Necropolis

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Necropolis
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Buying points in the Necropolis Merit allows a Nosferatu character to contribute to the communal catacomb “kingdom” of the local Haunts. While it’s possible that only one Nosferatu in the city contributes these points, the Merit is meant to be shared by some or all of the city’s Haunts. One Nosferatu may possess the points which contributes toward the Necropolis’ many chambers and sites, but in all likelihood these are still open to those allowed entrance.
Buying points in the Necropolis Merit allows a Nosferatu character to contribute to the communal catacomb “kingdom” of the local Haunts. While it’s possible that only one Nosferatu in the city contributes these points, the Merit is meant to be shared by some or all of the city’s Haunts. One Nosferatu may possess the points which contributes toward the Necropolis’ many chambers and sites, but in all likelihood these are still open to those allowed entrance.
 +
* Every point purchased in this communal Merit go toward the procurement of the various chambers and sites as listed below.
-
Every point purchased in this communal Merit go toward the procurement of the various chambers and sites as listed below.
+
* If all the dots in the Necropolis are purchased by a single Nosferatu, assume that only that character grants or restricts access to the Necropolis. This Merit can apply to any Kindred, but it’s very rare that the local Haunts are willing to share the glories and shadows of their Necropoli with any outside their clan.
Necropolis dots can be lost. Nosferatu characters may betray the nest. They may fall out of favor. They may end the relationship held with their other subterranean dwellers, preferring instead to eschew the freak-show and try to carve out a niche amongst the “upper crust” of Damned society. Alternately, one of the Haunts may meet Final Death or be forced into exile by an angry Prince.
Necropolis dots can be lost. Nosferatu characters may betray the nest. They may fall out of favor. They may end the relationship held with their other subterranean dwellers, preferring instead to eschew the freak-show and try to carve out a niche amongst the “upper crust” of Damned society. Alternately, one of the Haunts may meet Final Death or be forced into exile by an angry Prince.
 +
* In any such instance where Necropolis dots are lost, the Storyteller and players should work together to decide what that means for the communal Necropolis. In some cases, it might be easy: if one of the chambers is of variable dots (• to •••••), it’s easy enough to lower a three-dot chamber to a two-dot chamber and accept the resultant vulnerability.
-
In any such instance where Necropolis dots are lost, the Storyteller and players should work together to decide what that means for the communal Necropolis. In some cases, it might be easy: if one of the chambers is of variable dots (• to •••••), it’s easy enough to lower a three-dot chamber to a two-dot chamber and accept the resultant vulnerability.
+
* Alternately, it may be reasonable to restrict access to one of the rooms until the lost point or points can be bought back (thus, reclaimed) by another Nosferatu character. For example, if a powerful Nosferatu Bishop lost his head, the Dark Temple in which he held Midnight Mass might fall into disrepair. Until the Bishop’s dots in the Necropolis Merit can be bought back, assume the Dark Temple’s benefits cannot be accessed by any of the nest-member Haunts.
-
Alternately, it may be reasonable to restrict access to one of the rooms until the lost point or points can be bought back (thus, reclaimed) by another Nosferatu character. For example, if a powerful Nosferatu Bishop lost his head, the Dark Temple in which he held Midnight Mass might fall into disrepair. Until the Bishop’s dots in the Necropolis Merit can be bought back, assume the Dark Temple’s benefits cannot be accessed by any of the nest-member Haunts.
 
-
If all the dots in the Necropolis are purchased by a single Nosferatu, assume that only that character grants or restricts access to the Necropolis. This Merit can apply to any Kindred, but it’s very rare that the local Haunts are willing to share the glories and shadows of their Necropoli with any outside their clan.
+
==Bleak Annals==
 +
({{dot1}} to {{dot5}})
 +
 
 +
The Bleak Annals are a library… of sorts. Oh, never a normal library, no. Maybe it’s too-tall walls whose thousand niches are filled with clay pots and in these clay pots lurk curls of papyrus. Sure, it could be books, but if they are, don’t count on them being arranged by alphabet or by the Dewey Decimal System—instead, they’re probably piled into teetering stacks or are scattered not in one room but throughout the breadth and depth of the entire damn Necropolis. Worse, the Annals might be something totally bizarre: walls made of shrunken heads that speak secrets if offered prayer, or a breeding room of rats whose squeaks and chitters could be translated into knowledge and wisdom for those who care to take the task.
 +
* For each dot in the Annals, choose one Mental Skill Specialty. At any time, any Nosferatu with dots contributing toward the Necropolis can use the Bleak Annals and make a [[Academics Skill|Research roll]]. Success on this roll allows the character to utilize the bonus from the Skill Specialty as if it were his own for the rest of the night.
 +
:: Note that, when purchasing dots in the Annals, the same Skill Specialty can be purchased up to three times.  For example, the Annals might be particularly focused on demonology, and if this Occult Skill Specialty applies three times, it grants a +3 bonus to all appropriate Occult rolls.
 +
 
