Orlando's Forsaken Venue Style Sheet
***Be aware: this is no longer an active VSS. The Forsaken Venue is inactive in Orlando.***
Domain Name: Dark Embrace FL-035DPrevious Approval # USA-SE-LA-0504-43488
Genre - Werewolf the Forsaken
Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned.* The Tribes of the Moon work diligently to continue Father Wolf's legacy while escaping the wrath of the Pure or the machinations of the Hosts. Be it spirit, werewolf, or other the Forsaken struggle to do their best to ensure the border marches are maintained.
*copied from White Wolf website.
Contact:
JJ Valest - VST - VSTOrlandoForsaken@gmail.com
Jake Tessler - DST - mordecai_neoton@yahoo.com
Theme -
The Protectorate of Orlando has fought long and hard to re-establish its sway of the greater Orlando territory. As their control of their personal terriorites increases, the evidence of the strength of their enemies becomes more obvious. Now, it is time to start to rally together and do the job Father Wolf did before them. But how far are the Uratha willing to go to defend home and hearth. Only time and their consciences will tell.
Proxy rules -
Proxy rules for this Venue can be found in the rules for the Camarilla organization. We do not allow "soft" proxies. There must also be good justification for any proxy.
Setting Location -
The city or Orlando and other outlying areas.
Play location -
University of Central Florida, Chemistry Building Courtyard
Game times -
8:30pm-ish on the 2nd and 4th Saturdays of every month
Online scenes are available at player and ST discretion
Storyteller Information Venue Storyteller -
JJ Valest US2007060225 VSTOrlandoForsaken@gmail.com
Plots -
Will mostly be player driven with an adaptable meta plot based on the theme as presented.
Antagonists -
Mostly player driven as well. The antagonistic NPCs will be based off the PC's human, werewolf, spirit interaction, and character background. There are pre-established NPCs as well which are representative of the initial theme of the venue.
PC concepts -
Just about any concept will be considered but the ST staff will be given final say as to what characters will be approved or allowed to enter the game. Unless a character tie with a previously existing PC is made, all new PCs are from outside of Orlando (if already a changed Uratha) or residents within (Wolf-blooded, Pre-Change Uratha).
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 / Mechanics -
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. STs will be open to debate 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.
* Magical Items (ie Fetishes and Talens) -
A PC cannot have more than their Harmony of Talens on their person at any time. A PC cannot have more than Harmony + Primal Urge Fetishes can be active on the same time. Fetish/Talen creation is according to Lore of the Forsaken pages 138-149. In addition, each step of the creation process is considered a seperate downtime action. It is possible for item creation during a live game but the difficulties will be increased accordingly for rushing.
* Downtime Reports -
Every PC has their Resolve x2 Personal Downtime Actions available to them every month. Patroling a territory, defending a locus, maintaining a day job are possible downtime actions. Any personal action can be passed off to the appropriate "Influence" Merits (Allies, Contacts, Mentor, Retainers, Status and Staff) to be done instead of using a personal action, as per MET: Core, pages 140-141. Downtime reports must be submitted either in writing (by hand or via electronic means) or communicated (via verbal or digital means) to the VST
* Experience Expendatures -
In order to spend XP on a PC, the player must communicate with the VST and discuss with them the spends. If this is not done, the changes to the character sheet will not be authorized. First violation will have the changes revoked. Further violations will be treated according the Camarilla Fan Club Handbook.
* The Clutch of Orlando is as follows:
- Approval: USA-SE-LF-0706-74185
Style: One Wolf, One Vote
Advantage: The werewolves of the voting clutch get a lot of practice with their Social Traits, and thus gain the benefit of having lowered experience point costs when it comes to purchasing Social Skills. Purchasing any new Social skill while belonging to this alliance requires new dots x 2 (instead of the normal new dots x 3).
