate locations, plus one additional location for each dot she possesses of the Retainer or Kinfolk backgrounds.

Be aware that not every stock location is obtainable.


Taking control of locations[edit | edit source]

Sometimes players can locate current locations that meet their need.

Ownership of locations can be complex. Not every location can be “owned” in the classical sense, with a formal deed in the character’s name. A variety of desirable locations are public property, impossible to be wholly owned by a private entity. However, supernatural creatures have various means to exert influence over mortals. Gaining de facto control of a location is just as effective as de jure. This power can be ascertained through indirect means, such as a vampire establishing a blood bond, a werewolf sending kinfolk to fill key operational positions, or a changeling weaving an elaborate web of seduction to ensnare a city council member. For the purpose of this system, determining the nature of the control exerted is necessary only for story, as the system treats all means as effectively equal.

New Locations[edit | edit source]

Sometimes, a character wants a location to fill a temporary need, or a player wishes to enter play already controlling a location as part of their concept.

In these cases, the players require new locations, ones that have not yet seen play and are relatively easy to obtain. For a location to fall under this category, it should be a non-descript standard location with no current direct influence on existing story. For example, a city building would not be considered a new location; but a player wishing for her character to enter play as the owner of a local bar creates the bar as a new location, including its name and history. These usually will require narrator team approval, so that they can be added to the locations master list.

Uncontrolled Locations[edit | edit source]

Players can invest toward taking control of one of an existing, but uncontrolled, location by investing influence/resources toward them. The player must invest influence/resource dots actions equal to the Stock location's rating to gain temporary control of it. Their control lasts for 1 month, unless they also spend downtime actions to gain permanent control of the location. They must spend downtime actions equal to the stock locations rating. (This may require them to reinvest influences or resources to keep temporary control of the location until all downtimes are spent.)

Controlled Locations[edit | edit source]

Controlled locations are assumed to be in the hands of player-characters, or relevant NPCs, who retain ownership of them. These locations cannot be obtained through conventional means. Storytellers note, not every run-of-the-mill NPC should own such locations.

If a player-character wishes to wrest control of an already-controlled location, they must first disrupt control of that location by applying negative qualities equal to the location's Stock Location rating (See Negative Qualities, below).

Location Types[edit | edit source]

There are three main types of locations. Locations which appear physically on one of the Dark Skylines main maps are always considered prestige locations. There are 3 Iconic locations on Caliburn: Château Souverain, Live Current, and Golconda Casino.

Standard Locations[edit | edit source]

Standard locations are run-of-the-mill places that serve a purpose, but are otherwise not entirely noteworthy. Warehouses, most office buildings, stores, and workshops are all considered standard locations. These locations are not widely known to the general public and have replaceable characteristics. However, they are the easiest to acquire and maintain. Anyone can control a standard location. Supernatural creatures appropriate and discard these places as they see fit, using them for a variety of purposes. Affecting another’s standard location or modifying your own requires succeeding at a Simple Quest with a difficulty equal to the location’s rating. A standard location can be assigned a maximum number of qualities equal to its rating.

Prestige Locations[edit | edit source]

Prestige locations are places considered noteworthy by the public or community. These locations have something interesting or grand to them, such as special architecture, a monument, or particular historical or cultural significance.

Owning a Prestige location is a bit harder and requires maintenance. Once a player has control of a prestige location, they must invest 1 influence/resource action per month per dot of the location’s rating to maintain it. Every month without this investment will give the location a negative quality and on the third such negative quality the location will be lost and must be re-purchased normally.

Iconic Locations[edit | edit source]

These locations are the most notable places in Caliburn. In general, these locations are owned by someone in a specific position and cannot be controlled by anyone else. Converting a location from Prestige to Iconic is only done at Narrator discretion. In addition to the normal influence/resource cost to maintain an iconic location, the controller of the location must also spend 1 downtime per month. If the investment isn’t made, they will lose access to the location’s qualities but not necessarily lose control of the location—but it’s likely those around them will oust them from the position that gives them control.

