Refuge builder

This optional tool provides a player or a group with a means to build their own customised Refuge.

1. **Choose a Location and a Layout-** *The Refuge may be located in an apartment building, an isolated mansion, a ship or anything else of the players choosing. Depending on what they choose the Storyteller may increase the cost.*
2. **Choose Rooms**- Consult the list below
3. **Organise the Rooms into compartments-** A group of rooms may be hierachically organised, forming a compartment. which better help imagine the Refuges structure. Each compartment may for instance occupy a story in a building. An Afflicted may have a luxorious compartment to recieve guests, a secure compartment for possessions, servants and their bedroom, and a hidden compartment in the basement where they store corpses and cast rituals.
4. **Apply Security and Upgrades-** Indidivual security systems and enchancements may be choosen to better customise and defend each compartment.

The Storyteller decides how many points each player may spend on the Refuge. Every point in Architecture provides an additional point.

## Rooms

Simple and very common rooms like storages, bathrooms, kitchens or bedrooms are free; and may be limited by the refuges scope.

Advanced Rooms:

* **Cell** [1 points]- Allows the capture of a single target; e.g. proving iron bars and a reenforced lock.
* **Armory** [X points]- Every point can provide another character with increasingly better gear (e.g. Pistols (1 point), Swords, Old Weapons (2 points), Common Rifles (3 points), Automatic Rifles (5 points), Low End Military Gear (8 points), High End Military Gear (15 points))

* **Training Room** [2 points]- Unlocks all physical Talents.
* **Archive** [3 points]- Unlocks all Knowledges from a subgroup of choice (*Academic, Political, Supernatural, Weapons, Crafts, Others*) within reason.

* **Surgery** [2 points]- Once per session the character may reroll a *medicine* or *fleshcrafting Roll* when working on a body inside the surgery.
* **Library** [2 points]- Once per session the character may reroll a knowledge-based Roll from a subgroup of choice (*Academic, Political, Supernatural, Weapons, Crafts*) when inside the Library.

* **Garden** [2 points]- Produces *Common Resources.* For two additional points it can be upgraded to an "Exotic Garden", producing *Exotic Resources* aswell.
* **Laboratory** [2 points]- Produces *Chemical Resources*. This also unlocks more advanced scientific actions.

* **Security Room** [2 points]- Necessairy for maintaining advanced security systems. Comes with two people mainting it in 12-hour shifts.
* **Cooling Chamber** [3 points]- Allows for the infinite storage of objects, aswell as decreasing the time, up to three gravespawn rot, by a time unit.

* **Torture Chamber** [3 points]- Provides an additional 3 dice for torture AP actions if they take place within the room.

Necromantic Rooms:

* **Crypt** [2 Points]- A secure way to sleep away the eons or conserve up to two corpses from rotting away
* **Tainted Ossuary** [2 points]- Produces *Necrotic Resources*.
* **Dark Conduit** [3-points]- This provides an additional point for a chosen ritual (eg. *Imprison Soul, Plague of Flesh, Curse of Corpus*)
* **Witchwood Chamber** [4 points]- Provides (1) *Ritual Resouces* of any type once per time unit.
* **Mutation Chamber** [4 points]- Once per time unit a *Mutation Roll* may be rerolled.
* **Ritual Circle** [4 points]- Allows the character to reroll a roll for a power or ritual from a chosen lore once per time unit when inside the chamber.
* **Occult Library** [8 points]- Unlocks all Aspirant powers from a Lore of choice.

* **Blood Cellar** [3 points]- Provides blood of excellent qualities for all Strigoi tastes and preferences
* **Banquet of Rot** [3 points]- Provides flesh, entrails and rot gravy of excellent quality for all Ghoul tastes and preferences
* **Spectral Collection** [3 points]- Provides a bottles in which souls for all tastes and preferences are imprisoned

## Compartment Enhancements

Security Enchancements:

* **Cameras** [2 point]- Overwatch a compartment completly. Making it hidden requires and additional point.
* **Locked Door** [2+X points]- Provides a lock with a base difficutly of 3. Every additional point spend increases it by 2.
* **Alarm** [3 point]- When turned on it causes a loud alarm when the entire Refuge is intruded. The Difficulty to disable it is 5.
* **Bound Alarm** [2 point]- When turned on it causes a loud alarm when a mechanism inside a room/entrance is actived. The Difficulty to disable it is 5.

* **Blood Seal** [Requires *Sanguine 1+* | Free]- When choosing a mechanism to activate something, you may place down a blood seal. Only those that apply the correct mixture of blood onto it can activate/disable it.
* **Unliving Walls** [Requires Fleshchanger or *Fleshcrafting* 3+ | 2 points]- Place walls of animated flesh and bone to a hallway, room or entrance. After activating a chosen mechanism or through the creators will, they will move towards each other, blocking the passage and crushing anything between them.
* **Haunted Door** [Requires Imprison Soul or *Spirit Binding* 3+ | 3 points]- Place a locked door that can not be unlocked or destroyed by mortal means; that will only open after answering a chosen question.
* **Umbral Path** [Requires *Spirit Binding* or *Umbral* *2+* | 3 points]- Place a gate in a chosen room that can lead to any part of the house when activating a susequent mechanism.
* **Animated Fetish** [Requires *Occult, Umbral* or *Underworld* 2+ or *Lich Worship* | 2 points]- Place a Fetish in a chosen room that will alter the Veil by 1. This effect can not be stacked.