Disadvantage: This style of clutch is made more for humans than wolves, and so it hampers the growth of a werewolf's Primal Urge score. His Primal Urge represents the power of his predator's soul, and the further it grows, the harder it is to interact with humans. But this alliance mimics the way humans interacts, and hence it weakens the werewolf's potential connection with that ancient instinct. Purchasing a new point of Primal Urge is now new dots x 9 (as opposed to the current new dots x 8).
* Initial Nightly Essence Mechanics:
Credited to the Nashville Forsaken Venue
If a character has access to a locus he pulls a single card at check-in to determine his starting Essence. Pulls under 3 are considered to be 3.
If a locus is not available, the character begins with a base of 3.
If a character's Auspice moon is in the sky, they receive + 1 to their beginning Essence pool.
The pack's total loci rating *5 is available for distribution and use at a game, as the pack chooses (unless the pack is attempting to grow their locus). Note that any Essence that is not assigned at the beginning of the game can be reserved for use later in the game.
In addition, Resolve Downtime Actions may be spent to gain additional Essence at the next game. A single DT can be spent to gain a +2 to the beginning Essence pool. Note that these downtimes must be submitted prior to the day of the game. These actions represent your character's cautious use of Essence at all times.
For example: The Pack of the Crimson Claws has access to a level 1 and a level 2 locus. Mark is a member of the Crimson Claws. At the beginning of the game, he pulls a single card to establish his beginning Essence. He pulls a 2, so his beginning Essence base is 3. He is a Rahu and the moon is full, so he gains +1 to his Essence (for a total of 4). In addition, Mark spent a Resolve Downtime action during the month (before the game) to preserve his Essence and so begins with an additional + 2 (for a total of 6). Marks's totem gives him an additional +1 (for a total of 7). Now his pack alpha distributes the 15 Essence (from the level 1 and 2 loci) among the pack members. Mark ends up with an Essence pool of 10 to begin the game.
* Growing Loci -
Credited to the Nashville Forsaken Venue
References: Werewolf the Forsaken pg. 262 and Lore of the Forsaken pg. 130
At the first game of the month, the players decide what they want to do with their loci.
Normal Mode
The Normal mode is the default, and assumes that the characters spend some time patrolling the loci borders. The Essence is drawn from the locus on a regular basis so that it does not spill onto the pale and attract spirit attention. The Essence is used to defend the locus and the territory that the Forsaken pack has chosen. At the game, the pack can choose to distribute 5 * the locus rating in Essence among the pack members. Normal mode is assumed unless the players state otherwise, and does not require any additional downtime actions.
Growth Mode
Growing a locus takes quite a bit of work and attention. As the locus fills beyond it's maximum capacity, the Essence spills onto the pale where it serves as a beacon for nearby spirits. It takes only a moment of inattention for a spirit to steal several points of the carefully accumulated Essence. As the locus grows, it attracts more and more spiritual attention. The higher the rating of the locus, the more powerful the spirits attracted by the overflowing Essence. While in Growth mode, the pack cannot use any of the Essence from that locus during a game. The usual 5 * locus rating is not available for distribution at a game. In addition, downtimes must be spent to reflect the constant vigilance.
Maintenance Mode
On occasion, the pack may want to stop accumulating Essence and simply maintain and protect the already accumulated Essence. This often happens when the pack is in need of immediate Essence at a game, but wants to continue growing the locus after the emergency has passed. While in Maintenance mode, all the Essence accumulated in the locus is available for use during a game (including the usual 5 * locus rating). However, the choice to use that Essence comes at a price. The pack cannot grow for the next month, and must instead concentrate on not losing any more of what they have accumulated.
Locus Growth
The process of growing a loci begins when the pack inform the ST of their intention to do so at a game and do not draw any Essence from that specific locus during that game.
For Example: The pack of the Crimson Claws decide to grow their level 1 loci to level 2. They realize that the process will take several months of constant attention and effort. At the next game, they inform the storyteller that they want to grow their locus. The Essence from that locus is not available at that game. However, since the pack also has a level 2 locus, they can use the Essence from that locus normally. The pack has 10 Essence rather than the usual 15 to distribute among pack members before the game begins.
