Venue Style Sheets

Requiem

MET Requiem Venue Style Sheet
by Cory Williamsen, posted 1-January-2009
Approval #: USA-NC-LR-0812-102272
Player Information
Venue Name: Malum Pectus Pectoris (Heart of Evil)
Genre: Vampire the Requiem
Contact: Cory Williamsen moc.liamg|meiuqerredluob#moc.liamg|meiuqerredluob Lead Venue Storyteller

Place/Time: Malum Pectus Pectoris will be run at the Benson Earth Sciences Building CU Campus Boulder, CO. Start Time will be announcements at 6:30pm, game on at 7:00pm and run till Midnight.

IC Event Locations and Times: This Venue will take place in and around Boulder, CO; including Longmont, Niwot, Broomfield, Ward ect. Pending approval from the appropriate DST’s and VST’s certain scenes and plot elements may take place in Denver and Colorado Springs.

Directions: Benson Earth Sciences
2200 Colorado Ave
Boulder, CO 80309

Theme/Mood:
Nestled at the base of the Front Range sits Boulder. Seated as a crowning jewel of knowledge and mystery; is its college campus. It is a place to work and play. To some it is also rumored to be cursed, the very heart of evil! Unbeknownst to most of its mortal residence, lies a world unseen amidst them; a world of corruption and darkness. Boulder sits as a nexus at a mystical crossroads. Strange and bizarre occurrences seem almost the norm.
The Vampires of the city play out their Machiavellian politics. They influence the mortal populace in a perverse shadow war. They proclaim themselves the ultimate predators and Princes of the night. But Vampires aren’t the only thing that goes bump in the night. Some even prey on the vampires.
How will the vampires Requiems be affected when evil knocks on their door? Will the mortals finally rise against the dance mcabre? Or will something more sinister give birth and enslave the requiem for its own amusment?

Character restrictions:
All current Camarilla Requiem character restrictions are enforced. The VST also reserves the right to deny concepts from entering play that may be disruptive or not adhere to the theme and mood of the game.

Proxy rules:

All current Camarilla proxy rules are enforced as per the addendum, including submission must be at least 48hrs in advance. A comprehensive proxy template is available just contact the VST at moc.liamg|meiuqerredluob#moc.liamg|meiuqerredluob. However the VST reserves the right to restrict any concept or item from entering play if deemed inappropriate to the venue, style of play, or game balance. Any information not given or left vague will be left up to the ST to determine and play out. The outcome and all decisions are final and may only be overturned trough the appropriate appeals process.

Travel risks:
Travel to/from Boulder by Plane can pose many risks of exposure if not done by overnight. As Denver has an International Airport, and a major rail way hub, security is very thorough, thus certain items may not be brought if traveling in these ways. Coming in by JeffCo airport is less risky but can still pose its own problems. Travel by Truck or Train is also less risky but not totally secure depending on current events in Boulder. Travel on foot, or on the back roads through the Rockies poses many dangers of other predators including Werewolves. Please contact the VST Cory Williamsen at moc.liamg|meiuqerredluob#moc.liamg|meiuqerredluob with travel arrangements.

Challenges:
Cards, Fingers, a Die, and PDA randomizers are all acceptable forms to resolve challenges. Pulls will be used based on need and Character skill/ability in conjunction with importance to the story, and should be witnessed by an ST, or narrator.

Venue Notes:

All currently sanctioned books will be used. While it may not be known ICly, any RP information contained within will be used as canon, unless otherwise stated in the addendum. If there are more than six to eight players in attendance the use of AVSTs will be implemented. While this is Vampire centric the use of Werewolf, Mage, Changeling, and other WoD venues may be implemented as story necessitates. Characters are encouraged to participate in the City politics but as this is not a focus of this game only short story arcs will revolve around it.

Supplementary Style Information:
I highly encourage a “team” atmosphere when running games. Many of my plots will be easier to resolve if done with the help of the other players. While a certain amount of “screw the party” for individual goals is expected (this is Vampire after all) outright disruptive behavior and actions for the sake of being disruptive will be curbed if allowed at all. I will be enforcing an IC consequences for IC actions policy. This policy includes downtimes.
I also like to run epic games. While the story will focus on the characters, their actions may have ramifications across the entire domain or region. Also events around the characters are not static. While they may be focused on one plot element, events will happen without them being involved. i.e. We’re focused on Luke running around with Obi-wan, mean while Vader and Tarkin are blowing up Alderan.

