Venue Style Sheet
Mortals: The Defiant
Venue Style Sheet
Domain Name: Dark Embrace FL- 035
Approval # #USA-SE-LM-0610-64224
Genre: Mortals
Orlando is, in many ways, the absolute epitome of the World of Darkness; a happy, bright, wholesome place of magic and joy. A place of sunshine, youth, and good times. Home of the most magical place on Earth.
Of course, thats just a face. A happy, family-friendly face that covers the ugly, brutal, incomprehensible nature of what the world is really like. A wholesome, happy, cheerful disguse, that the lucky never have to see through, and that the unfortunate have to set aside when they see how cold and terrifying the World of Darkness can be.
This is Orlando, the City Beautiful. Enjoy your stay, and good luck.
Contact:
William Matthew Klutz – mortals_vst_fl035 at yahoo.com
Place/Time:
2nd and 4th Saturdays on the UCF campus.
Theme:
Of the mortals who are aware of the darkness in the world, those that attend
gatherings in Orlando should be able to expect evenings of mysterious
occurrences and strange discovery. As of yet, the most active Mortal Secret Society that has established a foothold in Orlando is a cell of the Scarecrow, a group of people devoted to protecting the people from the monsters that stalk the night. These men are few, however, and thus the aware Mortals of Orlando have only their wits, cunning, and luck to rely upon in making it through the nights.
Proxy rules:
Proxy rules for this Venue can be found in the rules for the Camarilla
organization. There must be good justification for any proxy.
Setting Location:
The city of Orlando and other outlying areas.
Storyteller Information:
Initial Venue Storyteller Name: William Matthew Klutz
Title: Venue Story Teller
Email: mortals_vst_fl035 at yahoo.com
The Plots:
At the initial outset, many plots will be introduced by outside elements.
After a period of the characters orienting themselves, the plots are expected
to become more player driven. However, it should always be expected for mortal
institutions to play a role in plot-progression.
Antagonists:
In the initial phases of the venue, the most prevalent antagonists are
expected to be NPCs, and shall largely exclude character types of the other
main Venues (i.e. Vampire, Werewolf, and Mage), and it is expected that some
shall have prolonged presence within the game. However, it is the aim that
player characters form their own social dynamics that will set the tone for
such progress of plot. It should be remembered that the most terrifying villains are reflections of what we might have been, whilst the most harrowing are shadows of what we might yet become.
PC Concepts:
A wide range of concepts will be considered by the ST staff, though a delicate
threshold must be maintained within the venue, and thus the ST staff will need
final say as to what characters will be approved or allowed to enter the game.
Entering the Game:
Players that plan on attending should make sure to have at the very least an
up to date character sheet and xp log. In addition the ST may require proof of
MC and approval numbers in cases that they are warranted.
ST Notes:
The ST staff would like to make several clarifications.
Situational modifiers may be assessed (in the form of points or otherwise) by
the ST as he or she deems necessary. For example if you have been knocked down
and you are trying to hit someone you may be unable to use any defense do to
your prone position. Bear in mind, when considering the nature of faith and
magic, such occurrences can and should be rare, and no mechanic can or should
codify them entirely.
STs will be open to discussion with regard to rules calls. However once the ST has made it clear that a decision is final discussion on the matter should end
until the scene is finished and an appropriate time for it to continue is
found.
XP award guidelines:
Generally showing up to game will allow 3-4 exp. Extraordinary role-play will
allow an additional point of exp. Downtime reports will be available to make
up any additional exp throughout each month, up to 10 exp per month.
Intrigue (politics and negotiation): 2
Action (combat and challenges): 4
Mystery (enigmas and investigation): 4
Drama (ceremony and characterization): 3
Darkness (probability of player character death or corruption): 4