Guest User

Untitled

a guest
Feb 25th, 2012
210
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. 1: Lakeside
  2. Description: A recent development project by the city, Lakeside is where the newest trends and the most glamourous people go to wile the night away with meaningless distractions and lavish entertainments. Five star restaurants, an opera house, the most exclusive nightclubs, and some of the best views in the city can all be found here. And yet, under the ultra-modern, sleek exterior, the area is a pit of meaningless indulgence, conspicuous consumption, and con artists waiting to fleece people with more money than sense. Vampires find this district extremely cozy.
  3. Traits
  4. Physical: Access +5, Safety -1. The district was built from the ground up to be easily accessed from anywhere in the city, but you're more likely to be mugged or conned here than you'd think.
  5. Mental: Information +3, Awareness -2. Juicy gossip about the ultra-rich is in easy supply here, but most visitors are too obsessed with themselves to pay attention to their surroundings.
  6. Social: Prestige +4, Stability +2. One of the most glamorous places in the city, the local government, criminal element, and vampiric society all conspire to keep the place just safe enough to keep people at ease, but just dangerous enough to make exploitation easy.
  7. Haven Qualities: Location 5, Security 2, Size 2. The entire district is considered a Rack, making havens here extremely desirable despite their cramped size and questionable safety.
  8.  
  9. 2: Downtown
  10. Description: Sleek, modern skyscrapers crowd the skyline here. The streets are kept clean, despite the almost continual bustle of people in the area. Everyone seems to move with purpose and without patience. Even those who are obviously not here on business move in time with this area’s hectic pace. A mounted policeman rounds a corner, his horse’s hooves striking the pavement with a rhythmic, echoing report.
  11. Traits
  12. Physical: Access +3, Safety +3. This area sees regular travel and is patrolled day and night. Access by train, cab, limo and bus is easy, though access to local buildings is often less so (Access –2 or more). The guards patrolling this area include both public police and private security.
  13. Mental: Information +4, Awareness +4. Big business requires ready access to information and up-to-date security measures. Newsstands are set up on almost every corner here, stock data glide by on tickers outside of several buildings and flat-screen televisions play cable news in corporate lobbies 24 hours a day.
  14. Social: Prestige +3, Stability +3. Only the affluent can afford to live in this peaceful, upper-class area. At night, this place is socially dead, except for a few security guards and a few late workers worth keeping their eyes on.
  15. Haven Qualities: Location 3, Security 4, Size 2. While most housing in the area is a bit small, it is well protected and offers access to feeding.
  16.  
  17. 3: Howe's Run
  18. Description: Formerly run-down and nearly abandoned, this district was the pet project of local philanthropist James Howe, who had family roots here. He spent much of his personal fortune on improving the lives of the residents without displacing people through pure gentrification. Many vampires were less than pleased that such prime feeding estate was being displaced, and burrowed deeply into Howe's life and history to find anything they could use against him. To the surprise of many, his record was well and truly spotless – he was exactly what he said he was, and believed what he said he believed. By the time the meticulous investigations were done, the newly named Howe's Run was already well on its way to becoming one of the better places to live in the inner city.
  19. Traits
  20. Physical: Access -1, Safety +3. While the roads are still winding and confusing due to historical construction, neighborhood watch and police initiatives have made the streets safe to walk at night.
  21. Mental: Information +1, Awareness +2. Locals keep their eyes out for any signs of the old crews trying to come back into Howe's Run.
  22. Social: Prestige +1, Stability +4. Reputations take a while to turn around in Cave Junction, but the people of Howe's Run remember the old days, and will fight tooth and nail to keep from sliding back there again.
  23. Haven Qualities: Location 3, Security 4, Size 2. It's no longer the all-you-can-eat buffet it once was, but Howe's Run is a good place to hunker down, and is still closer to good feeding than many outlying domains.
  24.  
  25. 4: West Oakview
  26. Description: Located in the tangle of back alleys just outside of the downtown area, the nightclub circuit caters to all sorts of tastes, from the tame to the exotic. The clubs on the outskirts of this neighborhood offer the usual fare: a night of music, drinking and socializing. In the interior, darker proclivities and more marginalized demographics find purchase. And, everywhere, the narrow alleys and tall buildings obscure all that transpires from the eyes of the city. McCarthy's is located here.
