(Redirected from Lairs)
Second Edition
Minor Trait | Description | Effects | Book |
---|---|---|---|
Bad Angles | Impossible and/or shifting architectural features. | –2 penalty to Composure and Initiative. –1 penalty to Resolve for each hour affected (max. –5). | BPG 147 |
Blazing Light | Excessively bright and reflective lighting. | Penalize vision rolls by -3, and other rolls subject to pain or distraction by -1. | BTP 102 |
Blizzard | Thick particular clouds blow through and gather underfoot. | Low visibility penalizes attempts to see past your own arm by -1, plus a cumulative -1 for every ten yards. Depth of snow (or other particular matter) penalizes movement by -1 for every four inches. | BTP 102 |
Cramped | Spaces are narrow and limited. | Choose an accommodated Size. Penalize physical actions by (6 - chosen Size) for characters too large, and deny species factor when calculating Speed. | BTP 102 |
Crosswinds | Fierce blowing winds. | Penalize rolls involving balance or movement by -3, threatening Knocked Down on failure. | BTP 102 |
Currents | Swift flows, conveyor belts or other pushing forces. | Assign currents a direction and effective Strength. Characters must roll Strength + Athletics - current's Strength or be carried away at a Speed five times its Strength. | BTP 102 |
Downpour | Heavy precipitative weather. | Penalize sight and hearing by -3. | BTP 102 |
Echoing | Disorienting acoustic reverb. | Penalize hearing and attempts to remain quiet by -3. | BTP 102 |
Extreme Cold | Extreme cold. | Level 2 Extreme Environment inflicts a cumulative -1 penalty for each hour of exposure. Characters exposed for six hours or longer treat it as Level 3. No healing of bashing damage except by supernatural means, which is half as quick. | BTP 102-103 |
Extreme Heat | Extreme heat. | As Extreme Cold. | BTP 103 |
Flooded | Mired in thick liquid or soft matter. | Penalize movement by -2. Some areas are fully submerged. | BTP 103 |
Fog | Thick mists. | Penalize actions using sight by -1 for every ten feet. | BTP 103 |
Infected | Reeking air, surfaces looking irritated, oozing pus or bile. | Penalize Stamina-based rolls by -3. Regenerating Health is twice as long while affected. | BPG 148 |
Isolated | Illusory sensation of utter loneliness. | Penalize Resolve-based rolls by -3. Victims can't regain Willpower while affected: if they're exposed longer than (Presence) hours, they gain the Insensate Tilt. | BPG 148 |
Jagged | Treacherous footing. | Penalize rolls to keep footing by -2, threatening Knocked Down on failure. Falling inflicts two bashing damage. | BTP 103 |
Maze | Disorienting or changing layout. | Characters must roll Intelligence + Composure - 3 to navigate the maze. | BTP 103 |
Minions | Small creatures. | Minions complete a variety of tasks for the Beast. If an intruder attempts to destroy the chamber while a Beast is unable to resist, minions bolster the chamber with half the Beast's Resolve. They can also attempt to apply the Knocked Down, Stunned or Immobilized Tilt. | BPG 148 |
Mirrored | Covered in reflexive surfaces. | Penalize vision rolls by -2. Any light too strong or focused increases the penalty to -3. | BPG 148 |
Poor Light | Dimly or inconsistently lit. | Penalize actions using sight by -2 proximally, -3 at a distance, or -4 at long range. | BTP 103 |
Sealed Exits | Ways out obstructed. | There is no escape. Even supernatural means of leaving provoke a Clash of Wills. | BTP 103 |
Slick | Poor traction. | Characters move at half Speed and suffer a -2 penalty to Physical rolls and Defense, or a -4 penalty at full Speed. | BTP 103 |
Stalking Ground | Locations of particular note to the Beast and Horror. | Can only be applied to a single location chamber and its material world counterpart. Anyone that spends significant time in the space becomes an easy target for a starved Horror. These chosen targets are not subject to the added risks of being targeted numerous times. | BPG 148 |
Steam | Scalding clouds. | Penalize actions using sight by -2. Level 3 Extreme Environment. | BTP 103 |
Stench | Repulsive air. | Penalize actions involving exertion by (5 - Composure), unless the character spends Willpower or does not breathe. | BTP 104 |
Stinging | Toxic underbrush, stinging fauna, or corrosive atmosphere. | Triggers the -1 level of wound penalty. Occasional temporary blinding. | BTP 104 |
Swarms | Growing masses intrude into any space. | Double wound penalties suffered, and degrade complex or delicate equipment modifiers by 2. | BTP 104 |
Thin Air | Low-oxygen atmosphere. | Penalize Physical actions by breathing characters by (Size - Stamina). Level 2 Extreme Environment. | BTP 104 |
Thunderous | Horrid loud noises. | Occasional temporary deafening. | BTP 104 |
Undergrowth | Entangling vines or webs. | Characters must roll Strength + Athletics - the undergrowth's Durability to push through it. | BTP 104 |
