This is a System to define what the difference in the levels of the haven ratings and what they include or can include. You must by the haven background with XP & role play before you get a haven. With no haven background on your sheet you are with out the protection that this background gives you. Merits of this background maybe perches by the player who owns the haven with XP, Staff members may a shine merits that fit with the concept of the haven.
Standard Door- 3 bashing
Reinforced Door- 6 bashing
Reinforced Door w/ extra bolt - 4 lethal 5 bashing
Solid metal door- 5 lethal
Safe Door- 10 lethal
Haven Level 1- This applies to normal security, you own a small Home or Apartment with lockable windows, dead bolted door, and a standard motion sensitive security system (ADT). This system is contacted to a regular mortal security company, and if triggered will result in the police being called, with a standard response time of 30 minutes. You have some simple means at which you block out the sun during the day, a closet with towels and duck tape over the door, or a very simple crate or coffin with 5 levels of bashing. This is located in a mortal populated area and your privacy is limited.
Required to get Haven Level 1- Resources 1 for the apartment or house and to pay for the system.
Required to defeat Haven Level 1- Security 1 and at least 5 mental traits, you must make a static mental challenge against the system and the dead bolt or windows, and any stealth related challenges.
Haven Level 2- This applies everything that is covered in Level 1, but also includes black and white stationary cameras (these cameras have no stealth rating and are in plain view). The area may also maybe fenced in or part of a gated community or apartment buildings with its own security. The door is more reinforced and there are bars on the windows, and the windows are connected to the system. You have a more reinforced coffin or crate with 8 levels of bashing. This is located in a mortal populated area and your privacy is limited.
Required to get Haven Level 2- Resources 2
Required to defeat Haven Level 2- Security 2 and at least 7 mental traits, you must make a static mental challenge against the system and the dead bolt or windows, and any stealth related challenges.
Haven Level 3- This applies everything that is covered in Level 1 and Level 2, but also includes black and white moving cameras, and cameras hidden inside the home that have a stealth level of three and three levels of bashing, but if the cameras are destroyed or blinded the security is tripped. You are no longer in the public eye, and have a good level of privacy. Your system is monitored by a staff of 5 , 7/5/3 mortals, armed with 9 mm pistols, pepper spray, nightsticks, and reinforced ballistic vest if three levels of lethal and are connected by radio communication. Your coffin is its own strong hold and is lockable from the inside and has 3 lethal and 5 bashing, and is located is a more hidden location with stealth rating of 2. The rest of the system will be customized to suit the needs of the kindred. Windows Doors and other such cracks have been made so that mist form or obten would be very hard to just slip in and out * Players must bid 5 more traits to seek in with out being seen. Narrators or Story tellers must though 4 chops with the player to see if any PCs or NPCs spot them Difficulty of 8 traits *Haven gets 3 retests player may cancel only with stealth.
Required to get Haven Level 3- Resources 4 and Security 3 or someone with Security 3
Required to defeat Haven Level 3- Security 4 and at least 7 mental traits and must make all challenges to enter.
Haven Level 4- This is fortress, with hidden entrances and exits with stealth rating of 4 . All interior doors and walls have 6 levels of bashing. Outside doors are extra reinforced with 2 lethal and 5 bashing. All the room are monitored by hidden audio and video with low light capacity and a stealth rating of 4 and three levels of bashing and if they are blinded or destroyed they will trigger the system. The area in which your coffin is located is hidden with a stealth rating of 5 and the coffin itself has 10 lethal. Your mortal staffs increases to 10 and are now armed with shotguns along with all the previous equipment. The rest of the system will be customized to suit the needs of the kindred. Windows Doors and other such cracks have been made so that mist form or obten would be very hard to just slip in and out * Players must bid 7 more traits to seek in with out being seen. Narrators or Story tellers must though 4 chops with the player to see if any PCs or NPCs spot them Difficulty of 8 traits *Haven gets 4 retests player may cancel only with stealth.
