Post by Ophelia Tempest on Jan 31, 2013 12:19:49 GMT -8
Adjusted Feeding Domains:
Domain List and Feeding Tags
Tacoma
Renton (Renton & Tukwila)
Lake Union (Fremont, Ballard, Queen Anne, Wallingford)
University District (University and Ravenna)
The Islands (Bainbridge, Vashon)
West Seattle (West Seattle & Burien)
Fall City
Everett (Everett & Lynnwood)
North Seattle (Shoreline, Mountlake Terrace, Northgate)
Southside (Seatac, Federal Way, Auburn, Kent)
The Underground (The Sewers and Below)
Capitol Hill
First Hill
Mercer Island
Bellevue (Bellevue, Newcastle, Eastgate, Factoria)
Far East Side (Redmond, Issaquah, Sammamish)
North East Side (Bothell, Kirkland)
Downtown (Belltown, Pioneer Square, Port of Seattle, Lower Queen Anne)
International District
SoDo
Legend:
+ = +2 Dice
- = -2 Dice
v = Masquerade Risk reduced
^ = Masquerade Risk increased
PD = Party Drugs
HD = Hard Drugs
Domain Tags & What They Mean
The play area of the game is broken up into Domains, swaths of land and areas that are thematically similar and have a certain vibe and qualities to them. These Domains receive descriptors in the form of Tags that help the Storytellers and the Players have the same idea about what sorts of qualities each area has. A Domain can have an unlimited amount of tags, and the tag represents what sorts of important geographical or demographical qualities color life in those areas.
-Influence: Each tag has 1 major and 1 or more minor influence tie. The major can create it at 3, the minor at 5. Major is listed first, any others are minor. The Politics Influence doesn't create any tags, but can remove any tag as a level 3 action by changing public policy.
Limit: The Emerald Domain can only support a certain amount of each kind of tag before one domain loses that reputation in favor of another, better example of it. If a new tag comes into play that would exceed the limit, another Domain loses the tag to make room for the new one.
Effect: This is the effect that selecting this Domain adds to your feeding results, as well as effects for scenes that take place in that part of town.
-Feeding modifiers: For each + or - add or subtract 2 dice to Feeding checks.
-Masquerade Risk: Because of the level of watchfulness and cautiousness in the area, or the sheer volume or lack of people frequenting the area at night, masquerade risks in scenes that take place in these areas have modified likelihood of being a problem. If your feeding area has 3 or more Masquerade Risk increases (the sharp increase is worth 2), your name automatically appears on the Push the Envelope list, without the benefit.
-Drug Risk: Feeding in these areas will sometimes result in blood laced with a chemical that the mortals in the area use. Party Drugs are Alcohol, Marijuana, Cocaine, or Ecstasy. Hard Drugs are Heroin, Meth, Crack, or LSD. The effects of the drug persist for the first 2 hours of game. If you have the Addiction flaw, this is in addition to your drug of choice.
Special Rules: Special modifiers to the system such as special durations or other factors. Durations can be refreshed by creating the tag again.