  27. Traits
  28. Physical: Access –2, Safety +2. While exceedingly difficult to navigate, the nightclub circuit is kept safe by the various criminal interests whose profits depend largely upon a steady flow of visitors to the area.
  29. Mental: Information +2, Awareness –1. There is ample opportunity to hear about subjects of interest here, but the maze of alleys makes for poor visibility.
  30. Social: Prestige +2, Stability +2. Despite the area's seedy reputation, many trendy and elite youth come here for their nightclubs, and criminals are considered to have “made it” if they have connections here.
  31. Haven Qualities: Location 5, Security 3, Size 1. Studio apartments above and around the clubs are easy to find and are quite secure, with abundant opportunities for feeding nearby.
  32.  
  33. 5: East Oakview
  34. Description: There's an invisible line between East and West Oakview somewhere in the sprawling back alleys that encompass them both. Many have tried to pin it down to a specific club, street, or lot, but this usually causes more arguments than it ends. Choosing which to go to is taken as seriously by many club-goers as an Invictus oath. And yet, when asked what the difference between the two is, you rarely get a concrete answer. Differences are superficial at best, and yet the two groups of kine cling to them like holy symbols. The criminals operating in the area are divorced from this war of imagery, and act as a generally cohesive unit, watching in amusement as the squabbles and occasional fights along the strip cover their activity. Tovarischyeĭ is here.
  35. Traits
  36. Physical: Access –2, Safety +2. While exceedingly difficult to navigate, the nightclub circuit is kept safe by the various criminal interests whose profits depend largely upon a steady flow of visitors to the area.
  37. Mental: Information +2, Awareness –1. There is ample opportunity to hear about subjects of interest here, but the maze of alleys makes for poor visibility.
  38. Social: Prestige +2, Stability +2. Despite the area's seedy reputation, many trendy and elite youth come here for their nightclubs, and criminals are considered to have “made it” if they have connections here.
  39. Haven Qualities: Location 5, Security 3, Size 1. Studio apartments above and around the clubs are easy to find and are quite secure, with abundant opportunities for feeding nearby
  40.  
  41. 6: Eastport
  42. Description: This waterfront entertainment district is older and less ritzy than Lakeside, often looked down upon by the upper class as being cheap entertainment for the rabble. While it's true that most of the venues here are less costly and less sophisticated than those in Lakeside, the area is actually safer due to its age and communal solidarity.
  43. Traits
  44. Physical: Access +3, Safety +3. Easy to get to, the area may feel dangerously seedy at times, but the actual crime rates here are surprisingly low.
  45. Mental: Information +2, Awareness -1. There's always good gossip to go around in the bars, but most people are too distracted or inebriated to keep an eye out for danger.
  46. Social: Prestige +2, Stability +0. While nowhere nearly as highly regarded as Lakeside, Eastport is still a nice neighborhood and not utterly dismissed.
  47. Haven Qualities: Location 5, Security 3, Size 2. Feeding here is like an all-you-can-eat buffet, and the small apartments scattered throughout are easily protected.
  48.  
  49. 7: Consumer District
  50. Description: A wide variety of shops are located here, with something of an emphasis on jewelers, watchmakers and other, similar businesses. At this time of night, most of the stores are closed, their façades concealed by rolling steel grating. A few shops remain open through the night, however, and no small number of them do so because of undead patrons exerting their influences. Dressed to the nines, people are still walking the streets, most of them on their way to restaurants or clubs.
  51. Traits
  52. Physical: Access +2, Safety +2. This neighborhood is both safe and convenient to reach.
  53. Mental: Information +1, Awareness +4. There are a few bookstores and Internet cafes here, and the particular nature of the commodities commonly traded here mean that watchful eyes and well-maintained security systems abound.
  54. Social: Prestige +2, Stability +2. The mercantile sector is a good place to call home, if you're a white nuclear family with an upper middle class income or higher.
  55. Haven Qualities: Location 3, Security 4, Size 3. For a pretty penny, a Kindred can acquire housing in a roomy, well-protected place with above average access to the herd
  56.  
