The Fires of Summer; All-venue National 2007
The Camarilla UK All-Venue National 2007; Forsaken VSS
Invitation
During the summer months great fires rise towards the sun, celebrating the summer and the fat times, welcoming the times for war and proclaiming victories to the skies. This year I welcome visitors to my territory. Come and bring your offerings to the fires. Come and bring your tales of victory and war. Come and bring ears to listen, minds to be inspired.
The times are dark, but there are points of light. Bring these and pile them high to make a great Bone Fire. Call on the spirits of the summer and the spirits of the People and the spirits of wars to give their blessings to us. Call on them, and bring gifts for the flames.
For many years I have not welcomed visitors to my territory, for many years I have kept the People from my treasures, but now the signs show that it is time for them to be shared, for my territory to be given over to others, and for me to prepare for a journey which I must make alone.
I prepare to walk the Long Mile but have gathered much in my years as Uratha, learning of the Shadow, trinkets and toys taken from those who would have stolen what is mine, and my own dear treasures. Without setting all things right I could not start my journey with an easy heart, so all are invited to come and participate in the Rites of Summer, and to trade for those things which are mine, and to earn those which shall be prizes for the strongest, the fastest, the fairest of voice and the quickest of wits. Come then to join in great games and tests of skill.
So come and join me at Wray Castle in a ritual to welcome the summer and to gird the People for war, a chance to earn my treasures for yourself, and summer games for all.
Beware the wilds beyond my territory though, there are dangers aplenty which lie outside of my reach. The roads are safe under the sun, the waterways are safe to those who travel with care. Come from the West and there are none whose territory borders mine; to North and East and South the Pure Tribes lurk. Do not stop in Kendal. Do not stop is Keswick. The land outside my territories are not safe and the Other is as dangerous as it is beautiful.
Walk softly, and come.
Sedgewood Rawnsley,
Alpha of the Wray Territory, Rawnsley Family Patriarch and Verger to the Church of St. Margaret
Second Invitation
I have called a notice to raise tall the Bone Fires, now I call again. The Dreamers of the Wray Territory say that the time comes soon. The night of the 19th May will be the first night of the Crescent, the Witches moon, the Shaman moon, the Ritual moon. That shall be the end of the Bone Fire. Journey to my territory for that day, at the height of the Sun the Fires shall be tended, so come before.
Those who would learn what secrets of the Spirits magicks I hold come before, to you there shall be a test; I charge that you lead the Bone Fires, build my fires large and whole. If you have heard the music in the crimson crow you know of what I speak. If you have not, and wish to, travel to me still.
Those who would test themselves against others in the Flesh or in Spirit come too for there shall be games. Each games shall be three; for the Flesh there shall be races, there shall be combat, and there shall be a test of strength for the Pack. For the Spirit there shall be puzzles, there shall be storytelling, and there shall be a test of hunting for the Pack. For those who would learn more, call upon me, through the Scarlet Message, or through this computer.
Walk softly, and come.
Sedgewood Rawnsley
Alpha of the Wray Territory, Rawnsley Family Patriarch and Verger to the Church of St. Margaret
The Games of Summer
The summer is the traditional time for war – the roads are good, the game is plentiful and the weather is kind. Over many years this has changed to a more formalised contest – summer games. They take two forms; Games of the Flesh and Games of the Spirit, with a champion of each. The games of the flesh are normally the most popular and are split into 3 main categories.
For details of the games see below, please let me know if you are interested in these as soon as possible - we will be running tests/draws for these through the morning before the game and up to 1pm during the game, with the actual 'games' taking place after that.
Games of the Flesh
- Races: sprint, long-distance, swim, climb, obstacle > triathlon.
- Combat: unarmed/wrestling, duel, target shoot > grand melee.
- Pack Event: tug of war.
Games of the Spirit
- Tactics & Puzzles: physical puzzle, riddle, chess/knaves table.
- Storytelling: bragging.
- Pack Event: A hunt.