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Storyteller Information
Venue Storyteller
Name: Cory Williamsen
Title: Venue Storyteller
Address: 8425 Moore Ct, Arvada CO, 80005
Phone: 720-621-5951
E-mail: moc.liamg|meiuqerredluob#moc.liamg|meiuqerredluob
Passed Test of ST (y/n): y
Style: NPC driven circumstance/ PC driven motivation
Antagonists: PC vs. themselves vs. NPC

Venue rules:

All currently sanctioned books will be used, as well as any currently sanctioned addenda and errata. In addition, certain “optional” rules may be implemented as the chronicle evolves to ensure smoother game play. Current “optional” rules are:
Minds Eye Theatre Requiem: The Fourth Tradition (p 21)
Damnation City: The mechanics described in Chapter 2
Additionally character sheets must be updated regularly on the Approvals Database and with the Storyteller. If there is a discrepancy the copy the Storyteller has takes precedent.

Economies of Power (Feeding):
Characters will start out with a Pull + Herd (Coil of Blood may add Resolve). If they choose to go hunting the player must describe how the character is hunting and with the ST determine the appropriate Att + Skill and may add the various Haven: Location merits. Each success allows the character to draw an additional point from the same victim. Each pull represents one half hour of time spent hunting. Pulling a One represents that a problem arose during feeding and may require a separate feeding scene to resolve. Players will receive a “free” hour before game on to accommodate feeding and Pre-casts. If the characters take longer than that then the player must sit out of play for the appropriate time to complete the tasks. Players arriving late to game without prior warning may start with 4 Blood until an ST is free to run feeding challenges.

Tracking WP and Blood:
Colored beads; white for willpower, red for blood, shall be used to track expenditures of each. Players will receive upon check in an amount equal to what is on the character sheet and based on ST call for starting expenditures.
Visiting character/plot policy: The VST reserves the right to reacquire any items or information from visiting characters that are vital to plot or continuity. A notification to the characters presiding ST will be given, and the item removed from the character.

Experience Point Awards:

All current Camarilla addendum are in use. Additionally at each game a character can earn 1xp per hour that the player stays in character and RPs. Arriving late without prior notice will deduct 1xp from the overall xp earned. If a player chooses to portray multiple characters, the player must notify an ST of the switch and only the hours that the character is portrayed can be applied to that character.
Downtimes are highly encouraged as they help supplement the story being told. Each character may take a number of standard actions per month based on their Resolve, and a number of additional actions per month based on their Resolve. Each downtime can earn from 1 to 3xp and no more than 5xp can be earned in the month from downtimes.

Style of Play
Intrigue (politics and negotiation): 3
Action (combat and challenges): 3
Mystery (enigmas and investigation): 5
Drama (ceremony and characterization): 4
Darkness (probability of player character death or corruption): 4




Lost

Changeling Venue Sheet
Posted by Brianna "Siren" Coleman with the help of Cory Williamson and Kylie Gerth.
Player Information
Venue Name: Piece of Mind

Genre: Changeling the Lost

Contact: Siren Coleman moc.liamg|gnilegnahcredluob#moc.liamg|gnilegnahcredluob Lead Venue Storyteller

Place/Time:
Game to be run at various locations throughout Boulder, CO; mainly my home, 710 44th Street, Boulder, CO 80305.

IC Event Locations and Times:
This Venue will take place in and around Boulder, CO.

Directions:
Come into Boulder via HWY 36. Take the Table Mesa exit heading East (turn left if you are coming from the South). Pass through 2 lights, less than half a mile to 44th Street, turn Left. Follow down about ¼ of a mile to 710 44th Street on the left hand side of the street.

Character restrictions:
All current Camarilla Changeling character restrictions are enforced. The VST also reserves the right to deny concepts from entering play that may be disruptive or not adhere to the theme and mood of the game.