Location Qualities[edit | edit source]

Standard Qualities[edit | edit source]

Standard Qualities
Quality Description
Artistic This location is a work of art in and of itself. Controlling this stock location gives the character an additional dot of the Fame background so long as she is known to control it.
Cutting Edge This location is a modern marvel of technological design, with all aspects of the infrastructure built towards one goal: delivering a singularly impressive high-tech experience. Controlling this location provides a character with access to what is effectively a technologically-replicated, unfocused ability to replicate the Path of Technomancy power Analyze while within the location. Furthermore, the controlling character receives a +3 wild card bonus to challenges involving the Computers skill while at this location.
Dead Zone This building is cut off from any sort of cellular or internet service. Characters find it impossible to get online or even make phone calls without special access such as a landline or dedicated wi-fi (should the owner provide it). This area is also immune to mystical powers that control technology, such as the blood magic Path of Technomancy or the werewolf gift Jam Technology. Some speculate that there are other, hitherto-unknown factions who limit the encroachment of supernaturals at such locations. Others believe these locations may be affected by the Second Inquisition.
Distracting Due to some feature of the location, such as loud music, flashing lights, or no light at all, one struggles to keep track of details or people while present in it. The powers Heightened Senses, Wolf Senses, or any comparable sensory enhancement do not function here, even for the character who controls this location.
Fancy This location is in a spot where the wealthy and elegant love to congregate, making it easy for its controller to orchestrate backroom deals. A character who controls this location receives one additional Elite influence action each downtime cycle.
Firewall This location has been designed to prevent others from remotely accessing its data and security systems. The difficulty of attempts to penetrate computer systems at this location increases by 3. Characters with both the Computer skill and have purchased the Haven background for this location receive the Firewall benefit for free.
Guards Armed guards regularly patrol this location. Anyone who tries to infiltrate this location must contend with 5 dots of Retainers guarding it. When choosing this quality, the player may assign five level-1 Retainers, one level-5 Retainer, or any other combination adding up to five. Guards also add +1 to the difficulty of any quest to physically infiltrate the location. Location guards only protect this location, and they cannot travel.
Hangout This location is a gathering place for mortal residents from various walks of life. Its controller gains access to one additional instance of the Contacts background at 1 dot. This benefit does not raise the level of a character’s existing Contacts, and it is treated as a separate background.
Historic This location has cultural or historical significance, making control of it much more complicated. Add +1 to the difficulty of any quest to take control of this location.
Hole in the Wall This location is difficult to find unless you know what you’re looking for. This location cannot be targeted or affected by other characters unless they have personally been there.
Isolated This location is isolated from mortals, and is thus relatively safe as regards the Masquerade. Only the most egregious breaches attract outside attention.
Laboratory This location contains a highly specialized research laboratory. Choose one Science skill specialization. This location confers a +3 wild card bonus to challenges related to that field of study. A location can have multiple instances of the Laboratory quality, applying to a different Science specialization each time.
Library The location features an extensive library, on a variety of subjects not accessible to mortals. Before making a Lore skill test, a character may spend one hour looking things up in the library and receive a +3 wild card bonus to her test pool.
Location The location is in an area that affords it some protection, such as being in a prestigious neighborhood, atop a lonely mountain, or at the end of a winding, private road. Anyone using downtime actions to negatively affect this facility must spend twice as many downtime actions to do so. In addition, the Storyteller may award certain story benefits relevant to the location (police respond quickly when called, nearby roads get cleared first when the weather is bad, etc.)
Lowdown and Dirty This location is a spot where underworld figures love to congregate, making it easy for its controller to orchestrate deals. A character who controls this location receives one additional Underworld influence action each downtime cycle.
Luxury The location is filled with comfortable and expensive amenities, such as televisions, automatic chairs, computers, or works of art. The location owner receives a +3 bonus to Social attribute tests versus mortals in this location.
Off the Grid This location has no electronic systems as part of its workings, yet it is fully functional in all other aspects, including security. This location cannot be infiltrated via the internet or be impacted through typical bureaucratic means.
Profitable This location generates income for its controller, treated as if she had an additional instance of the Resources background at 1 dot. This benefit does not raise the level of a character’s existing Resources background, and it is treated as a separate background.
Public Property This location is a public facility, owned by the local government, but controlled by a vampire. Add +3 to the difficulty of any bureaucratic action targeting this facility. In addition, this location ignores the first instance of the Out of Code negative quality assigned to it. The second instance of Out of Code is treated as the first, ultimately requiring four instances before the location is rendered inoperable.
Refuge This location has an emergency power system, as well as food supplies (including blood, if controlled by a vampire). Each level of this location’s rating gives it enough resources for a single individual to remain for 30 days without emerging, which the controller can divide to accommodate additional parties or combine for a longer duration for fewer characters.
Security The location has a basic security system installed. Any challenges to break in suffer a −3 penalty. In addition, the controlling character always receives at least one turn of warning if she is present during a break-in attempt (no matter how well the attacker tests). Characters with the Security skill may receive this benefit for free on locations that are designated as their Haven background, but Security must be separately assigned to multiple locations.
Size The location is enormous, with dozens of rooms, or a wide enclosed space. A warehouse’s worth of goods, supplies, people, or anything else can be safely hidden away from the world here.
Sprawling Characters unfamiliar with this location find it confusing to navigate. Characters wishing to speak privately should notify the Storyteller of their intent, and they are then considered to be in a different location for the purposes of observation. Furthermore, characters who do not control this stock location may not declare fair escape while present, and a character wishing to leave the site must spend five minutes unchallenged before making her exit.
Staff The location includes several servants who see to the needs of the owner and guests. Staff don’t normally fight; but if they are forced to engage, treat them as 1-dot Retainers with no combat specialties. They are available at all times, but are not entirely self-sufficient; Staff cannot be used to raise the total number of locations a character can control.
Sturdy This location is particularly hard to ruin, thanks to solid construction. Add +3 to the difficulty of any action that would cause physical damage to this location, such as breaking down doors. In addition, the location ignores the first Damaged negative quality assigned to it. The second instance of Damaged is treated as the first, ultimately requiring four instances before the location is destroyed.
Venue This location is an excellent performance venue. Choose one Performance skill specialization. This location confers a +3 wild card bonus to non-supernatural challenges related to that skill specialization. A location can have multiple instances of the Venue quality, applying to a different Performance specialization each time.
Workshop This location is designed for making things. Choose one Craft skill specialization. This location confers a +3 wild card bonus to challenges related to that skill specialization. A location can have multiple instances of the Workshop quality, applying to a different Crafts specialization each time.