Required to get Haven Level 4- Resources 5 and Security 4 or someone with Security 4 and all other backgrounds needed
Required to defeat Haven Level 4- Security 5 and at least 10 mental traits and all abilities needed to enter, and must make all challenges.
Haven Level 5- This is the bat cave, it is completely customized!
Required to get Haven Level 5- Resources 5 and Security 5 or someone with Security 5 and all other backgrounds needed
Required to defeat Haven Level 5- Security 5 and at least 10 mental traits and all abilities needed to enter, and must make all challenges. Praying might help! Windows Doors and other such cracks have been made so that mist form or obten would be very hard to just slip in and out * Players must bid 9 more traits to seek in with out being seen. Narrators or Story tellers must though 4 chops with the player to see if any PCs or NPCs spot them Difficulty of 10 traits *Haven gets 4 retests player may cancel only with stealth.
Prime Location (1 to 5 points) - Something about the location gives you an edge. Whether is in the middle of the woods, or has underground caves you have ace up your sleeve. You gain bonus traits applied to the situation, and depending on the XP spent.
Easily Forgotten (3 points) It’s very hard to find your haven, even if some one follows you there they have a hard time remembering how they got there. The person trying to remember the directions must spend two mental traits in order to get them correct unless they have eidetic memory
Historical Landmark (4 points) your haven is located in a Historical Landmark and is immune to bureaucracy influence attacks below level 5
Hiding Out (1 point) - Your haven is located in or under someone else's property, whether it is in the basement of a drug store or in the back room of a bar and the owner doesn't know. Since you don't own the place, there is no paper trail to be tracked by influence, however you may not have a Haven rating above level 2. Anything else would get noticed. The location security is, however added to your haven’s rating.
In Plain Sight (3 points) your haven is located in an area or place that is surrounded by mortals during the day, making very difficult to bring any kind of attack down on you without drawing attention, you are using the Masquerade to its fullest advantage.
Philly: Nusquam Disciplinary Rules
1. Chronicle discipline is the province of the Chronicle Staff, however disciplinary actions passed by Council must be enforced by the Chronicle Staff.
2. Every chronicle must have a written disciplinary policy. These policies must be made available either on the chronicles' web-site or at the check-in desk.
The chronicle may submit any chronicle disciplinary actions to the elected Historian/Archivist via their bi-monthly chronicle report, who then will compile and maintain a record of all members given chronicle disciplinary actions. This list will be available to any ST, Council Member, or Coordinator within OWBN. They may ask the Historian/Archivist for the list of players, or may inquire after a particular member in that regard.
The permanent banning of a member from a chronicle under Article One or by the chronicle's disciplinary procedures must be announced by said chronicle on the OWBN-St and OWBN-council mailing lists.
A Storyteller from the chronicle that submitted the disciplinary action may have said action removed from the Historian/Archivist’s records.
4. Visitors to a chronicle are subject to the disciplinary procedures of the chronicle that they visit, just as their characters are subject to the actions of the game under Article 3 of the OWBN Charter.
Disciplinary Procedures of PN
P:N uses a three-strike system. A strike is a verbal and/or written warning that certain behaviors are detrimental to the game. If at any time a player accumulates three strikes, they will be banned from the game. This may or may not also be accompanied by the loss of the player’s current character. If at some point a player abuses the System in such a way that the ST Staff feels that said player must receive a Ban, fully skipping over the striking system. The Full ST staff will come together to deliberate and vote on such a drastic measure.
A player has two weeks after the issuing of any disciplinary action to attempt to have it turned over. They may bring the issue up to the player rep at any time, in fact this is encouraged.
Cheating, being disruptive to game play, endangering fellow participants, meta-gaming, lying to STs and playing STs off of one another are examples of what we consider strike-worthy offenses in P:N and will be handled on a case by case basis by the entire ST crew. After one has gained 3 strikes in P:N a player is banned for six months with a review after said time.