Games of the Flesh; Races
These can take many forms, sometimes with vehicles but mostly without. They are traditionally undertaken in the Flesh. Sedgewood Rawnsley is hosting three races; a sprint, a long-distance run, a swimming race and a hurdle or obstacle course. It is expected that Hishu form will be used, and that no Gifts, Fetishes, Talens or other enhancements will be used – this is a test of natural ability. The winner of each will receive a small fetish and entrance in a triathlon event. The Triathlon will pit the fastest over different distances and distances in a set of three challenges, one after the other, with the winner being the first to finish. They are a middle-distance run, a swim followed by a climb to the finish. There are no restrictions on forms, Gifts or Fetishes, though any violence will result in disqualification and confiscation of the Fetish they were awarded for winning the qualifier.Mechanics: The winner of the sprint will be the first to game 10 successes in a Strength + Athletics draw. There is a +1 bonus to this roll for every 3 points of speed a character has. The same mechanics are used in the long-distance running, except that the target is 25 successes and the draw is Stamina + Athletics. The swimming event uses the same mechanics as the long-distance run, though requires 20 successes (no bonus for pace). Similarly for the obstacle course except that the draw used is Dexterity + Athletics and the target is 20, each level of Fast Reflexes will add a +1 bonus for the obstacle course only. In the event of a tie (same number of draws) the winning character will be the one with the highest total speed. For the triathlon event the draws are Stamina + Athletics (+1 per 3 speed) needing 20 successes for the running, followed by another Stamina + Athletics draw, though use of Gifts, Fetishes or other powers might modify this draw, with a total of 10 successes needed. For the climbing it is a Strength + Athletics draw, each draw representing 1 minute, with a total of 5 successes needing to be made to reach the top (see MET p72 for more).
Games of the Flesh; Combat
Again, these might take a number of forms, but Sedgewood Rawnsley has opted for three qualifying heats leading to a grand melee. Opponents will be drawn at random from those who have opted to fight, again, all combat will be undertaken in Hishu and no Gifts, Fetishes, Talens or other enhancements are allowed. The use of silver, or weapons, abilities or similar with mimic its affects, are banned (and their use will result in being ejected from the territory). It is expected that any who feel the red-anger of Death Rage raising will withdraw, rather than risk the life of any competitors or watchers, and that they will be restrained and withdrawn (after paying any weregild appropriate) if this does not happen and they do frenzy. Karuth may result in the offender being ejected from the territory. All challenges will take place in a traditional fighting circle. The finalists in each event will be awarded with a small fetish and a place in the Grand Melee.The first contest is unarmed combat – the Wrestling. People may use any strikes, punches, kicks, throws, grapples or other moves but are expected to avoid eyes, groin and other sensitive places. The aim is to eject your opponent from the circle whilst remaining within. It is expected there will be several who wish to show their prowess and so competitors will face each other drawn at random, with the two finalists gaining a place in the Grand Melee.
The second contest is a display of duelling. Any weapon may be used as long as it matches the above list of requirements (it may not be a Fetish, Talen, Awakened, Silver or in any other way not mundane). The winner of each round is the first to score three points (solid hits) on the other. It is expected there will be several who wish to show their prowess and so competitors will face each other drawn at random, with the two finalists gaining a place in the Grand Melee.
The third contest is a target shoot, though any projectile or thrown weapon may be used as long as it matches the above list of requirements (it may not be a Fetish, Talen, Awakened, Silver or in any other way not mundane). Each competitor will have 5 shots, arrows, bolts or throws (etc) at a target set 50 yards away. The target will be marked in 3 bands and a bull’s-eye (blue, red, white and bull) with points being awarded at 2, 4, 8 and 12 for each. The two who score the highest will go on to the Grand Melee.
The Grand Melee will pit the 6 finalists against each other. Participants may be eliminated in one of two ways. Firstly the contestant may be physically ejected from (or made to leave) the circle through any means within the rules above. Secondly three points may be scored from any source; note that this may be three hits from separate people and that hits scored before someone is eliminated still count. In this challenge the participants may make use of their forms, Gifts, Fetishes, Talens and other enhancements however, all restrictions on the use of Silver or Gifts, Fetishes or effects which duplicate its effect, and the warning of Death Rage, are still in total effect.