Supernatural Qualities[edit | edit source]

Combined Qualities
Quality Type Description
Arcane Resonance Spazio Creativo Whether through a network of magical runes chiseled throughout the facility or being placed on a ley line nexus, a multitude of factors make this location particularly suitable for the ritual magic of Thaumaturgy and Necromancy. All ritual test pools receive a +3 wild card bonus if conducted within a Spazio Creativo.
Arena Elysium This quality is somewhat new, appearing in the 20th century. Some Harpies still consider it scandalous. Some traditionally-minded elders won’t visit a so-called Elysium with such a quality. This Elysium has a special area dedicated to sport or combat, where supernatural creatures engage in martial contests. When and how the Prince allows such contests to occur is subject to the courtesies. This quality may not be selected in conjunction with the Elysium qualities: Intimidating Ground or Traditional.
Banal Supernatural This location is a soul-crushing place, devoid of dreams or imagination, and possesses a Banality Rating of 9. (See Chapter Eight: Dramatic Systems: Levels of Banality, page 224)
Barren Supernatural This location is a terrible place for vampires to feed. Reduce the amount of Blood points received from feeding by half, rounding up.
Buffet Supernatural This location is an excellent place for vampires to feed. Double the amount of Blood points received from feeding.
Easy Feeding Elysium, Spazio Creativo This location is located within easy proximity to one of the city’s rack locations. Feeding can be accomplished via a difficulty 1 Simple Quest with no more than five minutes spent out of game. Characters benefiting from this quality should take care not to run afoul of any courtesies forbidding feeding near Elysium.
Fading Shroud Spazio Creativo This location removes the need for a necromancer to lower the Shroud around her before attempting to deal with the restless dead. Every lunar month, the Shroud rating of this location lowers by one step, to a minimum of low.
Gauntlet Supernatural The Gauntlet is thicker here, making it difficult for shapeshifters to cross in and out of the Umbra. The time required to cross the Gauntlet, listed in Mind’s Eye Theatre: Werewolf the Apocalypse: Gauntlet Chart: Entering the Umbra, page 585, is doubled here.
Grand Library Spazio Creativo This location has a carefully curated inventory of occult tomes and ritual components. Spending a downtime action studying the occult libraries and practicing minor rituals here provides a +2 wild card bonus to a character’s test pools using the Occult skill during the next game session.
Haunt Supernatural The Shroud is much weaker here, always returning to low at the start of each day. All necromancers gain a +3 wild card bonus to all interactions with ghosts here.
Heavy Mists Supernatural The barrier between the autumn world and Near Dreaming is thicker here, making crossing in and out of the Near Dreaming difficult. Time spent entering the Near Dreaming is doubled.
Holy Ground Elysium This Elysium has some sort of spiritual aura. Anyone who willingly violates this sacred ground automatically loses a Morality trait. These sites are not often primary choices for Elysium; however, a Prince might select this location to force a de-escalation of conflict among her citizens. This quality triggers the Repelled by Religion flaw.
Intimidating Ground Elysium This Elysium is so intimidating that characters who wish to take an action that would violate Elysium must spend a point of Willpower to do so. This quality may not be selected in conjunction with the Elysium qualities: Arena or Traditional.
Members Only Spazio Creativo This location has been specifically enchanted to place a debilitating curse on any uninvited guests. Each game session, when a vampire who is not a member of the Independent Alliance enters the location for the first time, she must engage in a Challenging (difficulty 20) static test using her Mental or Social attribute (whichever is higher) + her Occult skill. Failing this challenge applies the Magic Susceptibility flaw for the rest of the game session.
Old Boy’s Club Elysium This location is deliberately set in proximity to mortal elite society; it may possibly be a Masonic hall or revered museum. Provided the entire evening passes without a Masquerade incident, all attendees receive 1 bonus dot to their Fame background for one month or two games, whichever is longer.