Traps and Secrets

* **Secret Door** [1+X points]- Provides a secret door to a room/passage/stairway. The base difficulty of finding it is 3, every additional point spend increases it by 2.
* **Booby Trap** [1 point]- Places an explosive trap at a chosen location that causes 2D6 points of *Fire Damage* to anyone in a short range of the activation while also damaging and possibly collapsing the surrounding structure.
* **Trapdoor** [2 points]- Places a Trapdoor in a hallway or entrance that is activated through a mechanism of choice and either leads to another room below or a deadly pit.

* **Labyrinth** [4 points]- Place a Labyrinth into a hallway or area of choice. It will delay intruders/extruders and may possibly entrap them forever. While the creator and their Gravespawn can directly pass through mortal assets will usually struggle memorising the required path.
* **Unliving Labyrinth** [Requires Fleshchanger or *Fleshcrafting* 3+ | 5 points]- Place a Labyrinth made from animated flesh and bone into a hallway or area of choice. It will constantly rearrange itself; providing a trap that is inescapable by common means. The creator can create direct passages at will.

* **Infested Walls** [Requires Host of Ninkilim, Feral Patronage or *Animal Handling* 3+ | 1 point]- Releases and aggressive (and infectious) Vermin Swarm into a chosen room/hallway after triggering a chosen mechanism.
* **Mirage Cabinet** [Requires atleast three Illusion Powers | 2 points]- Choose a zone that will display a chosen illusion to anyone that activated a chosen mechanism.
* **Fleshtrap** [Requires Fleshchanger or *Fleshcrafting* 3+ | 2 points]- Provides an undead trap that is solidly attached to a wall/entrance and shoots out appendices after triggering a chosen mechanism. It attacks with Dex and Strg 5.
* **Shackled Haunter** [Requires Imprison Soul or *Spirit Binding* 3+ | 3 points]- Releases an aggressive bound spirit onto someone that triggers a chosen mechanism attached to a room, entrance or hallway.
* **Gorespring** [Requires Accursed Vitae or *Sanguine* 3+ | 3 points]- Tainted blood has gathered in the Refuge and animated itself, moving and mutating through the walls like a living being. Place a valve in a hallway or room that is triggered through a chosen mechanism and will flood the area in mutative blood; casuing D3 points of *Lethal Damage* per round and mutating Strigoi victims.
* **Custom Trap** [X points]

Other

* **Horrific Decor** [1 point]- *A chosen compartment/room is decorated with defiled and tortured remnants, eldritch iconography or anything else that elicits fear*. Reroll *Initimidation Rolls* inside the chosen room.
* **Luxorious Decor** [1 point]- *A chosen compartment/room is filled with expensive ornaments and signs of flamboyent wealth*. This increases the owners Impression by 2 on impressionable targets within the chosen room.

## Refuge Enhancements

Security and Servants

* **Watchmen** [X points]- Every point spend in this employs a skilled guard (armed with a pistol and bat) that works a 12 hour shift every day.
* **Servants** [X points]- Every point spend in this provides two servants that either work 12 hour shifts or lives in the Refuge. Strigoi can use them as a easily accesable blood sources.

Other

* **Sewege Access** [2 points]- The Refuge is connected to the sewers.
* **Umbral Passage** [8 points]- Somewhere in or around the area a natural umbral portal has formed.

### Disadvantages

Note that the points provided by Refuge Disadvantages can only be spend on the Refuge itself.

* **Dark Secret** [+X points]- The Refuge has a dark and hidden secret that not even the player knows. The more points they wish to gain the more severe this secret will be; and it will sooner or later become relevant for the player or the general plotline. *This could for instance be a hidden tunnel that leds into it, an passage deep in umbra that leads into it, a powerful spirit or Afflicted that had a traumatic experience within or a series of murders having taken place within.*
* **Scent of Death** [+1 point]- There is a subtle smell of rot lingering in the chosen level, that is constantly noticable and will put mortals and certain Afflicted off.
* **Dirty and Rundown** [+2 points]- *All rooms in the chosen level are creepy, old, rundown and filled with dirt and signs of decay.* Increase the difficulty of all friendly Charisma Actions on impressionable targets in the chosen level by 3. [Note that this can only apply to levels with several non-bathroom/storage rooms]
* **Mark of Undeath** [+2 points]- The Refuge has been utterly claimed by the forces of death, making it inhospitable for the living. Mortals that spend too much within its walls (atleast a day) grow weak and sick, and will suffer from insomnia or dark dreams.
* **Vermin Infestation** [+3 points]- The entire Refuge is infested with rats, cockroaches, termites or another type of vermin. No matter which means they apply there will always be hidden holes in the room in which they find Refuge and can breed again. They will repeadetly come out to crawl across rooms, spoil foods and scare off mortals.
* **Shadowy Intel** [+4 points]- There exists a spirit that has detailed knowledge about the Refuges layout and secret. While it is hard to find and summon, it may provide critial information to intruders.
* **Compromised** [+5 points]- *The Refuge has been intruded before and its location aswell as security intel is circled around in certain circles. It is possible to purge the criminal underground of this information but one can never be sure.* Intruders that gained this intel decrease the difficulty of overcoming security measures by 2.
* **Haunted** [+6 points]- The Refuge is haunted by a powerful spectre in the second state. As time progresses it will grow and gain controll over the Refuge; and while the character can bargain with it, banishing or controlling it is extremly difficult.
* **Malign Conduit** [+10 points]- *The Refuge was build atop a connect to the underworld. Here the Veil is thin and influences from the darkest of realms can easily penetrate into the living world. This can lead to unholy manifestations, dark dreams, corpses being shortly animated by vile entities and babies being born corrupted and twisted.* The Veil around the Refuge is decreased by 2. In addition the Storyteller gains +2 Aberration per time unit that can exclusivly be spend on events within the Refuge.
* **Custom** [X points]