To grow a locus requires an accumulation of 150 Essence after the locus has reached maximum capacity (ie. when it is full). A locus can hold 10 * its rating before becoming full. After the appropriate amount of Essence has been accumulated, the Essence has to settle for an entire week before the locus rating is increased.
For example: A level 2 locus can normally hold 20 Essence before the locus overflows and the Essence begins to collect on the pale (attracting lots of attention). 170 Essence (20 + 150) would be required to raise a level 2 locus to level 3.
Resolve Downtime Actions are spent to represent the effort involved in patrolling the locus at all times against any Essence thieves. For each Resolve downtime spent to grow a locus, the player draws a single card. This represents the net amount of Essence the pack was able to accumulate and defend. Multiple downtimes per character can be dedicated to growth.
A pull of 1 results in a net growth of 0. 10-again does apply to this pull. The total Essence gained in a single month cannot exceed the maximum produced by the locus (rating * 30 days * 3 / day = rating * 90).
Note that the locus rating is not factored into the growth formula to represent that the amount of Essence lost to thieves or used in defense of the locus are greater because of the increased strength of the enemies attacking.
For Example: During the following month, the 5 pack members each submit two Resolve Downtime actions to represent the effort of constantly watching and guarding the locus from thieves. They each get to pull twice at the next game. They pull well and gain 65 Essence in their first month.
The total accumulated Essence is tallied from month to month and should include the Essence normally available for distribution at a game.
For example, a level 2 locus normally has 10 Essence available for distribution at a game (2 * 5). At every game, the accumulated Essence pool increases by 10 in addition to whatever Downtimes are spent to grow the locus.
A minimum number of downtimes are required to grow the locus effectively. For every Action the players lack to reach the minimum listed in Table 1, the ST pulls a card to represent the amount of Essence lost to thieves. As below, a pull of 1 counts as a 0 and 10-again does not apply.
Table 1: Growth
Locus Rank / Minimum Actions Required
- 1 / 3
- 2 / 6
- 3 / 9
- 4 / 12
- 5 / 15
Locus Maintenance
If players use any of the accumulated Essence during the game, growth during the month is not possible. The next month is spent trying to maintain any accumulated growth. At the next game, a number of pulls equal to the following chart (Table 2) is made. The amount of the pull represents the amount of Essence that was lost during that month. Downtimes may be spent to reduce the number of pulls on a 1 for 1 basis. A pull of 1 counts as a 0 and 10-again does not apply.
Table 2: Maintenance
Locus Rank / Number of pulls
- 1 / 3
- 2 / 6
- 3 / 9
- 4 / 12
- 5 / 15
For example: The pack has worked diligently for two months and has accumulated 100 Essence. At the September game an unexpected crisis results in the decision to use some of the carefully stored Essence. The players approach the ST and inform her that they need to withdraw 20 Essence from the locus. The Storyteller reminds them that they will not be able to grow during the following month and then subtracts 20 from the accumulated 100. During the month of September, the pack must spend at least 3 downtimes to protect the locus from thieves. The pack manages to spend 2 downtime actions. At the first game of October, the ST pulls a single card to determine how much Essence was lost. The ST pulls a 4 and notes that the pack is again attempting to grow their locus. The locus normally produces 5 Essence for use during the games, and the ST notes that these 5 Essence are added to the pool (for a total of 81 Essence).
Downtimes submitted in excess of the minimum required have no additional mechanical benefit.
XP award guidelines -
Generally showing up to game will allow 4xp. Extraordinary role-play (expected to give out to 10% of those how showed up) or dressing in character will allow an additional point of xp. (maximum of 5xp per game). First time PC's will receive the full 5xp their first game. Downtime reports will be available to make up any additional xp throughout each month, up to 3xp per month.
Intrigue (politics and negotiation): 2
Action (combat and challenges): 4
Mystery (enigmas and investigation): 3
Drama (ceremony and characterization): 3
Darkness (probability of player character death or corruption): 3