Tacoma - Anarchs
Renton - Assamite
Lake Union -Brujah
University District - Brujah
The Islands - Gangrel
West Seattle - Assamite
Fall City - Giovanni
Everett - Malkavian
North Seattle - Malkavian
Southside - Brujah
The Underground - Nosferatu
Capitol Hill - Toreador
First Hill - Toreador
Mercer Island - Colin Collissimo
Bellevue - Colin Collissimo
Far Eastside - Emilian
North Eastside - David Price
Downtown - Ventrue
International District - Ventrue
SoDo District - Ventrue
Renton - Assamite
Lake Union -Brujah
University District - Brujah
The Islands - Gangrel
West Seattle - Assamite
Fall City - Giovanni
Everett - Malkavian
North Seattle - Malkavian
Southside - Brujah
The Underground - Nosferatu
Capitol Hill - Toreador
First Hill - Toreador
Mercer Island - Colin Collissimo
Bellevue - Colin Collissimo
Far Eastside - Emilian
North Eastside - David Price
Downtown - Ventrue
International District - Ventrue
SoDo District - Ventrue
Domain List and Feeding Tags
Tacoma
--Haunted
(Total Effect: ++ ^ )
Renton (Renton & Tukwila)
--High Crime
(Total Effect: - v HD)
Lake Union (Fremont, Ballard, Queen Anne, Wallingford)
--Eccentric
--High Crime
(Total Effect: - v v v )
University District (University and Ravenna)
--Nightlife
(Total Effect: + + + ^^ PD)
The Islands (Bainbridge, Vashon)
--Protected
--Refuge
(Total Effect: ^ ^)
West Seattle (West Seattle & Burien)
(Total Effect: )
Fall City
-- Developing
-- Booming
-- Quarantine
-- Lockdown
-- Red Tape
(Total Effect: ---- ^^^^^ )
Everett (Everett & Lynnwood)
(Total Effect: )
North Seattle (Shoreline, Mountlake Terrace, Northgate)
--Faithful
(Total Effect: ^ )
Southside (Seatac, Federal Way, Auburn, Kent)
--High Crime
--Transit Hub
--Red Tape
(Total Effect: ^ HD)
The Underground (The Sewers and Below)
--Subterranean
(Total Effect: -- vv)
Capitol Hill
--Nightlife
--Eccentric
(Total Effect: + + + PD)
First Hill
--High Crime
--Recovering
(Total Effect: - - v v HD)
Mercer Island
--Protected
--Low Crime
(Total Effect: + ^ ^)
Bellevue (Bellevue, Newcastle, Eastgate, Factoria)
--Red Tape
(Total Effect: )
Far East Side (Redmond, Issaquah, Sammamish)
--Low Crime
--Hobo Central
--Red Tape
(Total Effect: + ^ ^)
North East Side (Bothell, Kirkland)
(Total Effect: )
Downtown (Belltown, Pioneer Square, Port of Seattle, Lower Queen Anne)
-- Hub
-- Recovering
Total Effect: v )
International District
--Protected
--Transit Hub
--Developing
(Total Effect: ^ )
SoDo
--High Crime
--Industrious
(Total Effect: - - v v HD)
Legend:
+ = +2 Dice
- = -2 Dice
v = Masquerade Risk reduced
^ = Masquerade Risk increased
PD = Party Drugs
HD = Hard Drugs
Domain Tags & What They Mean
The play area of the game is broken up into Domains, swaths of land and areas that are thematically similar and have a certain vibe and qualities to them. These Domains receive descriptors in the form of Tags that help the Storytellers and the Players have the same idea about what sorts of qualities each area has. A Domain can have an unlimited amount of tags, and the tag represents what sorts of important geographical or demographical qualities color life in those areas.
-Influence: Each tag has 1 major and 1 or more minor influence tie. The major can create it at 3, the minor at 5. Major is listed first, any others are minor. The Politics Influence doesn't create any tags, but can remove any tag as a level 3 action by changing public policy.
Limit: The Emerald Domain can only support a certain amount of each kind of tag before one domain loses that reputation in favor of another, better example of it. If a new tag comes into play that would exceed the limit, another Domain loses the tag to make room for the new one.
Effect: This is the effect that selecting this Domain adds to your feeding results, as well as effects for scenes that take place in that part of town.
-Feeding modifiers: For each + or - add or subtract 2 dice to Feeding checks.
-Masquerade Risk: Because of the level of watchfulness and cautiousness in the area, or the sheer volume or lack of people frequenting the area at night, masquerade risks in scenes that take place in these areas have modified likelihood of being a problem. If your feeding area has 3 or more Masquerade Risk increases (the sharp increase is worth 2), your name automatically appears on the Push the Envelope list, without the benefit.
-Drug Risk: Feeding in these areas will sometimes result in blood laced with a chemical that the mortals in the area use. Party Drugs are Alcohol, Marijuana, Cocaine, or Ecstasy. Hard Drugs are Heroin, Meth, Crack, or LSD. The effects of the drug persist for the first 2 hours of game. If you have the Addiction flaw, this is in addition to your drug of choice.
