Vampire Venue Style Sheet
Domain Name: Dark Embrace FL- 035
Approval USA-SE-LR-0704-71814
Genre: Kindred (Vampire: The Requiem)
(From Page 38 of Vampire: The Requiem)
Throughout their long history, the Kindred have engaged in an endless
struggle - the coldest of cold wars, fought in the shadows of mortal
society. This internecine conflict is know as the Danse Macabre, and
it nightly threatens to tear the race of the Damned apart.
This secret war of the Kindred's is both the beginning and the end for
the undead. As a race, they are destined to blood and violence, yet
their survival depends on peace between them. They are consumed
nightly by the possibility that the war will one night consume them,
and they toil ceaselessly in fear of having to forever struggle
against their own kind. The conflict is perhaps the greatest, saddest
paradox of the Kindred world, and as such, it is a fundamental aspect
of unlife among the Damned.
Contact:
Seth A., VST – fl035vampirevst @ gmail.com
Jake T., DST – mordecai_neoton @ yahoo.com
Email Lists:
Cam List: http://cammail.white-wolf.com/mailman/listinfo/us-se-d-orlando
Yahoo Groups: http://groups.google.com/group/darkembracereq
Place/Time:
1st and 3rd Fridays on the UCF campus, check in starts at 7pm, game
starts at 8pm and runs until 12pm or 1am "hard" RP. Players may
continue "soft" RP at site beyond that or at afters. Afters is
generally at the Steak and Shake ¼ mile up University Blvd or at the
Denny's on the corner of Alafaya and Colonial.
Theme and History (Note this will be update every three months – April 2007):
The kindred that attend gatherings in Orlando should be able to expect
an event of political maneuvering and deals to be brokered for feeding
grounds, allies, and property. This venue is established though has
recently undergone violent upheaval and praxis overthrow. The current
Prince has instituted a Constitution and two Councils to advise her in
the process of re-dividing the city.
At current the Carthian Movement has begun open war with the mortal
emergency aid organization known as Archangel Enterprises.
Prince Aleksandyr Evengii of the Invictus stepped up to the throne
during a tumultuous time (January 2005), he stabilized the city but
never managed to shake off the discord or chaos that plagued the
previous Prince. Prince Mikeal Haus of the Invictus overthrew Evengii
backed by a Senate Council (April 2006). Prince Haus' reign was marked
with violence and strife from within as well as without. With three
kindred deaths and frequent assaults at gatherings, his reign was
short. A group of socially powerful Kindred overthrew Haus and placed
Prince Sasmita, Acolyte of the Crone, on the throne (November 2006).
Her reign has been much quieter than Haus' but is marked with internal
tensions.
Proxy rules:
Proxy rules for this Venue can be found in the rules for the Camarilla
organization. 'Soft' proxies are perfectly okay, the ST expect to be
notified a minimum of 7 days in advance. We do not allow 'hard'
proxies without good reason and the Proxy Sheet provided at the end of
this document must be implemented.
Setting Location:
The city of Orlando and its outlying areas.
The Plots:
The VST prefers and actively supports player driven plotlines.
However there are other creatures and events out there, do not expect
to live in a vacuum.
Antagonists:
See above.
PC Concepts:
Truly wacky concepts are likely to be given the boot. However the VST
is happy to work with Players to try to bring them into a fit that
will work within the paradigm of the Vampire Genre.
Entering the Game:
Players that attend should make sure to have an up to date character
sheet and exp log on file, in cases of discrepancies the filed version
is final. In addition the ST will require proof of MC and approval
numbers. Also should your character use any powers, disciplines,
merits, or rules that are not represented in either the MET: World of
Darkness or the MET: Requiem book, you must bring said rules with you.
The ST staff is not saying you can't use the abilities, but should
there be a challenge to the rules as interpreted by yourself, the ST
staff will go by the rules we have on hand, which means either you
accept the ST ruling or you lose the ability for the night if you
didn't bring a copy.
Any Character entering play with rituals active must have them
detailed on a separate sheet to be turned in to the VST. All such
rituals are under the 'Assume 6' rule, thus you may assume a draw of 6
for each casting of the rituals.
ST Notes:
The ST staff would like to make several clarifications.
Situational modifiers may be assessed as needed. This is very often
unlikely, however I reserve the right.
STs are not open to debate with regard to rules calls. However if the
rulebook is on hand and the rule may be referenced within a very brief
period of time (under 5 minutes), STs will review the rules and make a
call based upon this review. Once the ST has made it clear that a
decision is final, discussion on the matter will end until the scene
is finished and an appropriate time for it to continue is found.
Turned in sheets:
Anything that is turned in to the ST staff for consideration or filing
must have Name, Cam Number, Date, and Character Name clearly and
legibly presented. Failure to abide by this guideline will result in
the paper, card, character sheet, or email being disregarded (however
it will be retain for filing purposes).
XP award guidelines (maximum of 5):
Show up: 2
In Costume: +1 (defined as reasonably close to what the character is wearing)
Before 9pm: +1 (defined as signed in and present, IC or OOC)
Out Of Towner: +1 (defined as anyone who is assigned to a different VSS)
Plays Flaws: +1 (defined as character has flaws and is played to
represent these flaws well. This is highly situational and requires
ST Approval before and ST verification)
Down Time Reports or Down Time Scenes may award up to 3 exp for a
month at the STs discretion. Late DTRs may have lessened effects. To
be considered on time it must be received in the first two weeks of
the month. Alterations will be accepted for the remainder of the
month.