  57. 8: Chinatown
  58. Description: Brilliant reds, yellows and golds abound on the main streets here, coloring
  59. the Asian-inspired architecture. On the back streets, however, closely clustered buildings turn inward, creating a distinctly unwelcoming feeling for outsiders. Some men sitting at a card table set up in an alley play mahjongg, while an old woman stands on her fire escape, taking her laundry down off the line.
  60. Traits
  61. Physical: Access –2, Safety –2. Outside of the main thoroughfare, Chinatown is confusing and often perilous for outsiders.
  62. Mental: Information –2, Awareness –3. Those who don’t belong here find that knowledge is withheld, and doors and shutters close, as everyone turns a blind eye. The crowds and tangled alleyways are easy to hide in, though.
  63. Social: Prestige –1, Stability +2. While not an esteemed neighborhood or one frequented by the police, Chinatown is protected by its own private defenders.
  64. Haven Qualities: Location 3, Security 3, Size 2. Small havens can be secured here, with decent protections and good access to the wheat.
  65.  
  66. 9: Mount Washington
  67. Description: Hills rise and fall in this neighborhood, which is laid out on jagged, labyrinthine angles. Most buildings are three-story apartment houses, though some have first-floor stores. Other businesses are located in squat, ugly buildings of brick or cinderblocks. Only a few stores are open now, their façades illuminated by garish neon lighting. Several pops sound faintly in the distance, followed by the screech of tires on asphalt. A dog starts barking.
  68. Traits
  69. Physical: Access +1, Safety –1. The neighborhood is poorly designed, but accessible. Still, the criminal element runs rampant here, and while most violence targets other gangs, bystanders are by no means safe.
  70. Mental: Information +2, Awareness –1. Word of mouth travels quickly in these parts, but many of the savviest locals turn blind, deaf and dumb whenever ignorance seems prudent.
  71. Social: Prestige –1, Stability –1. Recent escalations in gang violence have destabilized this unsavory — but once reasonably tight-knit — neighborhood.
  72. Haven Qualities: Location 3, Security 2, Size 3. An enterprising Kindred could cheaply rent (or purchase) one of the slightly better and more secure apartment buildings for use as a home and base of operations.
  73.  
  74. 10: Riverside
  75. Description: Mercantile freighters are docked here, each one a small galaxy of fixed and blinking lights. Something is always being loaded or offloaded, it seems. The smell of the sea comes across the concrete like a dirty sailor, and carries with it the smells of fish and gulls, foodstuffs from around the world and other, stranger commodities. Dockworkers and crewmen yammer at one another, cussing and cursing, sometimes in English, sometimes not. Just outside of a small dive bar, a fistfight breaks out. No one pays it any mind.
  76. Traits
  77. Physical: Access +3, Safety –2. Easily accessible, the harbor is, but at the same time, a rough-and-tumble place. It lies at the end of many old streets, stands like a bouncer at one end of the city and at night turns into a vast black nothing where screams go into the dark like a body slipped into the sea.
  78. Mental: Information +3, Awareness +0. Word from all over the world finds its way here, but people mind their own business, for the most part. Still, workers keep their eyes open for thieves and cutthroats, just in case.
  79. Social: Prestige –2, Stability –2. No one’s particularly proud to call the harbor home, as it’s poor, run down and often violent. This is a place for work, not for homes. A fight here might go unnoticed or get cheered on.
  80. Haven Qualities: Location 4, Security 2, Size 2. The harbor is a fantastic hunting ground for Kindred who don’t mind exchanging space and security for ease of feeding — or, of course, those who can’t afford to live anywhere better. People who get attacked here may not be the type to call the police. People who disappear here might not be missed for many days. Security is tough, because people are always coming and going, and so many old buildings, metal cargo containers and little shacks have been abandoned that people think they can go anywhere that isn’t padlocked. Smaller spaces may be the only places to secure here.
  81.  
  82. 11: Linwood Heights
  83. Description: Tall, old apartment buildings close in on all sides in this claustrophobic neighborhood. Even the narrow streets feel like alleys. Networks of fire escapes obscure the night sky, and there is a persistent smell of waste and old trash coming from between and behind the buildings, and from the backed-up sewer system. People tend to hustle past, keeping their eyes averted from strangers, and no one’s voice climbs above a whisper in the streets.