Proxy rules:

For a character to be proxied it must have a copy of the character sheet, XP log and any other information required for a standard game to the VST no later than 48 hours before the game. Under no circumstances will a proxy be allowed without a copy of the character sheet to the VST after this time. The ST would prefer if another player were found to portray the Proxied Character. However in circumstances where no player can be found then documentation with the following details on it is required.
1. What actions will the character take?
2. What manner is the character using to travel to the venue?
3. Where is the character staying during this time?
4. What are the character’s ultimate goal for the visit?
5. Who/what/where/why do you intend on speaking to in the venue?
Any scenes not finished during game can be done through on-line blue booking or IM/IRC games if all players are available.
If you wish your character to take actions in the area outside of a game you must contact the Venue ST to provide the proxy information for your region. Provide a detailed list of actions your character wishes to perform. Identify how your character would likely achieve these actions, including choice of contract use, possible tactics, and method of retreat, if necessary. Actions may be resolved via net play (IRC or ICQ) provided that all players involved in these actions have access. Proxy information from all involved players to the VST is still required. The venue ST to which the PC is proxied will be the supervising ST for scenes resolved via net play, and that ST or a designated substitute must be present for scenes involving any challenges. You must accept the decision of the outcome of the venue ST, and all effects will be reported to your approving ST, to include Willpower or Glamour spent and damage received. The VST reserves the right to restrict any concept or item from entering play if deemed inappropriate to the venue, style of play, or game balance.

Travel risks:
Travel to/from Boulder by Plane or Train can pose many risks. As Denver has an International Airport, a major rail way hub, and the main way of coming to Boulder, security is very thorough, thus certain items may not be brought if traveling in these ways. Travel by Truck is less risky but still not totally secure, depending on current events in the Boulder/Denver area. Travel on foot, or on the back roads through the Rockies poses many dangers of other predators including Werewolves. Please contact the VST Siren Coleman at boulderchangeling@.gmail.com with travel arrangements.

Challenges:
Card pulls will be used based on need and Character skill/ability in conjunction with importance to the story.

Venue Notes and House Rules:

All currently sanctioned books will be used. While it may not be known ICly, any RP information contained within will be used as canon. The use of AVSTs will be implemented as needed.
Before the start of game, each player will make a draw to Harvest Glamour. These draws will be based on the way in which each player plans to obtain Glamour. All draws listed below may be modifies with the Harvest merit.
Emotions: The most readily available way to harvest for most Changelings is to glean it from mortals via strong emotions. A base draw of Wyrd + Ability (determined by the player and approved by the ST) will be required for this method. One success will equate to half full on Glamour and two successes will be full.
Dreams: A more difficult and time consuming method, the character’s ability to perform this harvest will be based on their pledges of Contracts allowing them access to a mortals dreams. Before drawing the player must explain how she is using this method. Draw will be based on Composure + Wits + Wyrd. This draw may use different Abilities and Skills based on the situation to be determined by the ST, but will always include Wyrd. The amount gained will be at the discretion of the ST.
Pledges: This method of gathering Glamour will most likely be handled during downtime with the occasional impact during actual game play. Each player must submit their characters Pledges to the ST prior to game. These will be evaluated on a character by character basis.
Hedge Bounty: All local characters will have access to the Fire Orchard as listed above. They many choose to take advantage of the Lady Ergot’s generosity if they so chose for the evening of game play. If a local Changeling has the Harvest Merit (Hedge Bounty), they may attempt to Harvest from the local Hedge. However, because of the extreme lack of Goblin Fruit in this area, no characters from other domains may take advantage of the Harvest Merit (Hedge Bounty).
Before the start of game, each player will make a draw for starting Willpower. This random draw will determine whether the character’s starting Willpower will be half or full, and the needed draw will be determined by ST discretion. The goal of drawing for starting Willpower will be to encourage players to act on both their Virtue and Vice during game play.

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Storyteller Information
Venue Storyteller
Name: Siren Coleman, US2006098634
Address: 710 44th Street, Boulder, CO 80305
Phone: 720-275-3265
E-mail: moc.liamg|gnilegnahcredluob#moc.liamg|gnilegnahcredluob

Storyteller Test:
Not passed as of 9/15/2007. I have been reading up on ST guidelines and rules with the intention of taking and passing the test before 12/15/2007

Style:
NPC driven circumstance/ PC driven motivation
Antagonists: PC vs. themselves vs. NPC
Venue rules: All currently sanctioned Tabletop books will be used, as well as any currently sanctioned addenda and errata. In addition, certain "house" rules may be implemented as the chronicle evolves to ensure smoother game play. Current "house" rules are: None
Visiting character/plot policy: The VST reserves the right to reacquire any items or information from visiting characters that are vital to plot or continuity. A notification to the characters presiding ST will be given, and the item removed from the character.

