Venue Style Sheet

Player Information

Venue Name:
Infinity Theatre/Wichita (KS-D01)

Genre:
Cam-Anarch

Contact:
Myke Diemart, DST [email protected]
John Young, ADST [email protected]

Place/Time:
The individual chapters run the Camarilla Anarch games. St Jude on the first Saturday of the Month. Mask of Corruption on the Third Saturday of the Month.

5pm. See directions for place.

IC Event Locations and Times:
Varies.

OOC Directions:
841 N Market , 135 its the 8th/9th street exit, head West it becomes Murdock. Head North on Market (its a one way street) Its on the West side of the street.

Theme/Mood:
The Theme of the Game is Power. What defines a Vampire more then the power he wields both publicially and secretly? Who really controls whom? Many characters have achieved their stations of power and prestige by making deals and alliances some secret, some intentionally public. What happens when chips are called in and the price has changed? Some have even delved into the vilest methods of gaining power for a Vampire. The practice of Diablerie, an act that stains more then ones aura.

The mood is paranoia for every statement must be guarded least the wrong person hear.

Character restrictions:
None.

Proxy rules:
As per current Cam supplement. Proxies will require at least two weeks of notification ahead of time for purposes of verification. By giving a character over to a storyteller for proxy play the player grants the storyteller all rights to the character for the duration of the proxy scene and the proxied character should be assumed dead until the proxying player is notified otherwise. Even if you do not predict that your character will be in any real danger you should expect no other outcome for your character than for it to be dead or out of play until you have been notified otherwise.

Travel risks:
There is little problem using modern transportation. The country side contains roaming Lupine packs and the small towns contain Anarchs and Sabbat. The only other restrictions and difficulties are those resulting directly from Characters actions.

Challenges:
As per current Cam supplement.

Challenges are handled is a very simple fashion. The interaction is role-played out until a game mechanic is needed. A trait is bid if appropriate and the result of the challenge is announced. The test is thrown in a standard manor, with a 3 count and a proper hand signal displayed.

If a trait is not bid nor a proper condition announced then the challenge fails. If an improper or "morphing" hand signal is thrown a rethrow maybe called or a storyteller may rule on the situation. Cards naming the hands signals may also be used.

General Player Info:
You must be honest and fair in your dealings with other members and especially Storytellers. This is a base requirement of the Code of Conduct.

All players must have a character sheet authorized by their chapter storyteller.

Plot Bomb or disposable characters will not be tolerated. If the character's concept is to run in the game and attack person X for no in game reason then that character will be removed from play and a rewrite of the scene will be requested of the RST (the RST has commented that he is likely to assist in such a situation). The player may also be asked to leave the game.

Character Death, The post mortem message detailing your characters unjust demise must be in place before your character's death. The Storyteller will if he deems it appropriate, inject it into the chronicle.

Beating another character into Torpor is generally treated as a 3 trait sin on the Humanity chart. Ordering the death of another character is generally treated as a 3 trait sin on the Humanity chart.

If a character has a power or performs an action that is frequently misunderstood or misinterpreted (ex: Vanish from the Mind's Eye, Majesty, Surprise attacks, etc.) then the player may want to go over the limitations and utility of the power or action before the game starts with the lead ST to create a minimum of problems during play.

If you have not provided a haven write-up for the storytellers then your character is not assumed to have taken any precautions.

For your character to have a specific haven it must be included in a haven write-up and given to your CST, preferably included in brief on your character sheet, and be accessible to the presiding Storyteller. Be sure to ask about what resources and influences your character will need to spend to create and maintain it's haven.

Items, Money, Weapons, etc. must be approved by the ST before they are brought into play. The lead storyteller reserves the right to disallow or modify such items as necessary.

If a player wants to play more than one PC at the same game they must wear a tag or change costume to designate that they are playing a new character. If you play a different character you may not disguise yourself as your other character or use Mask of 1,000 faces to look like your other character. All of a player's character must be designed in a way so that they do not interact, as per 5.1

Players must wear a tag that is clearly visible if their character is wearing a trench coat or brandishing weapons. Not everyone can afford or wear a trench coat at all times but a card or tag that clearly designates such is acceptable.

It is preferred that players wear name tags and status badges to avoid confusion, but this purely optional on the part of the player.

If the ST (not the player) has sufficient doubt that a character would be killed as the result of challenge due to a hazy rule or an unsure situation the benefit of the doubt will generally go to the defender in the challenge or scene. This tendency is not intended to make characters impossible to kill but to make sure that aggressors follow the rules precisely when a PC is killed. It is much easier to deal with 20 frustrated would-be killers than to deal with one upset player who just had his favorite PC killed because of a fuzzy rule. Players who kill other characters should be prepared to fully explain their character's motivations for doing so to the satisfaction of the ST's.

Rules calls may be appealed to the Storytellers in writing after the game.

If you really want to get rid of a character put down the weapon's rules supplement and pick up a copy of the Protocols.

Coteries are both acceptable and encouraged; Coteries, Clans, Broods, Family lines and Integrated Character Histories are what make up the core of the game, but if your PC dies you may not play the brother of your dead PC, it's cousin, or anyone that even resembles your old PC. If your PC dies your friends may not create the brothers or cousins of your dead PC or make characters to avenge them.


Storyteller Information

Venue Storyteller
Name: Myke Diemart
Title: DST
Phone: 316-371-4078
Email: [email protected]
Passed Thespis (y/n): Y

Style:
None specified.

Antagonists:
No specific venue antagonists specified.

Venue rules:
XP awarding is unaltered from LotNRev p122, with a change of base 1xp to 2xp. (Base 1xp per game, with additional xp for exceptional roleplaying, etc.) An additional xp may be awarded for a quality downtime report.

Initial blood pool test is unaltered from LotNRev p106. Characters who do not perform such a test with the ST are considered to have automatically lost the challenge and their Blood Pool will reflect such until this challenge is performed with a Storyteller.

No variation from suggested influence setup in Prime.

Visiting character/plot policy:
No plotline may enter play without the express permission of the supervising Storytellers.

Players traveling from outside the Domain may need to have proof of their MC class. North Central Regional members can be confirmed thru the regional reports.

Characters with RST approval items should submit them to the lead Venue ST at least a week ahead of time for verification and to create a minimum number of problems. The Lead Venue ST reserves the right to deny characters and items of players who cannot produce proof of their MC class or RST approval items. An approval number and verifiable contact information will be sufficient.

Style of Play
4 : Intrigue (politics and negotiation)
3 : Action (combat and challenges)
3 : Mystery (enigmas and investigation)
4 : Drama (ceremony and characterization)
4 : Darkness (probability of player character death or corruption)

(1-No content of this type, 2-Minimal (usually player introduced), 3-Occasional, 4-Consistent (available every game), 5-Focus of Game.)



Approved 26-Apr-2001 - NC2001-03-21-CA-001 (cam-anarch section)
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