  84. Traits
  85. Physical: Access –2, Safety –3. It’s hard to navigate the slums, which are perilous for even the most stalwart.
  86. Mental: Information –1, Awareness –3. The populace here is kept ignorant and unaware through fear of violence.
  87. Social: Prestige –3, Stability –3. People here are assumed to be either the perennially downtrodden or else deplorable sorts of criminals, and that assessment is largely a reasonable one.
  88. Haven Qualities: Location 5, Security 1, Size 3. It’s easy enough to take over an abandoned tenement here and to feed freely on the locals, but there’s little in the way of security to be had.
  89.  
  90. 12: Springdale
  91. Description: Three-story brick apartment buildings are clustered closely together here, each one all but identical to the last. Small, fenced-in yards, some badly in need of moving or watering, separate
  92. the complexes from one another. Through the narrow alleys between the buildings, the distant lights of the city can be seen, descending the hill on which the projects are perched. The wind kicks up for a moment, and a merry-go-round in a small playground squeaks in protest, rotating ever slowly in the breeze.
  93. Traits
  94. Physical: Access –1, Safety –2. The projects are a rough neighborhood, located on a high hill, and a bit difficult to get to via public transportation, or even by car, given the convoluted tangle of streets that leads to them.
  95. Mental: Information +1, Awareness –2. People have their ears to the ground here, but don’t, as a rule, notice anything that doesn’t directly affect them.
  96. Social: Prestige –2, Stability –2. The projects are dirty, unpleasant and violent.
  97. Haven Qualities: Location 4, Security 2, Size 2. Ample feeding is available here, though safe housing is somewhat harder to come by.
  98.  
  99. 13: Cave Junction Power
  100. Description: One of a scattered cluster of huge buildings, the power plant itself is difficult to distinguish at first glance. A high chain-link fence is capped with razor wire, but there are at least a few gaps in the weedy metal screen, here and there. The most distant of the buildings appears to be the newest, but all of them are lit, despite the fact that one or two — perhaps older power plants — look to be on the verge of collapse.
  101. Traits
  102. Physical: Access –2, Safety +2. The plant’s a bit off the beaten track and wrapped in secure-looking metal, but it’s not nearly as secure as it appears. To make up for the lack of security, the police have to regularly drive by the site. Despite its worn appearance, some of the more conscientious local police patrol the area.
  103. Mental: Information +2, Awareness –1. The computer network here is decently up-to-date, but the security system could use some work, and the employees are more focused on the machinery than they are on people who don’t belong. All of this happens under the hum of cooling units and the constant buzz of high voltage.
  104. Social: Prestige –1, Stability +1. The neighborhood’s not much to look at, but a dedicated police presence keeps the locals’ spirits up. The locals don’t want this place turning into a slum, so they protect it as they can.
  105. Haven Qualities: Location 1 max, Security 2 or more, Size up to 4. An enterprising and discreet Kindred could easily haven in one of the abandoned buildings here, provided that he didn’t much care about the condition of the place or its access to feeding. There are few people here.
  106.  
  107. 14: Hollingway
  108. Description: Save for their colors and more recent renovations, the houses here look all but identical, the product of hasty post-World War II construction. Low, chain-link fences separate yards from one another along neat blocks with four to 12 houses sitting back-to-back and side-by-side. A small drove of teenagers wanders past, talking far too loudly for this late hour, and making rude commentary at passersby.
  109. Traits
  110. Physical: Access +1, Safety +1. These suburbs are easily navigable and decently safe.
  111. Mental: Information –1, Awareness +1. There aren’t many local informational resources, but the layout of the suburbs promotes good visibility of the area.
  112. Social: Prestige +1, Stability +1. This is a decent neighborhood, overall.
  113. Haven Qualities: Location 1, Security 2, Size 2. Small homes and sparse feeding are all that a Kindred here has to look forward to in a haven.
  114.  
  115. 15: Redtree
  116. Description: A small town only recently absorbed into Cave Junction's metropolitan area, Redtree gets its name from the groves of trees in the area that have red leaves year round due to a quirk of evolution. The area attracts those who want to get away from it all, whether to hide or to simply relax. Despite how large Redtree is, most of the residents know each other well, and that makes its history of violence even more baffling. It spiked about five years ago with a serial killer tearing his way through the city, but all seems to have gone quiet since then.
