Forsaken Venue Style Sheet
Part 1: Basic Information
Domain Number: TN-011-D
Venue: Forsaken
Lead Venue Storyteller: Paula Watt
Storyteller Contact: drs_forsaken@yahoo.com
Games Hosted On: Game dates and times will vary based on the monthly
schedule posted on www.darkriversociety.com
Part 2: Styles of Play
Action (Combat and challenges): 3 (Often)
Character Development (Personal dilemmas and choices): 4 (Usually)
Darkness (PC death or corruption): 3 (Often)
Drama (Ceremony and grand story): 4 (Usually)
Intrigue (Politics and negotiation): 3 (Often)
Manners (Social etiquette and peer pressure): 4 (Usually)
Mystery (Enigmas and investigation): 3 (Often)
Pace (How fast do stories emerge, develop, and resolve?): moderate
Rating Description
1 Never present
2 Sometimes present
3 Often present
4 Usually present
5 Always present
Part 3: Description of the Venue
Having been forcefully expulsed from Nashville, the Forsaken face the
challenge of starting over. Their numbers are low, packs lay in tatters
and the Pure Ones howl threats in the wind.
Venue History:
The war between the Forsaken and the Pure has waged for years in and
around Nashville, finally cresting early in 2005. The Pure lured
the Forsaken into an ambush where vast numbers were slaughtered.
Gorging on the spilled life essence of the slain People, a strange spirit known as the Blood God grew powerful and sought to consume all of the People who remained in Nashville. So fast did its power grow that other spirits became alarmed. These spirits banded together to keep the People out of Nashville so that the Blood God would not grow strong enough to leave the city.
Many more Forsaken would die attempting to defeat the Blood God, and with each death it swelled and extended it’s reach even further. Some spirits rumor that many of the Pure were also consumed by the Blood God as it conquered Nashville. Other spirits claim the Pure created the Blood God in an attempt to destroy their hated enemies.
Having realized the bitter truth that they allowed this spirit to grow too large to defeat, the Forsaken look for a place to begin again. The scattered remnants must reform their packs and lick their wounds. Franklin has been allowed to grow wild for far too long. The Forsaken must stake out a new territory and claim new loci in order to continue their self-appointed task as wardens of the spirits.
But they are vulnerable and greatly weakened by the deaths of their elders. The new packs must work together to tame the wilderness and carve out a sanctuary where they can again grow strong. Nashville is lost to them, and the Pure Ones will come hunting again.
Note about the Blood God:
The Blood God is not intended to be a plot device or long-term
antagonist. It is designed to keep the Forsaken and Requiem venues
separate by providing an IC reason for keeping the Forsaken out of Nashville.
This is your OOC warning: Don’t go to Nashville, you will die.
Part 4: Storytelling Mechanics
Proxy Play: Players that wish to proxy their characters
to the venue must provide a written statement of their intentions and method
of travel at least 48 hours prior to the start of the session. Proxied
characters must have an XP log, MC verification and a detailed email of
the character’s goals and probable actions. Proxies that do not meet
these requirements will not be approved. All proxies are considered
hard proxies (although soft proxies will be considered on a case-by-case
basis, they will usually be denied)
Travel risks:
Franklin lies just south of Nashville, and is easily accessible
through I-65. Travel through Nashville proper is extremely perilous
for werewolves. Any Uratha who is detected approaching Nashville
is instead given warnings and re-directed to Franklin. Nashville
bound airplanes which carry Uratha are diverted by sudden bad weather to
the Regional Franklin Airport. If the Uratha persist in traveling
to Nashville after the multiple warnings, death will be certain.
Visiting character guidelines:
Visiting characters must bring a full XP log for review.
They must also provide their supervising STs contact info. If possible
obtaining the signature of their supervising ST is recommended. Visiting
characters will receive XP the same as the local PCs.
Experience award guidelines:
Base – 1 XP per hour played (1-4)
In Costume – 1 XP
Good Roleplay – 1 XP, this will be awarded to a max of 3 people per
game.
Staying In Character – 1 XP for remaining in character (unless asking
or answering questions)
First Game – 1 XP, players are awarded 1 XP the first time they play
at our game as a thank you.
Danger – 1 XP, if a PC comes close to death, but lives. ST Discretion.
Max – 7 XP, no more than 7 XP can be earned at any 1 game, per the
Camarilla Addendum
Downtimes: 0-4 XP per downtime as determined by the supervising ST.
No more than 4 XP per month may be earned via downtimes, per the Camarilla
Addendum.