Unstable | Cracking ice, swaying bridges or shifting floors. | Penalize Dexterity actions and Defense by -3, and threaten Knocked Down on failure. Characters can avoid the penalty with a Dexterity + Athletics roll. | BTP 105 |
Major Trait | Description | Effects | Book |
Burning | A big fire potentially swallows the Chamber. | A big fire potentially swallows the Chamber. Decide its Size and Intensity. | BTP 105 |
Bottomless | The floor gives way to a impossibly deep chasm. | A character entering the Chamber must roll Dexterity+Composure. In the case of a failure, they fall, taking 2 Lethal and arriving into a random Chamber of the Lair. | BPG 148 |
Corrosive | Pooling acid or other flesh-eating hazards. | Choose what materials are threatened. Afflicted characters suffer a point of aggravated damage per turn, and afflicted objects lose a point of Durability per turn. | BTP 105 |
Crushing | Pressurized or constrictive surroundings. | Level 4 Extreme Environment. Characters may be able to roll Strength + Athletics to squeeze out. | BTP 105 |
Darkness | Absolute darkness. | Penalize actions involving sight by -5 and deny Defense, except with a light source. | BTP 105 |
Decayed | Structures weaken and crumble. | Reduce objects' Durability by 2. Weapon attacks also deal their damage to the weapon itself. | BTP 105 |
Diseased | Infectious. | Penalize combat actions by -1, increasing by another -1 penalty every two turns to a maximum of -5. For a grave disease, also inflict one point of bashing damage per turn. | BTP 105 |
Disruption | Technology breaks down or rebels. | Can't use complex equipment. | BTP 105 |
Earthquake | Periodic violent hurling. | During a quake, penalize Dexterity rolls and Defense by a cumulative -1 per turn. Roll Stamina + Athletics and suffer two points of bashing damage on success, or lethal on failure. | BTP 105 |
Engulfing | Immobilizing, grasping mires. | Characters can be immobilized and denied Defense until they pull free by rolling Strength + Athletics - Size. | BTP 105 |
Electrified | Lightning, live wiring, or bioelectric swarms. | Direct electric hazards are present. Decide whether they are Major, Severe, or Fatal. | BTP 105 |
Exposed | Open spaces or gossamer-weak structures. | Taking cover provides no benefit. | BTP 105 |
Heavy | Unnatural gravity or pressure. | Penalize Physical actions by -3. Characters can roll Strength + Stamina to throw the penalty off for (Stamina) turns. | BTP 105 |
Hoard | Tempting assortment of valuables. | Each minute spent interacting with an item from the Hoard gets the Horror one Chamber closer. Trying to destroy it doubles the Horror's Speed. Sucessfully destroying it wakes a Slumbering Horror. Outside of the Chamber, the item dissipates after (Lair) hours. | BPG 149 |
Hunting Ground | Same as Stalking Ground. | Functions similarly to the Minor Lair Trait Stalking Ground except that it can be applied to the Lair and similar areas like any other Lair Trait, and it cannot be circumvented except by Heroes. | BPG 149 |
Hurricane | Uprooting, battering winds. | During storms, penalize Physical and hearing-based actions by -3, and roll Stamina + Athletics, suffering two points of bashing damage on success, or lethal on failure. Level 3 Extreme Environment. | BTP 106 |
Mirages | Illusions, heat shimmer, visual disruption. | Penalize visual Perception rolls, including rolls to anticipate ambush, by -3. Characters can roll Wits + Composure - 3 to throw the penalty off for turns equal to successes. | BTP 106 |
Murmurs | Misleading whispers. | -2 to Wits. Penalty to hearing rolls of -1. Each hour while affected, characters must roll Resolve+Composure (cumulative -1 each time, to a max of -5). Failure inflicts the Insane Tilt. | BPG 149 |
Noxious Gases | Harmful vapors. | Characters who are breathing suffer a point of lethal damage per turn of exposure. | BTP 106 |
Suffocating | Underwater, vaccuum, or dangerously thin air. | Characters cannot breathe. | BTP 106 |
Razored | Broken glass, wicked thorns, rusty spikes. | Characters must roll Dexterity + Composure to navigate through razored obstructions, or suffer 3L damage. | BTP 106 |
Rotting | Spoiling, tainted atmosphere. | Heal one third as fast as normal. Deny characters one point of potential Willpower recovery. | BTP 107 |
Thralls | A small force dedicated to protecting their host. | Beasts have a number of thralls equal to half their Lair rating. Thralls engage in normal combat and are immune to their host's Lair Traits. Thrall traits are half the Horror's, and each thrall may use one of the Beast's Atavisms. | BPG 149 |
Toxic | Tainted water, venomous insects, or some other communicative hazard. | The hazard is poisonous. Decide the poison's Toxicity and Interval. | BTP 107 |
Viscous | Glue slicks or deep, thick mires. | Deny species factor when calculating Speed. Characters can roll Stamina + Strength to buy lost points of Speed back for one turn, one point per success. | BTP 107 |