  117. Traits
  118. Physical: Access -1, Safety –1. The area is more of a small, sprawling town of its own, and there's more violence here than one would normally expect.
  119. Mental: Information +1, Awareness +1. Informational resources here are decent, and the layout of the area promotes an awareness of one’s surroundings.
  120. Social: Prestige –1, Stability +3. A lot of people are inclined to see this as area as nothing but rednecks and soccer moms, but there is a sense of community spirit among the people.
  121. Haven Qualities: Location 3, Security 2, Size 3. The herd is plentiful here, as are good-sized and moderately secure havens.
  122.  
  123. 16: Clifton's Reach
  124. Description: Nestled against the mountains, distant enough from the city to keep out the unwanted, but close enough to have access to the conveniences of modern cities, Clifton's Reach is a sprawling suburban area that was formerly a satellite town before being absorbed during the city's spurt of growth in World War 1. Thus, it has its own amenities and culture, and is the perfect mix of isolation and community for the middle class to raise a family.
  125. Traits
  126. Physical: Access –1, Safety +1. While difficult to keep track of, the convoluted streets here are, nevertheless, fairly safe to walk at even the latest hours.
  127. Mental: Information +2, Awareness +1. People talk and keep an ear to the ground here.
  128. Social: Prestige +1, Stability +3. While seen as “just another suburb” by most, the community here has a sense of unity that surprises most.
  129. Haven Qualities: Location 1, Security 3, Size 3. While the homes are spacious and secure, the tightly knit community and general solidarity make feeding a very risky proposition.
  130.  
  131. 17: Dover Square
  132. Description: Well-lit lanes crisscross this gated community, and the smell of lilacs and pine waft pleasantly from the immaculately manicured foliage. A pair of security officers rolls past in a sedan, the driver speaking into his radio as he slowly takes a corner. Every home is a sprawling estate, with elegant architecture, a perfect lawn and a state-of-the-art security system. An older gentleman sits on his front porch, smoking a pipe. He smiles a bit, and offers a polite nod.
  133. Traits
  134. Physical: Access –3, Safety +3. This exclusive community is tighter than a drum — well lit, with high walls, automated gates, frequent patrols and the best and most modern security systems.
  135. Mental: Information +2, Awareness +3. The residents keep up with the news, and have their own library and school. Furthermore, people pay attention to their surroundings here, attentive to the quality of their community.
  136. Social: Prestige +3, Stability +1. Residence here conveys a measure of status upon a person. However, the residents are, for the most part, only superficially close and are usually more acquaintances than they are friends.
  137. Haven Qualities: Location 1, Security 5, Size 4. Havens here are spacious and safe, but feeding is at a premium.
  138.  
  139. 18: Whispering Fields
  140. Description: Wide lanes and lush parks abound in this classy corner of town, characterized by tall brownstone buildings. Opulent bed-and-breakfasts sit alongside the sorts of businesses that open by appointment only, concealing all traces of commerce so as not to offend the sensibilities of the locals. Most of the people around here seem to be professionals in their late 30s and up, though a handful of younger people are also to be seen in the area.
  141. Traits
  142. Physical: Access +2, Safety +2. This peaceful and accessible neighborhood is located not far out of the downtown area.
  143. Mental: Information +3, Awareness +2. Several of the tenured local university professors reside in the neighborhood, which hosts the city’s Athenaeum, and the wide-open parks encourage a clear view.
  144. Social: Prestige +3, Stability +3. Things are good in this area, and the residents work to keep them that way.
  145. Haven Qualities: Location 3, Security 4, Size 3. The safe and relatively spacious haven space available here offers many choices for Kindred on the hunt.
  146.  
  147. 19: Mayshire
  148. Description: This prestigious neighborhood looks down upon the rest of the city from a series of high hills. Most of the homes here are expansive Tudor-style manor houses, though there are a few examples of more modern styles, as well. The area is quiet, and save for a few lights on in windows, here and there, the locals seem to be asleep.
