Venue Name:
Dark Heartland/Kansas City (MO-D02)
Genre:
Mage
Contact:
Jimi Hendricks, ADST [email protected]
Venue Email List: [email protected], subscribe
Tim Hickman, DST [email protected]
Place/Time:
Location varies. Held the 2nd and 4th Sunday of each month, following the Cam-Anarch game the preceeding
Saturday evening.
Information regarding schedule can be obtained on the [email protected] email list.
IC Event Locations and Times:
Varies. See contact info.
OOC Directions:
Varies. See contact info.
Theme/Mood:
The aftermath of the Ascension War weighs heavily upon the remaining magi of the city. Most of the Tradition leadership has been destroyed by the Avatar Storm; nearly all of the surviving Masters are trapped behind the Gauntlet, able to communicate at best sporadically through garbled Sendings. The abandoned Apprentices, Initiates, and Disciples find that they must now work together if they wish to survive, with only a handful of Adepts to lead the way. The Sleepers pose a constant (if unintentional) threat to magi of all stripes, as the weight of a strongly static consensual reality slowly erodes what magic remains in the Tellurian. The Technocratic Union was severely weakened in the War for Reality and its aftermath; but its agents and operatives are not vanquished - far from it. The Nephandi still plot the end of existence, as they serve the mad dreams of the Lords of the Outer Dark. And Marauders still wander through the Tellurian, subjecting mage and Sleeper alike to their own chaotic realities, and the Paradox that accompanies them. Paranoia and hubris struggle for dominance in each mage's heart, for the power available to those with the courage to seize it and will to hold it is incalculable... as is the price of failure.
Character restrictions:
As per Laws of Ascension and the Camarilla Mage supplement. The Familiar, Sanctum, and Wonder Backgrounds will be regulated by making four and five trait backgrounds mid-approval (similiar to the Mentor background.)
Please note that before entering play, starting Arete 4+ requires a Venue Lead Storyteller approved character background (to include Seekings). An extra Resonance Trait may be assigned to any such character by the Venue Lead Storyteller, based on character background and discussion with the player.
All characters are required to have a character background on file before spending experience points (see below).
Proxy rules:
As per current Cam supplement, with some additions. Contact the ST Staff with all necessary proxy information, including a brief character background containing persona notes, Avatar Essence, foci, and paradigm, along with any Seekings; this should be sent at least one week ahead of time. You should feel free to send any relevant questions to [email protected] as necessary. This is an open list for all Kansas city Storytellers and your proxy will receive a quick response. If challenges are needed, a Storyteller will perform the tests for your character against another Storyteller. Only Storytellers authorized to the venue will be utilized for this purpose.
Travel risks:
There are large tracts of land that are home to Awakened threats, and it is known that such creatures roam the streets at night. Magi are advised to seek cover before dark, or at very least not travel alone on foot at night. Travel by car is mostly safe, other than long distances with little cover. There is a light rail system linking many suburbs to the Downtown hub. To reach the city, air travel into either airport (KCI for commercial carriers, Downtown Airport for chartered flights) is obviously preferable; but there are several rail yards (including an Amtrak depot) and a Greyhound bus station for those willing to accept slower transport and slightly increased risk.
Challenges:
As per current Cam supplement.
The 3-Warning system will be employed as follows. First Warning: some possibility of violence; damage may be done to one or more players, but NPCs will not generally deliver killing blows. Second Warning: some damage is probable for some or all characters, although NPCs will only deliver killing blows if not themselves at risk. Third Warning: the kid gloves are off, and one or more characters might very well die; NPCs will risk destruction to deliver killing blows.
Player Notes:
As the venues are approved and administered by the Domain Story Teller,
any player that is a member of this Domain will use the Domain sanctioned
archives and printed character sheets for any events run at the Domain
level. If there is a dispute to any information in the database or on the
sheet the Archivist must be informed to allow the Archivist the chance to
research or explain the discrepancy. Players at anytime may appeal to the
DST, the VST, or the CST of their chapter, if the discrepancy can not be
resolved.
Any player that is a member of this Domain that enters a challenge without an approved Domain character sheet will relent to any challenges.
Venue Storyteller
Name: Jimi Hendricks
Title: ADST
Phone: Not specified
Email: [email protected]
Passed Thespis (y/n): Submitted
Style:
Variable. Mystery predominates, but anything might happen in a venue where reality itself is subject to review. Highly subject to player character actions.
Antagonists:
Variable. Ranges from clueless Sleepers through other Awakened beings and on to Bygones, HIT Marks, and Things That Should Not Be. The venue Storyteller staff reserves the right to bend, fold, spindle, and/or mutilate the threat level for the purposes of story and in accordance with player character actions. However, antagonists in any given scene generally will not exceed the power level of the player characters in that scene (one common exception: when travelling the Umbra).
Venue antagonists are defined as: HIT Marks and bygones.
Venue rules:
All Optional magic rules in the Camarilla Mage supplement are allowed in play.
Please check OOC knowledge of the other denizens and phenomena of the World of Darkness at the door; using information for which your character does not have the proper Lores will be strongly addressed by the venue Storyteller staff.
Standard two experience points (XP) per session, with a third XP awarded for good role-playing and/or leadership at the sole discretion of the venue Storyteller staff. Players are encouraged to recommend characters to be evaluated for this award. Players who have traveled from other cities to attend the session, and those assigned to the venue staff as Narrators or STs, will receive special consideration toward this award as an enticement to continue in the local venue. Important Note: players within this Domain may not spend XP on characters until an approved background is on file with the venue Storyteller staff, which must at minimum include details on Awakening, any subsequent Seekings, and the paradigm and foci employed by the character.
No variation from suggested influence setup in Prime.
Visiting character/plot policy:
Anything goes, but will crack down heavily on cheese. Super-tech or over-the-top magical equipment, especially high-level Wonders not on the WSIP list, will not be allowed to enter play. Nonstandard Rotes must be presented to the Venue Lead Storyteller for review and authorization prior to use. Be prepared to explain Avatar Essence, foci, and paradigm as necessary to the Avatar Guide, Paradox Judge and/or Narrator(s). Influence travels normally as per 5.1, and can be used in game. Resources may be expended as normal. Be warned, this is a NC-17 rated game, and PC death is possible at any time. Consensual reality in the World of Darkness can be quite... unpleasant.
Style of Play
3 : Intrigue (politics and negotiation)
3 : Action (combat and challenges)
4 : Mystery (enigmas and investigation)
3 : Drama (ceremony and characterization)
5 : 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.)