Quarantined Elysium, Spazio Creativo This location has been secured and thoroughly tested to ensure strict isolation from any sort of outside monitoring. Violating the Masquerade is nearly impossible when on Elysium grounds.
Selective Elysium, Spazio Creativo, Supernatural Something about this place, such as supernatural wards, magical phenomena, or other defenses, repulses a specific supernatural creature type. It is either outright impossible or dangerously prohibitive for those creatures to enter. The Storyteller determines the mechanics for this quality, such as creeping Banality for changelings or Gnosis loss due to silver for shapeshifters.
Soothing Elysium This location eases the tumult of the Beast. Once per game session at this location, by spending 10 minutes in a state of relative peace, such as reflecting on a piece of art or engaging in quiet conversation, any character may remove a single Beast trait. In addition, repeated visits to this location may justify purchasing Morality traits.
Tainted Supernatural This location bears some sort of Wyrm Taint. Spending more than five minutes at this location results in visitors gaining a point of Wyrm Taint, and spending eight hours here can earn the character up to 1 additional point. This assignment cannot result in a character gaining a 5th point. Gaian shapeshifters cannot cross the Gauntlet here. For more information, see Mind’s Eye Theatre: Werewolf the Apocalypse: The Gauntlet, page 584.
Traditional Elysium This Elysium is known by the Camarilla as a bastion of traditional values. This location is considered an important place to be seen. All vampires who attend a gathering here gain the fleeting status trait Courteous once per three game sessions. This quality may not be selected in conjunction with the Elysium qualities: Arena or Intimidating Ground.
Universal Acceptance Elysium The Elysium is located on grounds that are of such historical meaning that all vampire sects treat it with equal respect. Violation of an Elysium with Universal Acceptance always results in the offending character receiving the negative status trait Disgraced from her own sect officers.

Iconic Qualities[edit | edit source]

Iconic Qualities
Quality Description
Celebrity This location is so well-known that anyone associated with it becomes an international celebrity. A character controlling this location gains 5 temporary dots to spread among her mundane backgrounds. These dots may be exchanged once per month, and cannot combine with other backgrounds to exceed 6 dots. However, such fame comes at a cost. The character must spend 3 downtime actions every cycle to avoid breaking the Masquerade due to excessive media attention.
Fortified This location is especially resistant to external assault. It cannot be destroyed by any physical means short of a military-grade attack. Any attempts to breach it externally are considered Epic difficulty or higher (with a difficulty rating of 30 or more), and attempts to bypass its internal security have a difficulty rating of 25 or more.
Nationalized This location has been taken over by the mortal government. This level of financial, political, and legal support makes controlling or damaging this location significantly risky. All consequences acquired from quests involving this location are doubled.
Protected This location is protected through legal, political, and mystical means. Multiple government agencies have a direct interest in keeping this place secure. Entire sects expend influence to ensure that troublesome elements keep away. Some whisper that secret supernatural cabals have spun a mystical spell that forces reality itself to conspire against those who would do this location harm. Storytellers are encouraged to create any number of coincidental events and happenstances that prevent a breach of Masquerade or other damage to this place. In the end, this place simply cannot be harmed, violated, or breached.
World Renown This location is famously associated with a specific field and thus possesses global influence connected to that field. A character who controls this location may expend influence anywhere in the world, so long as her expenditure is directly related to that specific field. For example, the Library of Congress is one of the premier libraries in the world, and it enjoys exchange privileges with libraries across the globe. Leveraging this location to acquire rare or unusual manuscripts may be done with influence without requiring the use of Fame.