  149. Traits
  150. Physical: Access –2, Safety +3. Winding roads, high hills and a lack of local points of interest serve to keep out the hoi polloi, but the police are quick to respond to the rare incident here.
  151. Mental: Information +1, Awareness +1. While affluent, the people here are only marginally well informed and tend to assume that they are safe and secure.
  152. Social: Prestige +5, Stability +3. Those who live in this wealthy, law-abiding community are envied by many.
  153. Haven Qualities: Location 2, Security 4, Size 5. While hunting is a bit of a chore here, havens tend to be large and defensible.
  154.  
  155. 20: Old Town
  156. Description: The Old Town makes most vampires who view it extremely confused. It's the oldest part of the town, and has many old, stately buildings. However, the area is a mix between attempted gentrification and economic stagnation, with multi-million-dollar houses only a block away from mold-riddled apartments. This bizarre mixture of new and old, rich and poor, progress and stasis means that most vampires, and most of the kine in general, unsure of what to do with the place. Ordo Dracul vampires, however, find the place to be a fascinating puzzle to unlock.
  157. Traits
  158. Physical: Access +0, Security +0. While only a short distance away from the heart of the city, the area's sprawling, unplanned layout makes going somewhere in Old Town a confusing and slightly dangerous proposition.
  159. Mental: Information +0, Awareness +0. The area only sees and reveals as much as it needs to to keep itself going.
  160. Social: Prestige -1, Stability +5. Looked down upon by many of the upper class residents of Cave Junction, Old Town is still one of the most stable neighborhoods in the metropolitan area. It's been the way it is for decades, and it will stay the way it is for decades.
  161. Haven Qualities: Location 3, Security 2, Size 3. Vampires with any budget can find a home here, especially if they have a tolerance for urban decay, but very few buildings are anything particularly special beyond their age.
  162.  
  163. 21: Silverbridge
  164. Description: While this slum is run down and generally impoverished, there is a pervasive feeling of renewal here. People are walking around, even at this time of night, and seem devoid of the sense of paranoia and fear that one commonly attributes to such a downtrodden neighborhood. The sidewalks and small parks look clean, if not carefully maintained, and the closely packed homes appear well taken care of.
  165. Traits
  166. Physical: Access +1, Safety +1. Easily reached by both public transportation and car, this slum is gradually turning itself around.
  167. Mental: Information +1, Awareness +3. Locals are taking pains to improve both the local school and
  168. library, and people are paying attention to what transpires here.
  169. Social: Prestige –1, Stability +3. While this is a lowerclass neighborhood, the people have genuine solidarity.
  170. Haven Qualities: Location 2, Security 3, Size 3. Feeding is becoming increasingly difficult here, due to the neighborhood watch, but havens tend to be spacious and secure.
  171.  
  172. 22: Old Mining Town
  173. Description: Less a neighborhood and more a tourist trap, the Old Mining Town is where the first miners and pioneers set up camps and lodges to go out into the mountains in search of gold. The state has bought up most of the land here as a historical site, and it attracts tourists from across the state. Most residents of the city view it as quaint but boring, having seen all there was to see there as children. At night, the town is essentially a ghost town, with all the buildings closed and only the occasional ghost tour disturbing a vampire's solitude.
  174. Traits
  175. Physical: Access +0, Safety +1. While some ways away from the city, it's just off the main highway, and private security makes sure nobody tries stealing anything as a souvenir.
  176. Mental: Information +2, Awareness +0. Being a historical district with many museum-homes and tours, there's much you can learn about Cave Junction's history here.
  177. Social: Prestige +0, Stability +0. Nobody lives here full time.
  178. Haven Qualities: Location 2, Security 2, Size 2. If a vampire can bribe or sneak their way into one of the old lodges, they'll find spartan but homey living arrangements. A few elders have lived here for centuries.
  179.  
  180. 23: Judd's Mire
  181. Description: Located in a small wetland, Judd's Mire is named after the miner who made his own town down here, not wanting to share his claims with anyone else. The insular nature of the community still exists, and most people who live here were either born here or came here because there was nowhere else to go. Few people from the city visit, and those who do stick to the main roads and leave as quickly as possible, fearing the omnipresent eyes of the townsfolk.