Genre: x out of 5
Intrigue (politics and negotiation): 5
Expect backstabbing and constant political regroupings.
Action (combat and challenges): 3
Not every game, but mostly every other game. Expect varying power
levels in enemy combatants.
Mystery (enigmas and investigation): 4
Things go bump in the night, often.
Drama (ceremony and characterization): 4
I am trying to get the pomp and circumstance going.
Darkness (probability of player character death or corruption): 4
Corruption, corruption, and more corruption, with a side of temptation.
FL035 Specific Venue Rules:
Assume 6 Rule:
In brief this rule has the card draw result in a 6
automatically for simplicity and ease of play in most Down Time
Situations.
Feeding for the Game Night and for Random Scenes:
Blood Supply = Humanity + Herd + Domain + Health and Safety + DTR Feeding
Humanity represents your ability to convince prey to wander off alone.
If you feed differently speak with the ST.
Kindred that may feed from animals may add the lesser of their
Animalism or Survival to their Humanity for these purposes.
Herd represents your feeding stock. This may be Humans or Animals as
per the merit (and your needs).
For Kindred restricted to feeding from Vampires, every Kindred that
allow you daily feeding access will count as 1 Herd for these
purposes. This must be approved by the VST and recorded in advance.
Domain is figured as so: Every Kindred beyond the first subtracts
from the Domain Blood Supply. This may result in a negative number.
This number is then added to/subtracted from the Blood Supply of every
Kindred that commonly uses it as a Feeding Ground. Only one Domain
may be used in this figure, even though many may be controlled. This
must be recorded in advance with the VST, otherwise assume 0.
Health and Safety is a number decided upon by the ST and is applied to
everyone feeding in the City. This represents the overall population
of the City. A common number is a 1, but will be made readily known
at the start of Game and posted prominently.
Down Time Report Feeding Only one test may be applied to any Game
Night or Random Encounter Blood Supply result, this must be recorded
in advance (likely in your DTR). Tests will use the "Assume 6" rule.
Each such test is a Secondary Action, or you may make two tests per
Primary Action. Tests are variable and will be discussed in Down Time
Discussions with your VST, however it will likely be something like
this:
Hunting Animals:
Wits + Surv + Equipment* + 6 = DTR Feeding
Hunting Mortals:
Manip/Pres + Pers/Soc + Equipment* + 6= DTR Feeding
Hunting Kindred:
This will require direct ST handling.
Notes and Alterations:
Blood Seeps Slowly - The Kindred may either use the base rule for the
Coil or may add their Resolve to their Blood Supply result whichever
they feel is more beneficial to themselves.
Blood Price - Every two Kindred that are willingly Blood Priced count
as 1 Herd for Blood Supply. Unwilling victims count as 3 for 1. This
must be recorded in advance with the VST and documented on your and
their Character Sheets.
Blessed Deodand - A test of Cruac with the 'Assume 6' rule. Successes
may be added as DTR Feeding Successes. This does not require DTR
actions, however the ST will require a method of delivery. This must
be recorded in advance with the VST and documented on your Character
Sheet.
Anything Else – To be determined on a case-by-case basis by VST.
Down Time Reports:
Experience Awards maximum of 3, if turned by the 10th of the month.
Lesser awards for tardiness (-1 per ten days late)
General DTR guidelines:
SOP (Standard Operating Procedure) on File: 1 exp
These are available both at the Requiem Yahoo Group and in person from the VST.
Short Description of Characters Actions: 1 exp
Example: Jonny the Bottle will smack his Street Contacts around until
they give him the 411 on this new 'Red Rage' drug going around. Then
Jonny will follow up the leads.
Detailed Description of Characters Actions: +1
These hold far more information. Examples are available at the
Requiem Yahoo Group and in person with the VST.
Actions narrated in character (ie journal, diary form, etc): +1
Note if there is no SOP on file DTRs must be received by the 5th of
the month to receive the SOP +1.
-- NO DOWNTIME KILLS --
You may arrange for "DT Hits" however this will become a scene and
will be run by the VST or DST when the earliest time is possible. You
may also request a "proxy hit" in the case of players not showing up
to game for extended periods of time, in this case the entire scene
will be handled by the VST or DST, however expect to be denied.
SOP: Standard Operating Procedure. This is a list of havens, where
the character stays and when, feeding habits and territory, and
general daily habits not covered in Down Time details. If the SOP is
highly variable in any regard it will not count as being fully on
file. Further DTRs will be required in a timely fashion to gain the 1
exp for an SOP. Any Down Time 'changes" to an SOP will regarded as
temporary if not otherwise noted.
Down Time Actions and a Matter of Resolve
Every character has 2 Primary down time actions available them per
month. They may take as many Secondary actions as they have Resolve
dots. All Secondary actions may be traded for a third Primary action
or a Primary may be traded for a doubling of the number of Secondary
actions.
A Primary action is defined as any action that requires a great deal
of time. Managing a business merger, studying or teaching a
discipline, Conditioning, basically anything that would take
dedication and time of two weeks or more.
A Secondary action is anything that is not as time consuming.
Maintaining a merit, feeding, hunting a foe, patrolling a territory,
crafting a work of art, anything that could conceivably take less time
than two weeks but is also very important.
Allies and Retainers get 1 Primary action per month or Secondary
actions equal to their rating in dots.
Allies and Retainers may be lesser supernatural templates. Allies and
Status groups may generally only take actions to affect or that
involve the "city" or that group. Allies or Status groups used to
assault other Supernatural creatures will require the highest dot be
burned whether the assault is successful or not.