Styles of Play
Intrigue (politics and negotiation): 4
Action (combat and challenges): 3 ( This will be made available upon request, as frequently as players desire with very little initiative in the ST part.)
Etiquette and Manners: 3 (this will be almost entirely enforced by the local population and Courts. The more they want the more they'll have)
Character Development: 5 (Primary focus of the players and game)
Mystery (enigmas and investigation): 3
Drama: 3
Darkness (probability of player character death or corruption

Venue History

Theme/Mood: For twenty years, Changelings of Boulder have existed in an uncommon "peace," an oppressive lull, but a lull nonetheless. While other cities drip with victims, changelings fighting tooth and nail to keep long feared Fae collars from biting their necks, the Seasoned Courts are quick to strike down any threat. Each is powerful, cunning, and merciless, but "known" vassals to the true ruler, a being as soulless as the dead.

Lady Ergot, The Tomb Dancer, Bringer of St Anthony's Fire, a darkly vicious and tortured Fae, has shadowed mountains, homes, and hallows in Colorado for at least a century. After her very presence dispatched the prior Changeling court, she has, in a very unFaelike move, made it her home. For 80 years, no other creature of nightmare or dream dared enter Boulder. The air itself held her taint, a deep- seated fungal cloud, felling the heartiest hedge beast. Strangely enough, those Vampires, Werewolves, and other supernatural denizens wandering or dwelling in Boulder seemed to have been left alone. Some speculate they suit her purpose, others that a bargain was reached.

And the Lady has not sat idly. Every day, each night, and the moments in between, her powers are bent in fanatic searches. She digs, seeks, pines for the means to snatch away that one element of being that humans possess "above" the Fae, a soul. To this end, Lady Ergot tests the spiritual constitutions of mortals, and rumor suggests she violates the lands of the dead as well. Even as Fair folk possess nearly limitless possibilities in form, they lack a soul that drives those emotions so defining in human life. In death, mortals shed their form, leaving nothing but the very same emotions
and spirit. This contrast drives the Tomb Dancer to obsession.

For years she worked alone, experimenting in isolation upon the living, the dead, and those hedge born captives under her power. Never achieving the successes surely possible, experiments became more and more elaborate. This required an expansion beyond even her godlike resources. The Bringer of Fire made the fateful decision to
once again open Boulder's overgrown hallows. Not only would Lady Ergot offer Boulder as a place for Changelings to gather, including the re-establishment of Seasonal Courts, but she would provide safe haven from those Fae looking to recapture their servants (or perhaps the goal was just to keep other true competition from investigating her power).

Her conditions were simple and the consequences lethal. Few would dare violate her authority, but those who did were rarely seen again. Any who wished could enter the city's graveyards, but none could freely leave without her permission. Though any could kill humans at their whim, the bodies could not be moved by a Changeling without her permission. And finally, though any could heal the sick, the first to spread any new strain of an illness in Boulder was under her protection (and some rumored that these even held her favor).

Four came to test the virtue of this gift of "freedom", a Changeling from each Season, capable and sincere in their desires. By virtue of their strength, all requested permission to establish their Season's court. As always, there was a catch. In exchange for a Vow of loyalty, each took a crown, laying a proper claim, and gaining the right to offer their protection to any and all who choose residence. With their Vow, though, came pressures of ongoing tribute. Glamour, humans for experimentation, as well as literally any and all physical objects the Lady demands. Her fickleness would undoubtedly have led
to another slaughtered Court eventually, were it not for Lady Ergot's greed for Hedge Beasts and Occult Lore in her ongoing experiments. This has led to a substantial bounty offer for both.

As the years passed, Boulder's reputation grew as a mixed blessing. Lady Ergot relied exclusively on the Courts to manage Changeling affairs, rarely making direct contact with others. This allowed her greater time for research, rather than managing her territory, not to mention the profits gleaned from vassals. The toll has been high on the Seasonal rulers, both on their consciences and their being. A Changeling who murders, steals, and enslaves others is just as much a victim of their crimes as their target. In the last two decades, the Four have degenerated nearly beyond recognition. While their powers have grown over this time, they lack the capacity to relate, often resembling monsters rather than monarchs.

While the History of the City before Lady Ergot’s reign can be uncovered by resourceful Changelings, it is done so with great difficulty. Her secrets run deep and have been hidden with care. Investigation into the Lady herself and the history of Boulder holds much danger and excitement to those driven by curiosity.