 +
 
 +
==Caldarium==
 +
({{dot1}}, {{dot3}}, or {{dot5}})
 +
 
 +
For some, the Nosferatu bath house is a truly glorious affair: tarnished brass tubs sunken into stone floors, the tubs and water made hot by a floor heated through with steam or stoked with smoldering coals. For others… well, in one Necropolis the bathhouse is a grimy series of pits filled with rancid blood whose skin (like that which forms on old tomato soup) is pierced by the vigilant stirring of blind ghoul sycophants.
 +
* At one dot, the Caldarium provides a place of social power for the Nosferatu: all Haunts within the Caldarium gain +1 to rolls involving [[Expression Skill|Expression]], [[Persuasion Skill|Persuasion]], [[Socialize Skill|Socialize]] or [[Subterfuge Skill|Subterfuge]].
 +
* At three dots, this bonus increases to +2, and in addition all present gain the [[Meditative Mind]] Merit.  
 +
* At five dots, the bonus increases to +3, and a dark serenity stays with the Haunt even after he leaves the bathhouse. For the rest of the night, he gains a +2 bonus against any kind of [[frenzy]].
 +
 
 +
 
 +
==Catacombs==
 +
({{dot1}} to {{dot5}})
 +
 
 +
Some Necropoli are little more than a series of connected rooms: a rotting set of pocket doors opens to reveal the library, a rusted porthole leads to the temple, and so forth. Others, though, have a great deal of space between the rooms, and in some, this space is a precarious tangle, a true labyrinth. These are the Catacombs.
 +
* Navigating the tunnels necessitates an extended [[Wits]] + [[Investigation Skill|Investigation]] roll, with ten successes required. Each roll is equivalent to one hour’s worth of wandering. Those who do not have dots in the Necropolis Merit suffer a penalty to this roll equal to the owners’ total dots in Catacombs. Those who do possess any dots in the Merit, however, may still have to succeed on the roll. Even the Haunts may find themselves periodically lost in the dark and distorted heart of their own Necropolis.
 +
* The Catacombs are almost unremittingly dark. Standard Perception rolls are hampered by a standard -3 penalty, and the “Fighting Blind” rules (p. 166, World of Darkness Rulebook) may apply at Storyteller discretion.
 +
 
 +
 
 +
==Dark Temple==
 +
({{dot2}})
 +
 
 +
Perhaps it’s a small alter ringed with rat skulls, or a golden urn in which the ashes of an ancient Haunt linger. Or perhaps it’s a bloody pulpit surrounded by rock walls made white with chalk crosses. Somehow, this room has become consecrated—why or when such a consecration happened is hard to say. The local Haunts may or may not remember. Maybe the Dark Temple lies beneath an open sewer grate that opens up in what they call “Murder Alley,” and over time all that bad blood dripping down left an indelible stain (both physical and spiritual) on the room. Could be that some decrepit Nosferatu Saint (Saint Cheslin of the Boneyard, Splinter of the Monastery of Yellowjackets) makes this room his sarcophagus. Or, perhaps it’s just that this is where the Nosferatu choose to worship, and their grim energy has pooled here like so much sewage.
 +
 
 +
The Dark Temple can only be consecrated for the [[Lancea Sanctum]] or the [[Circle of the Crone]]; to whom it provides its benefits must be decided at the time of the points purchased.  The Storyteller may allow characters to actively attempt to “reconsecrate” the Dark Temple to their own faith.
 +
* The consecration provides two benefits: usage of either [[Theban Sorcery]] or [[Cruac]] in this Dark Temple gain +1 to those rituals, depending on whether the temple is sacred to the Crone or the Dark Father. Also, those with [[Status]] in the appropriate covenant gain +2 Social dice when speaking to those without such Status while in the Dark Temple.
 +
 
 +
 
 +
==Garbage Pit==
 +
({{dot2}})
 +
Trash has to go somewhere. Welcome to the Garbage Pit (which like many of the chambers listed here may have its own name in the Necropolis: The Shit Pit, perhaps, or simply, The Ditch). In some cases, it’s the trash from the world above. Garbage seems to ceaselessly wind its way downward, as if seeking interment and decay. Other trash comes from the Nosferatu themselves: old blood-stained clothing, broken masks, pilfered goods from victims, and so forth.
 +
 
 +
The Garbage Pit provides a handful of unconnected benefits.
 +
* The first is that when aiming to use [[Crafts Skill|Crafts]] to jury-rig a device, a Nosferatu’s player can make an extended [[Wits]] + [[Investigation Skill|Investigation]] roll to look for a “missing part.” Five successes are necessary, and each roll is an hour of digging deep into the debris and waste.
 +
* Second, any Nosferatu with points invested in the Necropolis gains a +2 to [[Stealth Skill|Stealth]] rolls performed within the Garbage Pit (imagine as him dancing across a floating pig carcass, deftly leaping to an oil drum and ducking behind an old Vaudeville sign—all in perfect silence).
 +
* Third, the Nosferatu are home amongst the trash, and gain +1 [[Initiative]] here.
 +
 
 +
 
 +
==Labrynth Guardians==
 +
{{VHR|This is not used.  See [[Retainer]].}}
{{Links|Sanctuaries|Parent2=Nosferatu}}{{Parent|Nosferatu}}{{characteristics}}
{{Links|Sanctuaries|Parent2=Nosferatu}}{{Parent|Nosferatu}}{{characteristics}}