Negative Qualities[edit | edit source]

Negative Stock Location qualities indicate stress, distress, or a liability imposed on the owner. Inflicting negative qualities can ruin a rival’s holding or allow for easier takeover. Negative Stock Location qualities are arbitrated by the Storyteller, and each carries its own set of difficulties. Unlike standard qualities, the narrator team may choose to keep some or all of a location’s negative qualities secret from the owner, leaving her to deduce or infer certain problems about the site using her skills, powers, or backgrounds.

To impose a negative quality, influence or resource must be spent equal to the stock location's rating.

Negative Qualities
Quality Description
Damaged x1 This location has suffered structural damage or shows signs of vandalism. The Storyteller selects a single quality, which becomes inaccessible until all Damaged qualities are removed.
Damaged x2 This place has fallen into significant disrepair. If the location has any standard qualities remaining, the Storyteller selects one that remains operable. The rest of the location’s qualities are unavailable until the damage is repaired.
Damaged x3 At this level, the location has been destroyed, and it permanently loses all of its standard qualities. Should the Damaged qualities be removed, the location becomes a rating 1 facility of its original type, with a single standard quality. Its rating may be improved through the standard means, outlined above.
Insolvent x1 This location fails to generate a sufficient return to offset expenses, possibly due to a disruption in its business or problems with supplies. Its controller cannot benefit from this location’s Profitable quality, if applicable.
Insolvent x2 This location fails to generate a sufficient return to offset expenses, and it is an active financial drain on its owner. The location’s controller must forfeit the location if its rating is greater than the number of dots she possesses of the Resources background.
Insolvent x3 This location is completely underwater and headed for foreclosure. Any character may undertake a Complex Quest at a rating equal to the location’s rating to seize control of the location from its controller. If that character completes her quest before this negative quality is removed, she becomes the location’s controller, with all instances of Insolvent removed, although other negative qualities, such as Damaged, remain.
Compromised x1 This location is passively monitored by NPC forces hostile to its owner and her allies. They observe and collect information on all characters who come and go from the location. This quality can be assigned to a location without the owner’s knowledge. When recording the quality, the Storyteller should note which group is compromising the site, such as werewolves, hunters, mortal authorities, etc.
Compromised x2 This location is actively surveilled by NPC forces hostile to its owner and her allies. They respond forcefully if they become aware of the character’s presence there. This quality can be assigned to a location without the owner’s knowledge. When recording the quality, the Storyteller should note which group is compromising the site, such as werewolves, hunters, mortal authorities, etc.
Compromised x3 At this stage, a character can take no actions here without hostile parties becoming aware. Any use of this location’s standard qualities results in a consequence determined by the Storyteller, which may include combat or risking the Masquerade or Veil.
Out of Code x1 Some aspect of this location’s function, construction, or zoning is not legally permitted, and the city bureaucrats know it. If a location has this quality, it cannot be assigned a second instance of Out of Code, but instead gains an additional instance automatically if the quality is not removed within two game sessions.
Out of Code x2 This location is on the verge of closure by bureaucratic forces. If a location has this quality, it cannot be assigned an additional instance of Out of Code, but it gains an additional instance automatically if the quality is not removed within two game sessions.
Out of Code x3 This location has been closed by bureaucratic forces, and none of its qualities can be accessed until all instances of this quality have been removed.
Shunned x1 This location has earned a bad reputation among the people who would normally frequent it. Its controller cannot benefit from the qualities Artistic, Decadent, Fancy, or Lowdown and Dirty.
Shunned x2 This location is known to be infamous. Its controller subtracts the location’s rating from her dots in the Fame background. If this location is an Elysium, its residents cannot gain positive status by attending court here.
Shunned x3 This location has earned a horrid reputation. Its owner loses all access to her Fame background, and she cannot spend XP to increase her influences for as long as she controls this location. She may forfeit the location willingly to escape this penalty, in which case, any new owner obtains it with all levels of Shunned intact.