Mechanics: To win a round in the wrestling there are a number of tactics which may be used. The simplest is to win in two successive Overpowering draws (ie, grapple, overpower, overpower again) and push the other out of the ring. The alternative is to succeed in three successive brawl attacks (without being struck) or five brawl attacks (which may be interrupted by being struck). For the duelling the rules are very simple – the first to score three points (a successful attack which scores 2 or more successes) is declared the winner. Attacks (including initiative and defence) are resolved as normal. For the target shoot the rules are likewise simple; a normal attack roll is made with 1 success getting a hit in the blue, 2 in the red, 3 for the white and 4 for the bull. For the final any attack (armed, unarmed or missile) which scores 2 or more successes will count as a strike (others just aren’t solid enough) and a contestant is eliminated on the third strike is called. Alternatively 3 successive, successful hits (from armed or unarmed sources) will push a contestant from the ring, as will a successful overpower grapple move, followed by another successful overpower manoeuvre. The winner will be the single remaining at the end of the Grand Melee. In the event of the final two being eliminated at the same time the Elodoth present shall declare the winner.
Games of the Flesh; Pack Event – Tug of War
In addition to the races and combat there will be a Pack Event; to take part there must be at least 3 members of the Pack present. This will be a grand Tug of War, with contestants being drawn at random against the other. The contest will be a knockout with one pack emerging the victor. The winning pack will be presented with a small fetish.Mechanics: Each team member draws Strength + Athletics (unless some other tactic than just pulling is being used) and successes are totalled and then compared. The loser is dragged a number of steps towards the ‘line’ equal to the net successes. Subsequent draws modify this (i.e. returning to +5 steps before dragging the other team closer) and it takes 5 ‘steps’ in total to cross the line.
Games of the Spirit; Tactics and Puzzles
There are several options here, both for puzzles and for games of tactics. Firstly there are some physical puzzles made of wood and metal which need to be taken apart, or fitted together. Awakened they are more tricky than normal, but for the one to complete all five puzzles in the least time there is a prize – a minor fetish. There are also a series of five riddles – and the first to get the correct answers to them will again win a prize – another minor fetish. Rather than risk the lives of the People in battle I have elected to set games of skill, strategy and tactics as a test of the mind. There will be such games as are found and deemed suitable by those who are playing, though I suggest chess, draughts, knaves table and the like. At the end of the Games the one who has the most victories under their belt shall be awarded a minor fetish. Each victory must be against a different player, and each person may be played but once (though friendly games are encouraged highly – it is a grand way to hone the mind and instincts).Mechanics: ideally you should be able to solve the puzzles ‘in game’, but since characters are often better at such things than players an ST may give hints or clues to riddles for a successful Wits + Academics or Wits + Investigation draw. The physical puzzles can be beaten by getting a total of 5 successes on a Dexterity or Wits + Crafts draw. Each draw after the first will suffer a -1 cumulative penalty (-0 on draw 1, -1 on draw 2, -2 on draw 3, etc), and each draw will represent 1 minute of activity – with ties going to people who actually solve the puzzle in ‘real life’. With regards to the tactics, ideally people will play these games in-character, however, I realise that the character may be better than the player (though it is highly encouraged that people play these games in character rather than resorting to draws). If mechanics are preferred then a draw of Wits + Intimidation or Subterfuge or Academics (or other skill agreed with players and ST depending on play style) is made, with the first player to get 10 successes winning that bout.
Games of the Spirit; Storytelling
Nothing is more important to the People than the marks of renown and the stories which go with them, deeds are the foundation of power, and of respect. Though it is expected that the greatest talesingers are the Cahalith any are welcomed to enter this, and all are respected who do so. One shall be given to judge the difficult task of weighing great tales of the People, of our past, of our future, but the decision shall be given to the crowd gathered to hear with each giving a token to show their support for one or another. All stories are welcomed, though tales of modern times or which have relevance to us are most often applauded.Mechanics: a story should be told to those who are listening, though it can be delivered in written format instead (in which case the Judge should read it). A Presence + Expression draw should be made (which may be modified by the ST to +/-5 depending on the delivery) to give an indication of how good or bad the story was. This should really be mechanics light or free though!