Revision as of 20:10, 20 December 2015

Vampirewarning.png"Vampire" is not in the list of possible values (Item, Mental, Power, Physical, Retainer, Sanctuary, Setup, Social, Sway, Unknown) for this property.
Nosferatu The Beast that Haunts the Blood.jpg
Nosferatu The Beast that Haunts the Blood
p. 113
Level(s) ● (2XP)
●● (6XP)
●●● (12XP)
●●●● (20XP)
●●●●● (30XP)
Venue
Possessed By
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Buying points in the Necropolis Merit allows a Nosferatu character to contribute to the communal catacomb “kingdom” of the local Haunts. While it’s possible that only one Nosferatu in the city contributes these points, the Merit is meant to be shared by some or all of the city’s Haunts. One Nosferatu may possess the points which contributes toward the Necropolis’ many chambers and sites, but in all likelihood these are still open to those allowed entrance.

Necropolis dots can be lost. Nosferatu characters may betray the nest. They may fall out of favor. They may end the relationship held with their other subterranean dwellers, preferring instead to eschew the freak-show and try to carve out a niche amongst the “upper crust” of Damned society. Alternately, one of the Haunts may meet Final Death or be forced into exile by an angry Prince.


Contents

Bleak Annals

(● to ●●●●●)

The Bleak Annals are a library… of sorts. Oh, never a normal library, no. Maybe it’s too-tall walls whose thousand niches are filled with clay pots and in these clay pots lurk curls of papyrus. Sure, it could be books, but if they are, don’t count on them being arranged by alphabet or by the Dewey Decimal System—instead, they’re probably piled into teetering stacks or are scattered not in one room but throughout the breadth and depth of the entire damn Necropolis. Worse, the Annals might be something totally bizarre: walls made of shrunken heads that speak secrets if offered prayer, or a breeding room of rats whose squeaks and chitters could be translated into knowledge and wisdom for those who care to take the task.

Note that, when purchasing dots in the Annals, the same Skill Specialty can be purchased up to three times. For example, the Annals might be particularly focused on demonology, and if this Occult Skill Specialty applies three times, it grants a +3 bonus to all appropriate Occult rolls.


Caldarium

(●, ●●●, or ●●●●●)

For some, the Nosferatu bath house is a truly glorious affair: tarnished brass tubs sunken into stone floors, the tubs and water made hot by a floor heated through with steam or stoked with smoldering coals. For others… well, in one Necropolis the bathhouse is a grimy series of pits filled with rancid blood whose skin (like that which forms on old tomato soup) is pierced by the vigilant stirring of blind ghoul sycophants.


Catacombs

(● to ●●●●●)

Some Necropoli are little more than a series of connected rooms: a rotting set of pocket doors opens to reveal the library, a rusted porthole leads to the temple, and so forth. Others, though, have a great deal of space between the rooms, and in some, this space is a precarious tangle, a true labyrinth. These are the Catacombs.


Dark Temple

(●●)

Perhaps it’s a small alter ringed with rat skulls, or a golden urn in which the ashes of an ancient Haunt linger. Or perhaps it’s a bloody pulpit surrounded by rock walls made white with chalk crosses. Somehow, this room has become consecrated—why or when such a consecration happened is hard to say. The local Haunts may or may not remember. Maybe the Dark Temple lies beneath an open sewer grate that opens up in what they call “Murder Alley,” and over time all that bad blood dripping down left an indelible stain (both physical and spiritual) on the room. Could be that some decrepit Nosferatu Saint (Saint Cheslin of the Boneyard, Splinter of the Monastery of Yellowjackets) makes this room his sarcophagus. Or, perhaps it’s just that this is where the Nosferatu choose to worship, and their grim energy has pooled here like so much sewage.

The Dark Temple can only be consecrated for the Lancea Sanctum or the Circle of the Crone; to whom it provides its benefits must be decided at the time of the points purchased. The Storyteller may allow characters to actively attempt to “reconsecrate” the Dark Temple to their own faith.


Garbage Pit

(●●) Trash has to go somewhere. Welcome to the Garbage Pit (which like many of the chambers listed here may have its own name in the Necropolis: The Shit Pit, perhaps, or simply, The Ditch). In some cases, it’s the trash from the world above. Garbage seems to ceaselessly wind its way downward, as if seeking interment and decay. Other trash comes from the Nosferatu themselves: old blood-stained clothing, broken masks, pilfered goods from victims, and so forth.

The Garbage Pit provides a handful of unconnected benefits.


Labrynth Guardians

This is a Vampire House Rule This is not used. See Retainer.



Facts about NecropolisRDF feed
Merit Dots1  +, 2  +, 3  +, 4  +, and 5  +
Merit Typewarning.png"Vampire" is not in the list of possible values (Item, Mental, Power, Physical, Retainer, Sanctuary, Setup, Social, Sway, Unknown) for this property.
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentNosferatu The Beast that Haunts the Blood  +, Sanctuaries  +, and Nosferatu  +
SourceNosferatu The Beast that Haunts the Blood  +
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