  182. Traits
  183. Physical: Access -4, Safety +0. Sprawling, unplanned, and far from the city, the moment you get off the highway through Judd's Mire, you're likely to get lost. The residents, despite their ominous reputation, rarely bother visitors beyond an intimidating stare or two, simply preferring to be left alone.
  184. Mental: Information -3, Awareness +3. The lips of the residents are sealed shut to outsiders, but they know far more than most people give them credit for.
  185. Social: Prestige -5, Stability +2. Most people crack Deliverance jokes when talking about Judd's Mire, but the town is fine to live and let live. Provoke them, though, and you're in a world of trouble.
  186. Haven Qualities: Location 3, Security 1, Size 2. Vampires who can worm their way into the insular community – or those lived here before the Embrace – can gain access to decent feeding and large swaths of territory, even if the homes are ramshackle and could be broken into by a blind paraplegic.
  187.  
  188. 24: Brighton
  189. Description: Dozens of factory buildings, ranging in age from more than a century to less than a decade, are to be found here. Some have been renovated into housing or the occasional nightclub,
  190. but most are still put to their original purpose. The commotion of heavy machinery resounds faintly in the area, as third-shift workers come and go. Some are about their tasks, while others are taking smoke breaks and chatting in small groups.
  191. Traits
  192. Physical: Access +1, Safety +2. The industrial works aren’t hard to get to, and they’re a safe enough place.
  193. Mental: Information +1, Awareness +1. There’s plenty of scuttlebutt to be had here, for those who care to listen, and people are a little more attentive than usual in these parts.
  194. Social: Prestige +1, Stability +1. This is a youthful neighborhood. In five or 10 years, it’s going to be a trendy neighborhood, as well. The community is already starting to gel nicely.
  195. Haven Qualities: Location 4, Security 3, Size 4. Kindred can easily acquire spacious and well-protected havens here, with the local nightclubs providing ample feeding.
  196.  
  197. 25: Tranquility
  198. Description: A relative oddity in the country, this is a small, elite company community expressly endorsed and funded by the company. A regional electronics manufacturer noticed most of its employees coming from the same region, and bought out all the land, renting it out to their employees while increasing the standard of living. While the rent is considered by many to be scandalously high, most of the people here consider it worth it to have a secure job in the current economy. The neighborhood itself is built like a 50s suburb on purpose, to play to baby boomer nostalgia.
  199. Traits
  200. Physical: Access +2, Safety +2. Just one step below a gated community, the people here are able to go to work and to town with ease and relaxation at any hour.
  201. Mental: Information +3, Awareness +2. The local school district is well funded, and the layout lends itself to easy patrols.
  202. Social: Prestige +3, Stability +3. The company provides well for the people here, and they don't want to rock the boat.
  203. Haven Qualities: Location 2, Security 5, Size 3. Private security and large amounts of money mean this is a great place to bunker down.
  204.  
  205. 26: Cave Junction International Airport
  206. Description: Airplanes roar overhead almost constantly in this hub of national and international
  207. transit. A forest of blinking lights stretches to the horizon along a massive, artificial plateau under the shadow of the control towers. Outside, the whole place stinks of jet exhaust. Within, the airport is reasonably modern, though parts of it, here and there, look as though they haven’t been cosmetically modernized in 10 or even 20 years. Hundreds, perhaps thousands of people, from all of over the world, are constantly coming and going, speaking a dozen different tongues, too busy to take it all in.
  208. Traits
  209. Physical: Access +2, Safety +4. The airport can be reached in any of a half-dozen ways and has a security force, local police and federal agents on hand. These days, though, access is only easy for people with picture IDs and a lot of patience.
  210. Mental: Information +3, Awareness +4. Wireless Internet is available in every waiting area, and bored people waiting for a flight are more than willing to chat. A paranoid atmosphere keeps the security on a constant state of alert, both in person and through CCTV systems.
  211. Social: Prestige –1, Stability +2. The housing around the airport is somewhat lower class, but it’s a tight family neighborhood. A disturbance in the area gets people banding together to help.
  212. Haven Qualities: Location up to 2, Security up to 5, Size 1 max. Havening in or around the airport makes feeding difficult, given the constant scrutiny, but it makes for highly secure housing, provided one can deal with the cramped conditions.