Games of the Spirit; Pack Event – the Hunt
One of the most important things we all know instinctively is to hunt – the Wolf must Hunt. To take part in this there must be at least 3 members of the pack present, and all packs will know when the contest begins. One member of the pack will be allowed to see the prey which is to be hunted, before the start of the hunt, and the pack may make any preparations they wish. In this challenge the participants may make full use of their forms, Gifts, Fetishes, Talens and other enhancements however, any use of Silver or Gifts, Fetishes or effects which duplicate its effect are not allowed to be used. It is expected that any who feel the red-anger of Death Rage raising will withdraw, rather than risk the life of any competitors or watchers, and that they will be restrained and withdrawn (after paying any weregild appropriate) if this does not happen and they do frenzy. Karuth may result in the offender being ejected from the territory. The winning Pack will be the one which brings the remains of the prey to the Judge of the contest; in the event of more than one Pack bringing parts of it back the one which has the head or, if the head cannot be found, the greatest part of the corpse will be judged the winner and awarded with a Fetish.Mechanics: This event will need to be run with a supervising ST but will be essentially a chase where dirty/clever tricks will be rewarded – the winning Pack is the one who brings the remains to the Judge, not the one which kills it.
ST Contacts
Venue Lead: Rik Sowden, UK ANST Forsaken, storyteller@forsaken.camarilla.org.ukOther STs: Tim Edwards, UKNST; Iain Galloway; Ian Maxwell, DST Bicester
Place/Time
This VSS is applicable to all Forsaken games run during the UK National All-venue event held in Harlow 18-20th May 2007. This applies to either ST-directed games or to Soft RP, whether included in the convention schedule, or impromptu game sessions.
Theme/Mood
The Forsaken venue is a harsh place – every hand could be turned against you, no matter if its your tribemate, your mother, your neighbour. The Shadow is a hostile place to even the most experienced Bone Shadow, there are foes out there to challenge and best the most skilled Blood Talon, there are puzzles which can stump the cleverest Iron Master, places too wild and untamed for the most hardy Hunter in Darkness and more challenges for leadership for even the strongest willed or noble Storm Lord. It is a venue where the needs of fellowship, company and society must be balanced with concern for territory and even survival. Some of the things which lurk in the dark are even worse to meet down a dark alley than yourself.Venue Rules
Members of Camarilla affiliates outside the UK may be required to strike items from their character sheets, alter supernatural powers or effects, or otherwise work with the Storytellers to make sure their characters are in compliance with the UK (mainly, see any differences in the UK Addenda). We will be using all rules published and approved for play, which at this time it includes: World of Darkness (MET Corebook), Shadows of the UK, Werewolf: the Forsaken (Tabletop Corebook), Lore of the Forsaken, Lodges the Faithful, Lodges the Splintered, Predators, Blood of the Wolf, Blasphemies, Territories and The Pure (a full list of sourcebooks approved for play in the Camarilla may be found at http://camarilla.white-wolf.com/MST/images/stories/camarilla_addendum_appendix1_040107.html), plus the the International Camarilla Addenda (see http://camarilla.white-wolf.com/MST/images/stories/camarilla_addendum_040107.html) and Cam UK National Supplement (see http://www.camarilla.org.uk/files/Camarilla_UK_National_Supplement.doc).Essence
Characters will start with Essence equal to either their Harmony or +3 to their finishing pool from their last game. They may additionally add the rating of any Loci which have been bought as a Pack Merit (from Territories). Any additional Essence may be gained by speaking with members of the ST staff before entering game play.Character Restrictions
There are no blanket restrictions for the Forsaken venue, although the Lead Venue Storyteller reserves the right to deny any item, power, or character type on a case-by-case basis. Any PC with items from the list below need to notify the Lead Venue Storyteller no later than 1st May 2007 of their intention to attend. This is not a guarantee of acceptance, although it is likely. Notifications after 1st May 2007 will have an incredibly high chance of being denied. A return email from the Lead Venue Storyteller will be sent with the decision to accept or deny the Approval in question.Items which require contact from the Lead ST:
- Character types which require a High (or greater) approval, any character who is not a Werewolf who has sworn the Oath of the Moon.
