Sanctuary · Updated 2026-05-22

Haven Add-Ons

Every bolt, dog, hedge maze, and sentry gun you can hang on a sanctuary.

  • haven
  • addons
  • security

Add-ons cover defense, research, and housing. Prerequisites represent the resources required to construct them. Traits from add-ons stack on Haven Defense unless noted.

Animal Security

Highly trained animals — usually Dobermans, Rottweilers, Alsatians. Conditioned to resist powers used against animals (Animal Ken retests). Trained to attack and survey. Exotic animals attract attention.

Prerequisites: Haven Size 2, Animal Ken, Resources. Optional: Animalism may affect this.

Benefit: +2 trait modifier to Haven Defense.

Special: Detects spying via ghouls, Obfuscate, Astral Projection, wraiths, and other supernatural methods. Treat as high Awareness.

Arcana

Haunted by friendly ghosts, set on a ley line, or a house of worship. Mystic defenses as well as mundane.

Prerequisites: Relative blood magic ability (Occult, Thanatology, Wraith Lore, Koldunism, etc.) or Occult Influence ×5. May be subject to Location/Anonymity modifiers.

Special: Functions as Arcane ×3 for mundane occurrences, ST discretion.

Artistic Design

How impressive the architecture looks. Pick a style and build around it.

Prerequisites: Relevant Crafts with ST approval, or Industry Influence.

Benefit: Purely aesthetic. Anything less is a dump that is not even ironically hip.

Computer Automated Security

Everyday computer technology.

Prerequisites: Computer ×3.

Surveillance: +3 trait difficulty to static Haven defense.

Electronic Security

Seeing without being seen, and a computer that knows if it is a threat.

Prerequisites: Bureaucracy, Industry, Police, or Underworld at 3; Security 3.

Benefit: +3 to static Haven defense.

Entourage

Mortal sycophants, hangers-on, wannabes, and stooges.

Prerequisites: Haven Size 4; High Society ×2; Street or Underworld ×3; Fame ×3.

Functions as Herd 4 for vampires within the Haven. Defense: +1 to static Haven defense.

Estate

Several acres, great sight lines, easy to keep stocked in a lockdown.

Prerequisites: Haven Size 5, Resources ×4.

One free retest in haven defense tests.

Façade

Just another place on the street. Beneath it, a defensive position some heads of state would envy.

Prerequisites: Subterfuge or Disguise ×3; Street, Police, or Underworld ×3.

Functions as Arcane ×3 for mundane occurrences, ST discretion.

Fencing

The property is surrounded by a fence.

Prerequisites: Resources ×5 or Industry ×5; Haven Size 4.

+1 to +3 based on material. Chain link +1; electrified razor wire +3.

Getaway Vehicle

Cars, boats, helicopters, maybe a submersible.

Prerequisites: Repair ×3 or Transportation ×3; Resources ×3.

Fair escape option, ST discretion.

Hedgerows

More men died in the hedgerows of France than on the beaches of Normandy.

Add-on prerequisite: Estate. Science: Biology and Crafts: Topiary ×3; Bureaucracy or University ×3.

Free retest in Haven Defense. If someone fails a static test against a hedge maze, immediately test again vs static 5. Fail: attackers get lost and separated.

In Plain Sight

Penthouse, stadium, church, a few apartments in a building of hundreds. Dangerous. Attacks have high potential to breach the Silence of the Blood.

Prerequisite: Location/Anonymity cannot exceed ×2.

Benefit: +2 to static Haven defense.

Larder

Emergency stash. ST must be consulted whenever used.

Prerequisites: Survival ×4 or Street Influence ×4.

Machine Shop (Garage)

Parts created, broken items repaired.

Prerequisites: Repair ×3 or appropriate Crafts ×3; Bureaucracy or Industry ×3; Resources ×3; Haven Size 3.

+3 bonus traits on appropriate repair/crafts challenges within the Haven.

Mobile

Wheels, tracks, or a permanent seat on an airplane. Hard to pin down. Fewer other add-ons will fit.

Prerequisites: Fame ×3–5 (must be maintained); Resources ×3–5; Haven Size cannot exceed ×3; Transportation and Industry ×3–5; Police ×3; Bureaucracy ×3.

Off the Grid

Does not exist in the bureaucratic world. May run on its own power.

Prerequisites: Bureaucracy, Industry, Legal, Politics, and Police ×3.

Benefit: +1 to Location/Notoriety.

Panic Room

A smaller, more defensive mini-haven.

Prerequisites: Secret Doors; Bureaucracy ×4; Industry ×4; Resources ×3.

Fair escape option, ST discretion.

Resistant Structures

How much abuse before the walls give.

Prerequisites: Crafts: Architecture or Science: Engineering ×5; Industry ×5; Resources ×5.

Can only be physically breached by individuals with Puissance. Building effectively has ties on Haven Defense.

Research Labs

Prerequisites: Academics ×3; University ×3.

Speed or simplify production, teach abilities, create specific output. ST must be consulted/notified.

Secret Doors / Panels

Only found or opened by someone who already knows.

Prerequisites: Enigmas ×3; Industry ×3; Haven Size 3.

On a failed static attack test, immediately test vs static 5. Fail: attackers miss the entry.

Secret Tunnels

Blind entrance, quick getaway.

Prerequisites: Craft: Architecture or Science: Engineering ×3; Industry ×3; Haven Size 3.

Failed static, then vs 5: attackers get lost in the extra tunnels. Fair escape.

Security Detail

Cosa Nostra, street toughs, off-duty cops, or a private firm.

Prerequisites: Police, Street, or Underworld ×3; Resources ×4; Haven Size 2.

As Animal Security except +4 to Haven Defense, and Alertness instead of high Awareness.

Sentry Weapons

Fire intelligently, remote or computer control.

Prerequisites: Firearms ×5; Security ×5; Police or Underworld ×5; Bureaucracy ×5; Computer Automated Security.

For each Haven Defense test lost by attackers, everyone in the attacking party suffers 3 levels of lethal.

Traps

The pit-o-death. Front-line defense.

Prerequisites: Enigmas or Survival ×4; Bureaucracy or Industry ×4; Secret Doors.

When attackers outright lose a Haven Defense challenge, they make a static chop against the Haven Defense rating. Win: no effect. Tie: compare traits. Loss: trapped until released or able to escape. ST discretion.

See also