Werewolf/Society/Hisil/Locations

From Dark City

This is not an exhaustive list of Shadow Realm locations, but these are known to the local Uratha population. Also, please refer to the Material locations as well.

Note: You may visit any of these ICly without an ST except Shoals and Wounds.

Loci

This is not an all-inclusive list of the Loci in or around New York. If you are originating a new Locus, or have an idea for one that sensibly belongs here, send a ticket to Staff; we want you to shape this world, too.

  • Strawberry Fields, the John Lennon Memorial in Central Park
    • Resonance: Imagination
    • Rating: •••
  • Coney Island Cyclone
    • Resonance: Engineering
    • Rating: ••
  • Basement of the Lyceum Theatre
    • Resonance: Inspiration
    • Rating: •••
  • 9/11 Memorial Fountain at World Trade Center
    • Resonance: Grief
    • Rating: •
  • 712 5th Avenue
    • Resonance: Greed
    • Rating: •••
  • Spare room in the New York Public Library
    • Resonance: Information
    • Rating: ••

The zone of influence that corresponds to Locus Rating has the Open Condition for its corresponding resonance. The locus generates three times its level in Essence on the Hisil side per day that matches the resonance of the locus. Uratha may use a locus to Reach with a +2 bonus, though other circumstantial modifiers may apply.

Spirits of matching resonance: heal Corpus at twice the rate, and gain +2 to attempt to cross the Gauntlet; can use their powers across the Gauntlet in the zone of influence without the Reaching Manifestation; and may conceal themselves in a way that prevents them from taking action but makes them impossible to perceive without supernatural powers that reveal spirits (even to Uratha in the Hisil).

Places-That-Aren't

  • New York State Pavilion
  • Fort Wadsworth
  • Hart Island
  • Edgar Allan Poe Cottage
  • Our Lady of Lourdes Grotto at St. Lucy's Church
  • Surreal Elevator
  • Houdini's Grave
  • The Alley Pond Giant
  • Kreischer Mansion
  • The New York City Farm Colony

Shoals

Leaving a shoal requires a successful Resolve + Composure roll, with each failure incurring -1 on future attempts. Upon Dramatic Failure, a character must be physically forced out by others in order to leave.

Wounds

Rolls to avoid Kuruth incur a -2 penalty, and all injuries are worsened by one point of Health.

Barrens

Gifts, rites, Numina, Manifestations, and other powers requiring Essence incur a -3 penalty.

Glades

Fighting in a glade requires a successful Resolve roll, and all violent actions (including entering Gauru) incur a -2 penalty.