- Any PC which has a High (or greater) approval item on their sheet and who will want to bring it with them. This includes Gifts, Rites, and Fetishes etc. Players must include on the character sheets presented at Harlow a typed description of that power, ability or item, and its game mechanics, otherwise it will not be available for use at the National. Please note that this will include any Gifts, Rites or Fetishes which are unique to a Lodge (such as the Opening Gifts for the Lodge of Doors).
- Cross-venue approval, for any cross-venue interaction with the Forsaken game please have an approval number for it from the Approvals Database, with the permission of your own VST and from the Lead ST. No approvals will be granted at the event.
On-Site vs. Off-Site
As the Forsaken venue comprises both physical reality and the Shadow Realm, certain areas may be designated for the Hisil, depending on availability of space. Players who are on the physical location of the gamesite yet "off-site" in terms of play represent a breakdown in the continuity of the game and will be limited as much as possible. Those events that have been designated as off-site will be clearly marked on the schedule or by Storyteller Announcement. In some cases participating in these events may limit your ability to participate in the regular venue, as well as be subject to travel risks and/or additional time requirements.Proxy Rules
As per the Universal VSS and the Camarilla Rules Addendum. Though proxy play is permitted by the Camarilla rules supplements, proxy characters are not allowed for the UK National without Lead Storyteller approval due to the difficulty in finding players and Storytellers to run them. This approval must be secured not later than 1st May 2007. On-site approvals will be extremely unlikely.Travel Risks
Long-distance travel is rarely assured to be safe for any supernatural denizen of the World of Darkness. For the Forsaken, specifically, many threats seek to destroy them. However, in the interest of actually getting characters and players to the convention, assume that characters may reach the Ritual site without undue trouble so long as they travel in some conventional method (car, bus or plane). If characters are travelling to the National in some other manner (hoofing it in Urhan form, or, Luna forbid, through the Shadow), players should contact the Lead Venue Storyteller no later than 1st May 2007 for appropriate...wrinkles in their travel plans. Notifications of this sort arriving to the Lead Venue Storyteller after 1st May 2007 are unlikely to be handled promptly, due to last-minute preparations for the convention.Narrator and Lead Venue Storyteller Empowerment in Mass Combat Scenes
As per the Universal VSS, in addition, the Lead Venue Storyteller reserves the right to temporarily deputize Narrators throughout the duration of the convention, on a case-by-case basis, as needed.
Player Advisory
The World of Darkness is not a happy place. From time to time, the Lead Storytellers in a venue may use adult themes, vivid descriptions, and contentious social issues to bring the World of Darkness to life. For those familiar with the White Wolf tabletop material, some plot elements or themes could be considered "Black Dog" material. Such themes and issues may include racism, sexism, bigotry, prejudice, sexual assault, and extreme violence. If, at any time, a player feels uncomfortable with a scene, the player should immediately inform the Storyteller running the scene. The Storyteller will either tone down scene so that the player is once again comfortable participating in it, or will excuse the player from the scene and hand the PC to a Narrator or other designated representative to finish out the scene without breaking continuity. These disturbing elements will not be used lightly, and players that leave due to comfort issues will be treated with compassion and courtesy. Storytellers will make every effort to ensure that players who must leave a scene for this reason are not put at a disadvantage by their departure.
ANST Desktop ~ Enemies ~ Events ~ Places ~ Resources ~ the Spirit Courts ~ Tales ~ Venue Style Sheets ~ Who's Who
Disclaimer:
These pages concern a role-playing game. Events described are not
real, but are acted out as a form of improvisational theatre. If you
have any problems with this, they're your problems, not ours.
Copyright White Wolf Publishing, Inc.