The question is now whispered, "What does the future hold?" Though not seen for at least 2 years, Lady Ergot's authority is ever present, a slow and painful death to her enemies. The Kings and Queens that do her bidding, the true link between her and the Changeling community, is faltering. Will others take their place, and take a new Vow to serve? Is a rebellion in the works, freeing the city from its Fae binding? Or perhaps even an outside threat, another Fae taking advantage of the breakdown in Boulder's power structure? Let the Seasons come.
((As the approvals to pass this VSS seem difficult to achieve, I'm planning on not actually having the Lady Ergot as a resident NPC at this time. She, as of right now, is no longer residing in the city. Though most, if not all, PC's in the city will be unaware of her absence. There may come a time when I choose to go up for the approvals and bring her back into the city as a regular NPC.))

Local Hedge:

The Hedge surrounding Boulder has a very dry mountainous desert feel to it. Much of the vegetation is of the sage/brush/tall grass variety. Most evidence of human civilization fades quickly upon entering the Hedge within this area. While paved paths weaving through the growth (reminiscent of the myriad bike and walking paths that can be found throughout Boulder) are seemingly everywhere within the “near” Hedge, one would have to look or listen very intently to find even the smallest traces of litter or hear the sounds of cars in the distance. The Wildness of the Hedge is evident immediately upon entry. It is even easier than usual to find oneself lost amongst the thorns. Because this city has had such minimal Changeling activity for the last thirty years or so, and one cannot even guess those things that are living in such an inhospitable location, there are not many well tread paths to be found or stumble upon once traveling past the immediate vicinity in which a Changeling enters the Hedge.
Though every brambled forest possesses a smattering of clearings, animal trails, and the occasional Hedge home, the Lady has encouraged the deadly foliage to overtake what had once been well marked with crossroads. Those few fae botanists that have mapped even small portions of Boulder’s mazes have remarked that there are signs of multiple Trods once leading out of the land, with occasional broken down signs and a cobblestone or two peaking through the earth. These days, there is only one consistent exit that could qualify as a Trod. Unlike many paths to and through the Hedge, the Gully Road doesn’t meander through the Hedge, but under it. With choking dirt clouds, twisting with living roots, and hanging noose weeds from above, the path winds from a starting point fairly close to Boulder’s Freehold. At the entrance stands a large statue, features having long since eroded away. “Under to Over, and Through find Peace,” it says, speaking in English, but with a distinct Russian accent. Likely the Gully Road had once touched near another city free for Changelings to thrive. But Lardy Ergot has spent decades fortifying her realm from outside involvement, and this Trod is no exception. Though the tunnel exists more or less as it once had, anyone standing too close to the dark entrance has heard those echoing screams of its new residents.
While Goblin Fruits can be found locally, it’s a more difficult process than most Changelings are used to. The air and earth here are screaming for water constantly impeding the growth of many or the more valuable fruits that can be found in other locales. All searches for Goblin Fruits are made at a -1 penalty while in the Boulder Domain. Despite the inhospitable feel of the local Hedge, there are lush paradises and safe(ish) havens that can be found if one knows were to look.
The Fire Orchard, most well known of all the Hedge’s oasis’, is soul property of the Lady Ergot. However, all Changelings who’ve sworn the fealty pledge to their respective Monarchs are given access to the Lady’s orchard during all daylight hours. Aptly named for its intense fierce reds and golds, deep rich browns, and vibrant oranges, the Fire Orchard seems to be infused with a kind of radiant light not often seen in this desert Hedge. While green living things are not the predominant growth here, the lush life within is impossible to ignore. Every city resident is given leave to take with them 5 fruits from the Fire Orchard between full moons. Though none have ever heard the tale spoken first hand, it is said that her Ladyships punishments for transgressing the bounds of her generosity are met out in the most harshly unspeakable fashions. Depending on the Season, many different fruits can be found within the orchard; the most uncommon of these being the Oasis Sage. A hearty bush typically found throughout the Front Range Hedge, Oasis Sage is covered in small, sage-like leaves, ranging in color from a pale faded green to a shimmering yellow. When eaten raw or steeped in tea, this local bush immediately quenches the recipients thirst, completely refreshing and imbuing her with 2 points of Glamour. This lasts for 2 hours. At the end of the 2 hours, the Changeling immediately loses 1 point of Glamour and is filled with an uncontrollable thirst for the next 12 hours or until the sun goes down (whichever comes first).

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