Special Rules: Special modifiers to the system such as special durations or other factors. Durations can be refreshed by creating the tag again.
New: Disaster Area: This area has recently suffered from a major disaster or calamity. Feeding has become more difficult as many have fled, and remaining residents tend to stay indoors whenever possible. For these same reasons a masquerade breach is much less likely to occur. At the same time, when a masquerade breach does occur, it can be much more dangerous given the presence of media and aid workers.
Influence: Special.
Limit: None
Effect: Feeding --, Masquerade Risk Greatly Decreased.
Special: When Masquerade Breaches do occur, they can be far worse.
New: Recovering: This area is on the path to recovery from a major disaster or calamity. Feeding is becoming easier as many people have returned, yet the area isn't as densely populated as it once was, reducing the risk of masquerade breach. Now that things are starting to improve the area no longer has the attention of the world and no longer risks catastrophic masquerade breaches.
Influence: Special.
Limit: None
Effect: Feeding -, Masquerade Risk Decreased.
Special: Recovering domains no longer have catastrophic masquerade breaches.
New: Refuge: Hotels, churches, and gymnasiums are packed with those who have fled from nearby disaster. The glut of population makes feeding easier, although it does increase the chance of getting caught as well.
Influence: Special.
Limit: None
Effect: Feeding +, Masquerade Risk increased.
Nightlife: Partiers are here all night long having a good time and feeling comfortable meeting sexy strangers in back alleys. The back allies are consequently busier places than normal, and privacy is at a premium.
Influence: High Society, Media
Limit: 2
Effect: Feeding +++, Masquerade Risk Sharply Increased. Drug Risk (Party Drugs)
High Crime: The police have lost control of this area and people know to stay away from this part of town, especially at night, and to never travel down dark alleys alone. Drugs and violence are common here, however, making frightening strangers and the occasional discarded corpse a common enough occurrence.
Influence: Street, Underworld, Police.
Limit: 5
Effect: Feeding -, Masquerade Risk Decreased. Drug Risk (Hard Drugs)
Special: Brutal Feeding goes unnoticed here.
Low Crime: This area is well-lit and well curated by law enforcement. People are used to leaving their doors unlocked, walking home alone through shortcuts, and trusting strangers. They also tend to know their neighbors by name more often, and busybody themselves into their neighbors affairs, being more vigilant than normal about the goings on in their part of town.
Influence: Police, Church, Underworld
Limit: 3
Effect: Feeding +, Masquerade Risk Increased.
Special: Brutal Feeding can remove this trait.
Eccentric: This area is known for its freaks and weirdos; people riding bikes naked or guys with burlap sacks on their heads is just not that weird here, and things that might otherwise draw suspicion or fear are often overlooked as part of the area's unique charm.
Influence: University, Occult
Limit: 2
Effect: Masquerade Risk sharply decreased.
Lockdown: A forceful faction has serious leverage here, and the area is under heavy surveillance, with trained personnel stopping anything suspicious in action. This can be a police lockdown, or an armed faction taking to the streets and suspiciously looking into everything to ensure their business goes unhindered.
Influence: Police, Underworld
Limit: 1
Effect: Masquerade Risk sharply increased. Feeding - -.
Special: Duration 1 month.
Protected: This area is under heavy patrols and those enforcing it are fairly aggressive about approaching strangers, whether out of boredom or a sense of local turf pride.
Influences: Police, Street
Limit: 3
Effect: Masquerade risk increased. Feeding -
Protests: A major protest has sprung up here making a ton of vigorous youth give some cause high visibility. Occupying street corners, major intersections and irritating established authority, they nonetheless provide a higher population of people at all hours that are fairly distracting to others and focused on the task at hand.
Influence: University, Street
Limit: 5
Effect: Masquerade Risk decreased. Feeding +, Drug Risk (Party Drugs)
Special: Duration 1 month. May be Upgraded to Riot.
Riots: Major civil unrest has caused undercurrents of anger and frustration to explode into violence. Property and personal violations are rampant here, and much destruction is caused in a short time.
