Sheffield Forsaken VSS
Part 1: Basic Information
Part 2: Styles of Play
Rate each of these categories, using the scale below:
Style of Play - Description - Rating
- Action - 4
- Character Development - 4
- Darkness - 3
- Drama - 4
- Intrigue - 2
- Manners - 2
- Mystery - 5
- 1 - Low; present (predominantly player introduced) at a game once every four quarters.
- 2 - Moderate; present at a game once every three quarters.
- 3 - Average; often present at each game.
- 4 - Influencing; consistently present at each game.
- 5 - Constant; always present at each game.
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
- Storytelling Mechanics – Sheffield Forsaken uses White Wolf’s Werewolf: the Forsaken and The Camarilla’s Fan Club Rules Addendum to Werewolf: the Forsaken with the below alterations. In some cases, the below is just a restatement of policy and existing rules within The Camarilla.
- Proxy Rules - As per The Camarilla Rules Addendum.
- Character Restrictions
- Character Creation Guidelines: The game is open to Forsaken or Wolf-blooded characters. Currently the ST would like to keep a cap on the Fetish background; unless there is a very good reason given, please do not create a character with more than two dots in this background. Players are politely requested to avoid the issue of Lodge membership for their characters for a few months until the venue "settles in". If it need be said, the ST reserves the right to refuse approval to any characters created. As a guideline, the following are likely to be refused:
- Backgrounds that involve other Venues within the game (Specifically Vampire: the Requiem and Mage: the Awakening).
- Character concepts that are thoroughly incongruous to the current setting (eg. Has been living safely as Forsaken in the Peak District).
- Clear implausibility within the context of the setting (eg. excessive Glory Renown bought with MC experience for a character with little combat ability).
- Downtime Scenes – Format: The Storyteller prefers that downtime instructions be sent to his email address in a plain text format with as little formatting as possible. A handwritten or printed downtime is also acceptable. Downtimes should roughly not exceed more than an A4 page of average-sized text. Please don't send downtimes in Microsoft Word format. A downtime of no more than a short sentence or paragraph describing a character's actions for the next month is very desirable. Basic rule of thumb: Waffling is bad, silence is worse.
- Deadlines: The Storyteller would prefer that downtimes are sent as soon as possible after a game, although national and regional events (in and out of character) may alter this policy. Basic rule of thumb: Please don't catch the ST unawares.
- Travel Risks –
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.
- Visiting character/plot policy – Given the in-character dangers of approaching and travelling through Sheffield, characters would do well to inform the local Uratha that they are coming. The warmth and preparation of welcome depends entirely on player choice. Players of visiting characters are advised to give fair warning to the ST; at least a week is preferable. Unless part of some overarching plot agreed with other Storytellers, only Forsaken and Wolf-Blooded characters are acceptable Player-Characters in this venue.
Experience Guidelines:
- Attendance and Downtimes - As per the Camarilla Addendum.
- Roleplaying a Flaw - As per the Camarilla Addendum.
- Roleplaying a Derangement - As per the Camarilla Addendum.
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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.
Copyright White Wolf Publishing, Inc.