Sheffield Forsaken VSS

Part 1: Basic Information

Part 2: Styles of Play

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Part 3: Description of Venue

THEME

The Steel Frontier: Once lost and now being reclaimed, Sheffield is in many ways a frontier - it's been a city lost to spirits, it's a bulwark against the Pure, and it's a living, barely explored urban jungle. On the other hand, a frontier can be where hope and ambition flourish.

You Can't Go Home Again: The disconnection from their previous normal lives is an important theme; how much of a charade are Uratha willing to keep up to protect the veil - not to mention their families and friends? How much are they prepared to leave behind?

MOOD/ATMOSPHERE

Claustrophobia: Characters are often trapped or pinned down; even socially or politically, they are in some way contained or caged. How can they break out of this? How far can they be confined together before they snap?

SETTING

Smoke & Mirrors: Sheffield's Hisil is permanently wreathed in smog, but that's not the only concealment at work. Upheavals in the last two decades have made lore acquired over a dozen generations obsolete; the current politics of spirits are almost unknown, and it appears they like it that way.

It's left to the Forsaken of the present day to rediscover what has been lost.

Part 4: Storyteller Information

Non-Camarilla Players - The ST is happy to take on players as part of the game that do not wish to be part of local game without being part of the Camarilla's ongoing Chronicle, although for consistency's sake ask that they abide by the game's code of conduct, and that they keep track of some (admittedly minor) book-keeping.

Sheffield is currently very confusing to any visiting Uratha, not to mention the recently Changed. Many local spirits - mainly glass or steel elementals - are very hostile and may harass or kill Uratha if they think can get away with it.

It's widely known amongst the Uratha that Sheffield's Hisil is permanently wreathed in smog, with visibility rarely more that a few dozen metres. There are some 'clear' areas, but they are typically inhabited by hostile steel and glass elementals. Navigation through the Shadow without the assistant of a native is understandably difficult.

The hills to the west of Sheffield (i.e. the Pennines) is a stronghold of the so-called "Pure" tribes. For Uratha, travel by most modern forms of transport through the Peaks is relatively safe; travel over land is hazardous at best, but usually considered suicidal. The northern and southern approaches to Sheffield have no hazards beyond the usual problems associated with the World of Darkness.

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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.

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