Influence: Police, Street
Limit 5
Effect: Masquerade Risk Extremely Decreased (Worth 3). Feeding - -
Special: Requires Protests to create. Duration 1 week - causes massive damage to the area. Anyone who has a Haven in that Domain must make a World of Darkness check to see if your Haven is violated or damaged, requiring a scene. Brutal Feeding is completely ignored.
Quarantine: A scare of some kind of outbreak (warranted or not) has caused medical personnel to cordon off an area of town and not let anyone in or out. This can be incredibly disruptive, and makes all kinds of business in that part of town crawl to a halt, even having a sluggish return to operations afterward.
Influence: Health, Transportation
Limit: 1
Effect: Masquerade Risk Extremely Increased (Worth 3). Feeding - -
Special: Duration 2 weeks. Businesses tied to this area cannot produce this month.
Haunted: The populace here is scared, insular, and completely cowed. They believe the area they are in is cursed, haunted, or otherwise supernaturally blighted. The people who live here are mentally defeated enough that they are easy prey to real monsters, and "ghost hunters" trying to produce legitimate proof keep a supply of people walking into the dark places.
Influence: Occult, Church
Limit: 2
Effect: Masquerade risk increased, Feeding + +
Special: This can be maintained indefinitely, but after enough confirmation, real and qualified Hunters will appear to do something about it.
Booming: This is the beating heart of commerce, and people know that this is the place to spend their money. A critical mass of well-reputed businesses and easy communication and access make this place extremely profitable.
Influences: Finance, Industry
Limit: 1
Effect: Feeding +, Masquerade Risk increased.
Special: Businesses that operate out of this area pay double for cash profits.
Industrious: Easy access to raw materials, a competitive market and special funding make this area a powerhouse of productivity, if a little bit scummy and industrial.
Influence: Industry, Transportation
Limit: 1
Effect: Feeding -, Masquerade Risk decreased.
Special: Businesses that operate out of this area produce double for any Perk that involves production or creation, but not Blood or perks that involve human interaction.
Hobo Central: This area is home to a large amount of homeless, even if you don't always see them. They are inconspicuously watching from behind dumpsters and covered archways, and are surprisingly well organized. Their malnourishment and frequent injury makes their blood weak, but they are populace nonetheless to balance it out.
Influence: Street, Church
Limit: 3
Effect: Masquerade Risk increased. Drug Risk (Hard Drugs)
Red Tape: A plague of lawsuits, injunctions and forced mediations are tying up everything here making it very difficult to affect any kind of change, positive or negative.
Influences: Legal, Bureaucracy
Limit: 5
Effect: None
Special: No tags can be added or removed while this is in place, including ones with a temporary duration.
Developing: This area has a lot of construction, easy zoning, and government support that makes growing a business here easier than normal.
Limit: 2
Influence: Bureaucracy, Finance
Effect: None
Special: Businesses that operate here take 1 month less to grow at each level.
Hub: Because of traffic patterns, easy access, and a system of interlinking travel networks, this area sees high foot traffic at all hours of the day, but also tends to be the main entry point to the Domain for external threats.
Limit: 3
Influence: Transportation, Bureaucracy
Effect: Feeding +,
Special: This area tends to be a trouble magnet, as thin bloods, cathayans, and other undesirables tend to begin their time in the Emerald Domain from these points.
Faithful: A general tendency of the people here to accept outside forces on the influence of their life, and a tendency to practice some form of spiritualism more zealously than others leads to an open minded populace that looks for supernatural explanations to strange things they see, and True Faithful tend to pop up here, if anywhere.
Limit: 1
Influence: Church, Occult
Effect: Masquerade Risk Increased
Special: Due to a cult like mentality of this area, if you feed in this area, you are considered to have +1 Herd, and you may justify Herd increases up to 4 automatically. Feeding mishaps here may involve True Faith.
Subterranean:This area is underground, away from prying eyes, but away from useful resources and people as well.
Feeding: Greatly Decreased - -
Masquerade risk: Greatly Decreased v v
Limit: 1
Influence: None
Special: This tag cannot be removed.
Businesses attached to this Domain take an extra month to Grow because of the difficulty of bringing resources and staff to bear.