  213.  
  214. 27: Lincoln Park
  215. Description: The reek of burning and processed garbage clings to everything here, like a poisonous film that settles onto every available surface. The air is stained a pale brown, obscuring the moon in an amber haze. Blue methane flames rise into the air from tall stacks protruding from a colossal, dark red building.
  216. Traits
  217. Physical: Access –2, Safety +2. The plant is right off the highway, but is remote enough from anything else of interest to be rather safe.
  218. Mental: Information –1, Awareness –1. There’s no appreciable access to information here, and everyone keeps focused on his work, rather than what’s going on around him.
  219. Social: Prestige –3, Stability +2. Anyone living nearby would be in a shack, but the workforce benefits from a decently strong union. Start something here, and the workers will come to each other’s rescue.
  220. Haven Qualities: Location 1, Security 3 or more, Size 2. A small haven could be secured on-site by a cunning and subtle Kindred, though feeding would prove difficult. This area is empty enough, though, that anything bigger than a small apartment would be suspicious.
  221.  
  222. 28: Atlas Row
  223. Description: Row on row of rusted steel drums are lined up outside of this looming, dilapidated collection of structures. The chemical plant — hidden like a dirty secret at the far end of a long, isolated road — looks as though it is decades out of code. Acrid smells are everywhere, blending into an olfactory tapestry that leaves the nose and throat itching and stinging. Rats of exceptional size scamper between the drums. At the far end of the lot, two forklifts are unloading palettes of barrels.
  224. Traits
  225. Physical: Access –2, Safety –2. The plant is secreted away from public view, and both the rats and the highly toxic chemicals make for an unpleasant experience for any visitor.
  226. Mental: Information –3, Awareness –3. There’s little to be learned here, but the authorities deliberately cast their collective gaze away from this place.
  227. Social: Prestige –5, Stability +1. Only the dangerously insane would reside in what amounts to a toxic waste dump, but the status quo protects the plant.
  228. Haven Qualities: Location 1, Security at least 2, Size up to 3. Immune to the harmful effects of long-term exposure to the plant, a vampire could make a decently spacious haven in the area (or even in the forgotten corners of the plant itself), at the expense of security and access to sustenance.
  229.  
  230. 29: Cancertown
  231. Description: Dirty, runoff-filled water laps along a dingy shore, littered with detritus ranging from car tires and broken household items to drug paraphernalia, spent condoms and a few scattered bullet casings. Ramshackle homes slouch along the side of the street opposite the beach wall. A small pack of semi-feral dogs skulks through the shadows of the waterfront, tipping over a trash can and
  232. rooting around for food.
  233. Traits
  234. Physical: Access +1, Safety –3. A bus route runs along the beach, but no one who has any other choice willingly gets out here.
  235. Mental: Information –3, Awareness –3. An abiding apathy, born of equal parts fear and desperation, keeps the people from thinking too much, and they tend to avoid considering their dismal surroundings. Those that do generally find a grim humor to it.
  236. Social: Prestige –3, Stability –4. This slum is practically a forgotten little anarchy shoved against the edge of the water and banished from the city’s thoughts. Some environmentalists are trying to get the place cleaned up, but nobody takes them seriously.
  237. Haven Qualities: Location 3, Security 1, Size 3. While sustenance and good-sized havens are easy to come by, no one — not even a vampire — truly feels safe here.
  238.  
  239. 30: Eight Dollar Mountain
  240. Description: We don't go to Ravenholm anymore.
  241. Traits
  242. Physical: Access -5, Safety -5. There are no roads or paths up the mountain, and you're taking your life – or unlife – into your own hands if you wander into the wrong groves.
  243. Mental: Information -5, Awareness -5. There's not a soul who lives here, and the trees and animals make spotting something stalking you extremely difficult.
  244. Social: Prestige -5, Stability +5. Everyone and everything avoids the mountain like the plague, leaving it perpetually under the grip of its ruler, who most vampires only know through whispered legends.
  245. Haven Qualities: Location 0, Security 0, Size 5. While there's plenty of space to roam, even Malkavians aren't mad enough to live here.
RAW Paste Data